View Full Version : The Grey Wolves Supermod
[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:
Mothballs posted another link. This one works fine :up:
http://rapidshare.de/files/33807005/Kids_Mode_for_Grey_Wolves1.1a.rar.html
Dep
THE_MASK
09-20-06, 04:39 PM
http://img150.imageshack.us/img150/8817/introqg2.jpg (http://imageshack.us)
bigboywooly
09-20-06, 04:41 PM
Clever Sober :rotfl:
NZ_Wanderer
09-20-06, 05:07 PM
Many thanks for that, I have just downloaded that Mod and will have a look at it tonight..
Think I will take it apart and just use the things I mentioned as I'm a little too long in the tooth to be a kid again and don't really need all the things in it.. :rotfl:
I remember a long time ago that someone did the underwater colour, so may have a look back and see if I can find it to revert things back to seeing underwater again.
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
bigboywooly
09-20-06, 06:36 PM
Many thanks for that, I have just downloaded that Mod and will have a look at it tonight..
Think I will take it apart and just use the things I mentioned as I'm a little too long in the tooth to be a kid again and don't really need all the things in it.. :rotfl:
I remember a long time ago that someone did the underwater colour, so may have a look back and see if I can find it to revert things back to seeing underwater again.
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
Sorry couldnt give you all the info needed seperate but up to my eyes in it at the mo as you can imagine
Hope you can get the bits you need from that mod :up:
NZ_Wanderer
09-20-06, 06:57 PM
No worries, might see if I can make separate little mods so that if others are interested in just reverting one thing back they would be able to.. - Will see how I go :ping:
Sorry couldnt give you all the info needed seperate but up to my eyes in it at the mo as you can imagine
Hope you can get the bits you need from that mod :up:
scrapser
09-22-06, 12:34 AM
For some reason, I'm starting to have problems getting the external torpedoes loaded to the reserve slots. With a full crew in the stern, I try to transfer external aft torpedoes to the aft reserve slots. But I get a message saying I don't have enough crew in the bow!!! So I move everyone to the bow and sometimes the torpedoes loaded. Now the one torpedo is moved but the second is stuck with 41:55 minutes left to go. I tried submerging and resurfacing but the screen still shows the torpedo half loaded.
I'm in a IXB on my 3rd patrol.
I read the post about changing the basic.cfg file but I can't find it. The file in my SH3 folder is the stock file. Nothing is commented out with new values, so I'm assuming the GW file must be stored elsewhere and get copied in when I run the sim. BTW, I'm using SH3 Commander.
Help!
Thanks,
scrapser
Kpt. Lehmann
09-22-06, 01:36 AM
For some reason, I'm starting to have problems getting the external torpedoes loaded to the reserve slots. With a full crew in the stern, I try to transfer external aft torpedoes to the aft reserve slots. But I get a message saying I don't have enough crew in the bow!!! So I move everyone to the bow and sometimes the torpedoes loaded. Now the one torpedo is moved but the second is stuck with 41:55 minutes left to go. I tried submerging and resurfacing but the screen still shows the torpedo half loaded.
I'm in a IXB on my 3rd patrol.
I read the post about changing the basic.cfg file but I can't find it. The file in my SH3 folder is the stock file. Nothing is commented out with new values, so I'm assuming the GW file must be stored elsewhere and get copied in when I run the sim. BTW, I'm using SH3 Commander.
Help!
Thanks,
scrapser
Are you using the 24 hour fatigue mod option?
scrapser
09-22-06, 06:52 AM
Yes and I installed the 24 Hour fix when I first installed GW (1.1a). I ran two patrols in a type VII without trouble and this is my first patrol in the IXB. The forward external stores transferred just fine; the aft stores are giving me the problem. I'm not experiencing the issue with the green bar not reflecting the size and stamina of the crew...just the stuck torpedo loading.
Thanks
scrapser
Kpt. Lehmann
09-22-06, 09:16 AM
Yes and I installed the 24 Hour fix when I first installed GW (1.1a). I ran two patrols in a type VII without trouble and this is my first patrol in the IXB. The forward external stores transferred just fine; the aft stores are giving me the problem. I'm not experiencing the issue with the green bar not reflecting the size and stamina of the crew...just the stuck torpedo loading.
Thanks
scrapser
Hmmm, this is the first time I have had this variation of the 24 hour fatigue mod torpedo loading problems brought to my attention.
We will check into it, but I must admit... I'm a bit tired (fatigued LOL) of fiddling with the 24 hour fatigue model. I am considering its removal from GW.
(Waits in foxhole for barrage...)
arthurgogol
09-22-06, 11:34 AM
Hi guys!
I know you know that an addon exist for SH3,it called "meditérranéan.."
I have bought it, and installed it, and i would like to kwnow if it is possible after installing this addon to put after it the TGW mod?
tahnk you!:up:
mr chris
09-22-06, 11:46 AM
Oh no hide :dead:
Arthurgogol the add on you talk about has been discused widely in these froums. And has causes many a flamed temper. From what i have read about it the production of this add is not very good and far from as good as GW or NYGM. If i was you i would read thought the many threads sbout this add on on the froum and make your own mind up. But my advice is to just use one of the supermods the GW or NYGM. The late's release of Nygm is just about to come out As for GWX the next installment from the GW team it should be here soon or as the devs say when it is ready. Both of these mods are much better than the add on you talk about and ther are free.
danlisa
09-22-06, 11:52 AM
@ Arthurgogol
If you conduct a quick search of the Forum you will find plenty regarding this addon:down:.
My advice - just stick with GW. It is far superior.
<sigh>...after all my work downloading an uncorrupted version of Grey Wolves...I find I can NOT use it. :cry:
The frame rates are a crippler for my comp. And my comp is no slouch in the hardware department. Just pulling out of a harbor turns the sim into a slide show. Last time I had this kind of effect, it was with the Jane's Advanced Tactical Fighter sim. I will say that from what little I saw of Grey Wolves it looked nicely done. I will save the files and maybe in my next computer build I will have the huge amount of power necessary to run it smoothly. I can see a great amount of effort was put into the mod. Well done to all those that worked on it. :up:
Dep
As it is stated before, the mediterranen 'add-on' is pretty poorly done (atleast what I´ve heard and seen). You can get better for FREE. :up:
<sigh>...after all my work downloading an uncorrupted version of Grey Wolves...I find I can NOT use it. :cry:
The frame rates are a crippler for my comp. And my comp is no slouch in the hardware department. Just pulling out of a harbor turns the sim into a slide show. Last time I had this kind of effect, it was with the Jane's Advanced Tactical Fighter sim. I will say that from what little I saw of Grey Wolves it looked nicely done. I will save the files and maybe in my next computer build I will have the huge amount of power necessary to run it smoothly. I can see a great amount of effort was put into the mod. Well done to all those that worked on it. :up:
Did you install the enchanced sea floor? It eats RAM like a Tazmanian Devil. :)
Did you install the enchanced sea floor? It eats RAM like a Tazmanian Devil.
Nope. Just the basic mod without the addons. I get an occasional hesitation in SH3 with my "normal" mods. It lasts about 3 seconds and only happens evey few minutes when I am running at 1024 speed. That is understandable. But GW had hesitation every few seconds. It got better out of the harbor. I am downloading the NYGM mod to see what it's like. Like I said...GW looks like a TON of effort was put into it. But I just don't have the horsepower to run it. When I exited SH3 I had all kinds or warning messages from WinXP about insufficient power to run basic programs. Had to reboot to get back to normal.
My system:
Pent 4 2 gig
Radeon 9800 256Meg
512 RAM
60 gig hard drive
Most likely I am short on RAM. Never had a need to go higher in the past, though.
Dep
arthurgogol
09-22-06, 12:47 PM
Ok sorry, i have this addon i'll play with it a few days and i ll reinstall the TGW before waiting the GWX version.
I found this new ships and ports goods, it is regrettable not to have them (ports in mediterranéan or asia) in the TGW!
Thnaks again!;)
Did you install the enchanced sea floor? It eats RAM like a Tazmanian Devil.
Nope. Just the basic mod without the addons. I get an occasional hesitation in SH3 with my "normal" mods. It lasts about 3 seconds and only happens evey few minutes when I am running at 1024 speed. That is understandable. But GW had hesitation every few seconds. It got better out of the harbor. I am downloading the NYGM mod to see what it's like. Like I said...GW looks like a TON of effort was put into it. But I just don't have the horsepower to run it. When I exited SH3 I had all kinds or warning messages from WinXP about insufficient power to run basic programs. Had to reboot to get back to normal.
My system:
Pent 4 2 gig
Radeon 9800 256Meg
512 RAM
60 gig hard drive
Most likely I am short on RAM. Never had a need to go higher in the past, though.
Dep
Yes, you need more RAM. The RAM´s pretty low on cost nowadays, so another 512 or even maybe 1024 would help alot.
Ok sorry, i have this addon i'll play with it a few days and i ll reinstall the TGW before waiting the GWX version.
I found this new ships and ports goods, it is regrettable not to have them (ports in mediterranéan or asia) in the TGW!
Thnaks again!;)
You just wait for the GWX, it´s worth it. :)
scrapser
09-22-06, 12:53 PM
Yes and I installed the 24 Hour fix when I first installed GW (1.1a). I ran two patrols in a type VII without trouble and this is my first patrol in the IXB. The forward external stores transferred just fine; the aft stores are giving me the problem. I'm not experiencing the issue with the green bar not reflecting the size and stamina of the crew...just the stuck torpedo loading.
Thanks
scrapser
Hmmm, this is the first time I have had this variation of the 24 hour fatigue mod torpedo loading problems brought to my attention.
We will check into it, but I must admit... I'm a bit tired (fatigued LOL) of fiddling with the 24 hour fatigue model. I am considering its removal from GW.
(Waits in foxhole for barrage...)
I understand your fatigue (pun intended). I think I will try turning off the fatique model when I return to port with my last external torpedo sticking halfway out of the hull! :rotfl:
Thanks
scrapser
Kpt. Lehmann
09-23-06, 05:47 AM
Yeah, the eight hour fatigue model is the more historically accurate of the two anyway... and is problem free.
arthurgogol
09-23-06, 12:49 PM
hello then I remake an installation with TGW but I would like to install it well, and I need a small help!
In the mitre “atmosphére” has three options there:
-8 km light GOLD
-16 km light GOLD
-16 km dark
Does I will have wanted to know with what that correspond? And what it is necessary to put?
*** What is what généric ship contac names? must I put it?
*** remove friendly mine, I will like not to put it but then how to know where are the mines of our friends? does y have to you it a map?
*** No torpedo CCT alignment? it is what?
Thank you really much and sorry for my bad english :oops::up:
Kpt. Lehmann
09-23-06, 02:09 PM
Hi arthurgogol, :arrgh!: Welcome to Subsim.com
In the mitre “atmosphére” has three options there:
-8 km light GOLD
-16 km light GOLD
-16 km dark
Does I will have wanted to know with what that correspond? And what it is necessary to put?
Those options determine the distance to the horizon. The 16 Km version is more demanding on your computer's processing power. Light or Dark is your choice.
What is what généric ship contac names? must I put it? This is also your choice. If you choose to use generic ship contacts... all ships will show as "contact" in your optics.
remove friendly mine, I will like not to put it but then how to know where are the mines of our friends? does y have to you it a map?
There is a map of the friendly minefields in your F5 screen in the game... upper left corner. Click on it and you can and drag it down.
No torpedo CCT alignment? it is what? If you choose this option... you will not be able to see your torpedos on the F6 screen after you fire them.
Thank you really much and sorry for my bad english :oops::up: You should hear me try to speak French. :oops: :oops: :oops:
Sink them all !!!:arrgh!:
arthurgogol
09-23-06, 02:24 PM
thank you very much :D
NZ_Wanderer
09-23-06, 06:35 PM
I have a little query... - Out of the 2 16k ones, which is best for a DARK Screened Monitor?
I am asking because I a little confused:
Does choosing the "light" option make things brighter? or is it for a light screen monitor?
Does choosing the "Dark" option make things darker? or is it for a dark screen monitor?
Those options determine the distance to the horizon. The 16 Km version is more demanding on your computer's processing power. Light or Dark is your choice.
fredbass
09-23-06, 06:40 PM
I have a little query... - Out of the 2 16k ones, which is best for a DARK Screened Monitor?
I am asking because I a little confused:
Does choosing the "light" option make things brighter? or is it for a light screen monitor?
Does choosing the "Dark" option make things darker? or is it for a dark screen monitor?
Those options determine the distance to the horizon. The 16 Km version is more demanding on your computer's processing power. Light or Dark is your choice.
Just to let you know how it looks on my monitor:
I use the 16 k dark and it seems perfect to me. Now I have a very good digital LCD monitor and great video card which probably helps. So it will probably depend on your monitor and video card as to which one will look good to you.
Kpt. Lehmann
09-23-06, 06:40 PM
I have a little query... - Out of the 2 16k ones, which is best for a DARK Screened Monitor?
I am asking because I a little confused:
Does choosing the "light" option make things brighter? or is it for a light screen monitor?
Does choosing the "Dark" option make things darker? or is it for a dark screen monitor?
Those options determine the distance to the horizon. The 16 Km version is more demanding on your computer's processing power. Light or Dark is your choice.
The dark and light versions primarily refer to the atmospheric light levels for sea, sky, and underwater. Generally speaking they are meant to accomodate different users individual monitor capabilities.
Hey, Lehman, I just got off the phone with bdu, they want you back. Something about GWX ... :D
NZ_Wanderer
09-23-06, 08:15 PM
Hmm, thanks for that.. - I have a rather light 19" monitor with a 256mb PCIe video card, I choose the 16km light gold option, the sky looks great, but underwater is really really dark (I managed to only just see my u-boat again by altering the "fog" settings), but that water reminds me of a game I got called X3 (outer space)
Mind you, as (I think) you mentioned elsewhere, you can't please all of the people...
Guess I gonna have to keep searching through the forums till I find someone mentioning about default water settings.. (and no, I don't want to have to use the sh3cmndr utility, it got too much stuff in it I not interested in)
The dark and light versions primarily refer to the atmospheric light levels for sea, sky, and underwater. Generally speaking they are meant to accomodate different users individual monitor capabilities.
Kpt. Lehmann
09-24-06, 12:08 AM
Hey, Lehman, I just got off the phone with bdu, they want you back. Something about GWX ... :D
I know I know... back to the zentraele with me. :gulp:
Kpt. Lehmann
09-24-06, 12:31 AM
Hmm, thanks for that.. - I have a rather light 19" monitor with a 256mb PCIe video card, I choose the 16km light gold option, the sky looks great, but underwater is really really dark (I managed to only just see my u-boat again by altering the "fog" settings), but that water reminds me of a game I got called X3 (outer space)
Mind you, as (I think) you mentioned elsewhere, you can't please all of the people...
Guess I gonna have to keep searching through the forums till I find someone mentioning about default water settings.. (and no, I don't want to have to use the sh3cmndr utility, it got too much stuff in it I not interested in)
The dark and light versions primarily refer to the atmospheric light levels for sea, sky, and underwater. Generally speaking they are meant to accomodate different users individual monitor capabilities.
LOL, I've got X3 too... for a rainy day in the far flung future.
Try TimeTraveller's Color Inspector program found here: http://www.delraydepot.com/tt/sh3.htm#crushdepth
The problem is that your question is impossible to answer because monitors almost seem to have individual attitudes. Many moons ago when we developed the atmosphere mods, we did a lot of beta testing and comparisons to actual locations to come up with what we have... still some monitors have their attitude problems.
Sorry my answer wasn't a simple one.
NZ_Wanderer
09-24-06, 03:44 AM
Hehe, going offtopic for a sec, - Egosoft are releasing a new patch in Quarter 4, something to really look forward to as it has a "Player Station"..
Also there are a heap of mods, just like SH3 :) :)
Anyway, thanks for the info, will check it out and see what happens..
LOL, I've got X3 too... for a rainy day in the far flung future.
Fender74
09-24-06, 11:44 AM
hello all,
i'm having trouble with me sounds.
i installed grey wolves yesterday and it's great,but some of the sounds are not playing,the sound of waves lapping against the boat and the spray sounds when the boat hits a wave.
i don't hear a thing and it kind of kills the immersion.
i re-installed and checked the vanilla sounds right away and they play fine,then installed gw again and swapped the sound files for vannilla and they still don't play.
anyone any idea whats wrong,and are there some files i can edit to get the sounds working again?
cheers.
scrapser
09-24-06, 11:09 PM
Here's an update on the stuck aft external torpedo transfer and the fatigue model. Once in port, I switched to the stock SH3 fatigue model and went on my next patrol. When I had to transfer the two aft external torpedoes, the first one went fine but on the second, I got the "Not enough crew in the bow torpedo room" message. I moved some crew there and the clock displayed but was stuck again just like before.
Now here's the weird part. I continued the patrol and at some point much later, I noticed the last torpedo had been transferred. I have no idea how or what happened.
I'm using GW 1.1a with 24 Hr. Fatigue patch, JSGE, and SH3 Commander. It's August 1940 and I'm cruising around in a Type IXB.
BTW, I had a cool encounter at night with a South Hampton. I hit it in the nose with a keel shot and it just kept on steaming along at 18 knots. About 5 minutes later, the bow started showing fire and then suddenly the whole front of the ship blew up and she went down almost like a sub diving for the deep. I was impressed.
scrapser
Roads88
09-25-06, 12:53 PM
Here's an update on the stuck aft external torpedo transfer and the fatigue model. Once in port, I switched to the stock SH3 fatigue model and went on my next patrol. When I had to transfer the two aft external torpedoes, the first one went fine but on the second, I got the "Not enough crew in the bow torpedo room" message. I moved some crew there and the clock displayed but was stuck again just like before.
Now here's the weird part. I continued the patrol and at some point much later, I noticed the last torpedo had been transferred. I have no idea how or what happened.
I have had the same thing happen several times.
Watch the torp loading bar on the screen and increase time to about 512. You can see that is really loading after all.
fredbass
09-25-06, 12:57 PM
well just to add to the torpodoe issue:
I've been transferring torps manually (auto unchecked) and had been working fine until last night. I couldn't get it to work until I rechecked auto. Then I simply unchecked auto again. Everything seems fine now.
scrapser
09-25-06, 10:27 PM
well just to add to the torpodoe issue:
I've been transferring torps manually (auto unchecked) and had been working fine until last night. I couldn't get it to work until I rechecked auto. Then I simply unchecked auto again. Everything seems fine now.
I tried unchecking autoload and sure enough, the timer started ticking down again. I'm switching back to the 24 Hour model on my next patrol and will see if that does the trick. I'm thinking it will. Thanks for the feedback everyone!
scrapser
Siinji30
09-26-06, 06:48 AM
I keep getting a sound stuck. It´s just repeating itself, making me go crazy. I have a clean install with patch and GW. Anyone know how to fix this?
I don´t want to reboot everytime this happens.
The sound is a ´metal crush´-sound.
Finnbat
09-26-06, 07:58 AM
Sound stucks on a loop when timeaccelerate and then go back to normal time.
Solution for me has been just go back to TC and dive or what ever you were doing. Then the sounds go back again when new sound file is replacing the looping one.
Have not found any other trick to this.
kylania
09-26-06, 09:32 AM
I keep getting a sound stuck. It´s just repeating itself, making me go crazy. I have a clean install with patch and GW. Anyone know how to fix this?
I don´t want to reboot everytime this happens.
The sound is a ´metal crush´-sound.
First, get Bernard off the engine controls. Second, it's "full speed ahead" not "full speed in the red"! :)
LZ_Baker
09-26-06, 10:18 AM
The mod adds the fuel level, compressed air and whatnot slideout on the lower left hand side of the screen. Is there anyway to disable this so it will no longer pop out? I have GW installed with the Spawolves mod over it and in the 'scope view I cannot select the recognition manuel because there is so much stuff around it (I made it so the bottom menu bar doesn't disappear, causeing this problem I think).
Fender74
09-26-06, 12:41 PM
hello all,
i'm having trouble with me sounds.
i installed grey wolves yesterday and it's great,but some of the sounds are not playing,the sound of waves lapping against the boat and the spray sounds when the boat hits a wave.
i don't hear a thing and it kind of kills the immersion.
i re-installed and checked the vanilla sounds right away and they play fine,then installed gw again and swapped the sound files for vannilla and they still don't play.
anyone any idea whats wrong,and are there some files i can edit to get the sounds working again?
cheers.
the file "Submarine waves lap" is playing but it's very quiet.
but "Val de prova Submarin" file is not playing at all when in game.
both files are at normal level when played in windows media player.
can anyone please help or give some suggestions about files that are to do with sound that i can look at in the sh3 directory.
this is doing me nut in but unfortunatly i'm gonna have to uninstall the mod if i can't get it fixed.:cry:
Jimbuna
09-26-06, 01:03 PM
Documents and Settings\Your User Name\My Documents\Sh3\data\cfg\main.cfg, look under the [SOUND] group...eg:
Music=Yes
VolumeGeneral=150
VolumeMusic=98
VolumeFx=98
VolumeSpeech=100
hope that helps :up:
Fender74
09-26-06, 04:52 PM
cheers for the suggestion pal but it didn't do anything.
i'm just gonna have to install some mods individually using jsgme,shame cause it looks very nice.
supposedtobeworking
09-26-06, 09:47 PM
I had the same problem with sound using gw--mine is fixed now--here is what i did:
uninstalled SH3 totally including my docs folder....then I...you guessed it...reinstalled, clean. I saved my new installation and copied and pasted so I had a duplicate install folder after applying 1.4b patch.
-then i installed GW1.1a on the copied sh3. That seemed to do it for me.. you also may want to check the sound options in the main menu and reset them and then click on "apply these settings"....make sure you do that in both the sound menu and the settings menu to be sure. Also, try raising the volume of val de prova file a lot using sound recorder! see if you can hear it then.
As a last resort, try tweaking the sh3.sdl file with minitweaker, I think someone told me to mess around with the maxradius, but I didn't touch it because I don't understand how to use that damn thing.
Fender74
09-27-06, 03:20 AM
cheers for that supposedtobeworking,i'll try a few of them out.
i did raise the levels of the sounds in wavelab but it's the sounds not playing that is the problem.
i thought it was fixed when i dived the sub and resurfaced cause the spray sound was working again but i've tried it 3 more times since and the sounds gone again.:hmm:
don't know what's going on but i'll have another go later tonight.
Fender74
09-27-06, 12:40 PM
the Val de prova Submarin file was set to play=0 changed it to 1 and it's working now:up:
NKVD-crazyivan
09-27-06, 08:20 PM
:down: 1940 Dec............Crusing just NW off the Norwegen coast,fine weather calm seas..Heading toward grid AE at a steady 14knots...
A cry goes up Ship spotted.........use the Uzo find her and she is a large merchi Norwegen.....awesome my first kill of the day....close to within 3-4 km on a good solution for my torps ,send a contact report and dive to peri depth and wiat for the merchi to cross my path.........
after a few minutes of trracking the merchi with the hydrphone i raise the peri to get a lock and solution............only to witness 2 stukas diving on my target..they inflict some damage the ship slows to 3 knots and is afire but not bad....
3 minutes later the merchie passes with in 1000 yards of me a perfect shot midships i fire a torp...............
the great sound of impact crews cheers then i take a look the merchie slows to about 1 knot and starts listing i want this one bad so i give her another torp more cheers as another hit ..................
the merchi stops dead listing badly now almost going going gone then i get a call from my Hydrophone guy "lost contact with merrchant"
What the .......i lock my peri on the ship but no lock she going down the map shows the sunken ship icon and its an enmey red.but no kill for me
two hours later i get another merchi Norwegen as well this time i dont radio a contact report....hit it twice she goes down and yes......its loged as a confirm all mine
has any one else had this happen if you share a kill or a plane hits your target does that mean you get nothing for it......
The merchie was not destroyed as yet after the plane attack it was still clearly ok and would have limped home if i hadnt stoped it.......
Hmmmmmm the dirty Luftwaffe stealing my kill.....
__________________
:up: "The best form of defence............is Attack":arrgh!:
http://www.subsim.com/radioroom/smartdark/user_online.gif
homeless1
09-29-06, 03:03 AM
What an awesome mod! I'm so pleased I stuck with the dling times.
Just finished my first patrol with GW and I'm a very happy bunny.
:up:
Thank you
Mike
What an awesome mod! I'm so pleased I stuck with the dling times.
Just finished my first patrol with GW and I'm a very happy bunny.
:up:
Thank you
Mike
Just wait till GWX arrives. ;):up:
bigboywooly
09-29-06, 06:56 AM
:down: 1940 Dec............Crusing just NW off the Norwegen coast,fine weather calm seas..Heading toward grid AE at a steady 14knots...
A cry goes up Ship spotted.........use the Uzo find her and she is a large merchi Norwegen.....awesome my first kill of the day....close to within 3-4 km on a good solution for my torps ,send a contact report and dive to peri depth and wiat for the merchi to cross my path.........
after a few minutes of trracking the merchi with the hydrphone i raise the peri to get a lock and solution............only to witness 2 stukas diving on my target..they inflict some damage the ship slows to 3 knots and is afire but not bad....
3 minutes later the merchie passes with in 1000 yards of me a perfect shot midships i fire a torp...............
the great sound of impact crews cheers then i take a look the merchie slows to about 1 knot and starts listing i want this one bad so i give her another torp more cheers as another hit ..................
the merchi stops dead listing badly now almost going going gone then i get a call from my Hydrophone guy "lost contact with merrchant"
What the .......i lock my peri on the ship but no lock she going down the map shows the sunken ship icon and its an enmey red.but no kill for me
two hours later i get another merchi Norwegen as well this time i dont radio a contact report....hit it twice she goes down and yes......its loged as a confirm all mine
has any one else had this happen if you share a kill or a plane hits your target does that mean you get nothing for it......
The merchie was not destroyed as yet after the plane attack it was still clearly ok and would have limped home if i hadnt stoped it.......
Hmmmmmm the dirty Luftwaffe stealing my kill.....
__________________
:up: "The best form of defence............is Attack":arrgh!:
http://www.subsim.com/radioroom/smartdark/user_online.gif
Had almost exactly the same thing - same place same ship
Only this time I was tracking it and waiting for a good shot when " merchant lost on bearing ***"
Check peri and sure enough its going down stern first
Sunken shop icon
I never fired and didnt see\hear nothing but then I was underwater
Its a pity fat Hermans boyz dont come out to play when I am being mauled by DD
Still I suppose its safer for them with a merchant :rotfl:
scrapser
09-29-06, 11:19 AM
I have a couple questions regarding GW and attacking ships. First, does the button on the recognition manual that displays the vulnerable spots of a ship work? I can't seem to get it to display anything. I click on it and a check appears but only seems to lock the ship I am currently viewing in the manual as the identified target even if I'm targetting a different ship.
Second, anyone care to share their strategy for attacking large tankers. In the stock game, these ships are easy to sink...often exploding with a single torpedo just forward of the rear bridge area, especially in rough seas with eastward bound convoys. I'm assuming they are loaded with oil whereas with westbound convoys, they are empty and very hard to sink.
Thanks
scrapser
arthurgogol
09-29-06, 04:32 PM
Hi guy, i have a big pproblem of fatigue witht the GW 24 hour model, Does a FIX existe, where i can find him?
Thanks!:up:
bigboywooly
09-29-06, 04:33 PM
Hi guy, i have a big pproblem of fatigue witht the GW 24 hour model, Does a FIX existe, where i can find him?
Thanks!:up:
On the first page of this thread
Would it be too much to ask if I could get a list of song track used in GW particularly the track that plays at the main menu.
Good Job GW team I hope to see more.
Razman23
10-02-06, 07:40 PM
I have a couple questions regarding GW and attacking ships. First, does the button on the recognition manual that displays the vulnerable spots of a ship work? I can't seem to get it to display anything. I click on it and a check appears but only seems to lock the ship I am currently viewing in the manual as the identified target even if I'm targetting a different ship.
Second, anyone care to share their strategy for attacking large tankers. In the stock game, these ships are easy to sink...often exploding with a single torpedo just forward of the rear bridge area, especially in rough seas with eastward bound convoys. I'm assuming they are loaded with oil whereas with westbound convoys, they are empty and very hard to sink.
Thanks
scrapser
Usually tankers take three fish to sink.
I however have sunk one with one fish once.
Unless you hit something vital, two - three fish is the norm.
Weather seems to have a role in if a ship will sink. I noticed that some ships take one less fish to sink while in a storm than out on flat seas. Maybe a GW modder can confirm this.
Usually tankers take three fish to sink.
I however have sunk one with one fish once.
Unless you hit something vital, two - three fish is the norm.
Weather seems to have a role in if a ship will sink. I noticed that some ships take one less fish to sink while in a storm than out on flat seas. Maybe a GW modder can confirm this.
I have noticed the same thing. I may hate the high seas due to the periscope pitching up and down but when it comes down to my already low quantity of torpedos, it helps alot. Not to forget that the escorts ability to effectively locate you with ASDIC is next to nil but don't quote me on that one ;)
Safe-Keeper
10-03-06, 04:16 PM
Hate to butt in, but is there any chance you could give us a hint as to how much Norwegian content will there be in the expansion?
I'm asking because I'm considering an expansion pack adding Norwegian battles, vehicles, and so on. I want to gather a team and add things such as the Battle of the Drøbak Sound (and the other battles of the theatre), some new vessels, hopefully (such as a Norwegian fighter plane, the U-class u-boat, or a Norwegian submarine chaser), and a bunch of new cities.
Thing is, it'd kinda be pointless to make an expansion adding things that are already there:).
bigboywooly
10-03-06, 04:55 PM
Hate to butt in, but is there any chance you could give us a hint as to how much Norwegian content will there be in the expansion?
I'm asking because I'm considering an expansion pack adding Norwegian battles, vehicles, and so on. I want to gather a team and add things such as the Battle of the Drøbak Sound (and the other battles of the theatre), some new vessels, hopefully (such as a Norwegian fighter plane, the U-class u-boat, or a Norwegian submarine chaser), and a bunch of new cities.
Thing is, it'd kinda be pointless to make an expansion adding things that are already there:).
All new uboats\ships and aircraft are a welcome addition to any install
Dont let what might or might not be in one upcoming mod stop you :up:
I cant say whats in or not in GWX but there are plenty of people out there using other mods or none at all that would be greatfull for such an expansion - especially from a man in the know - so to speak
Go for it :rock:
Safe-Keeper
10-03-06, 05:25 PM
I cant say whats in or not in GWX but there are plenty of people out there using other mods or none at all that would be greatfull for such an expansion - especially from a man in the know - so to speakExcept I plan for it to be an expansion to Grey Wolves;). As a result, I won't even start making it until the Grey Wolves Expansion has been released.
But I suppose that even if every single shot fired on water in Norway was re-created, there'd still be things to improve, change, and/or add.
Samwolf
10-04-06, 12:37 PM
I just in stalled GW 1.1a and was wondering if I can add the Unified Campaign mod to my install or has that been included in 1.1a?
TIA
kylania
10-04-06, 01:47 PM
I believe the UC is part of GW 1.1a.
Samwolf
10-04-06, 03:42 PM
I believe the UC is part of GW 1.1a.
Thanks.:up:
Samwolf
10-04-06, 11:39 PM
I added the following lines to the GW1.1a locations.cfg file:
;Nord-Ostsee-Kanal by TigerKatziTatzi
[Location 625] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel
[Location 626]
Long=9.731379
Lat=54.358288
Heading=105
OnLand=false
ShowOnMap=true
FileName=Flensburg
LocationName=Rendsburg
[Location 627]
Long=10.151377
Lat=54.376369
Heading=180
OnLand=false
ShowOnMap=true
FileName=Bordeaux
LocationName=Kiel-Holtenau
[Location 628] ; Cities
Long=9.542771
Lat=54.198231
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Halle
[Location 629]
Long=9.742145
Lat=54.373520
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Buedelsdorf
[Location 630]
Long=9.722812
Lat=54.353439
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Rendsburg Stadt
[Location 631]
Long=9.758937
Lat=54.346062
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Osterroenfeld
[Location 632]
Long=9.748229
Lat=54.333897
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Westerroenfeld
[Location 633]
Long=10.151560
Lat=54.384060
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Holtenau
[Location 634]
Long=9.957721
Lat=54.365963
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Rosenkranz
[Location 635]
Long=9.335606
Lat=54.081802
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Hohenhorn
[Location 636]
Long=9.311408
Lat=54.070278
Heading=88
OnLand=true
FileName=City_Fr_Gr
LocationName=Dueckerwisch
[Location 637]
Long=9.134614
Lat=53.906021
Heading=138
OnLand=true
FileName=City_Fr_Gr
LocationName=Brunsbuettel Stadt
[Location 638] ; Lighthouses
Long=9.729103
Lat=54.335388
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Rendsburg SW Lt.
[Location 639]
Long=9.532813
Lat=54.205654
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Halle Lt.
[Location 640]
Long=9.979286
Lat=54.352161
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Helm Lt.
The 3 harbors show up on the map, the cities and lighthouses show up on the map but none of the LocationName= names show up.
Anyone have any ideas on why the names don't show up? Is there another file that I need to make changes to?
TIA
bigboywooly
10-05-06, 06:43 AM
I added the following lines to the GW1.1a locations.cfg file:
;Nord-Ostsee-Kanal by TigerKatziTatzi
[Location 625] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel
[Location 626]
Long=9.731379
Lat=54.358288
Heading=105
OnLand=false
ShowOnMap=true
FileName=Flensburg
LocationName=Rendsburg
[Location 627]
Long=10.151377
Lat=54.376369
Heading=180
OnLand=false
ShowOnMap=true
FileName=Bordeaux
LocationName=Kiel-Holtenau
[Location 628] ; Cities
Long=9.542771
Lat=54.198231
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Halle
[Location 629]
Long=9.742145
Lat=54.373520
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Buedelsdorf
[Location 630]
Long=9.722812
Lat=54.353439
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Rendsburg Stadt
[Location 631]
Long=9.758937
Lat=54.346062
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Osterroenfeld
[Location 632]
Long=9.748229
Lat=54.333897
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Westerroenfeld
[Location 633]
Long=10.151560
Lat=54.384060
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Holtenau
[Location 634]
Long=9.957721
Lat=54.365963
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Rosenkranz
[Location 635]
Long=9.335606
Lat=54.081802
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Hohenhorn
[Location 636]
Long=9.311408
Lat=54.070278
Heading=88
OnLand=true
FileName=City_Fr_Gr
LocationName=Dueckerwisch
[Location 637]
Long=9.134614
Lat=53.906021
Heading=138
OnLand=true
FileName=City_Fr_Gr
LocationName=Brunsbuettel Stadt
[Location 638] ; Lighthouses
Long=9.729103
Lat=54.335388
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Rendsburg SW Lt.
[Location 639]
Long=9.532813
Lat=54.205654
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Halle Lt.
[Location 640]
Long=9.979286
Lat=54.352161
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Helm Lt.
The 3 harbors show up on the map, the cities and lighthouses show up on the map but none of the LocationName= names show up.
Anyone have any ideas on why the names don't show up? Is there another file that I need to make changes to?
TIA
:hmm: I thought they had to have the s"how on map=true" line to show
OnLand=false
ShowOnMap=true
Samwolf
10-05-06, 11:19 AM
I added the following lines to the GW1.1a locations.cfg file:
;Nord-Ostsee-Kanal by TigerKatziTatzi
[Location 625] ; Harbours
Long=9.145131
Lat=53.909206
Heading=140
OnLand=false
ShowOnMap=true
FileName=La_Spezia
LocationName=Brunsbuettel
[Location 626]
Long=9.731379
Lat=54.358288
Heading=105
OnLand=false
ShowOnMap=true
FileName=Flensburg
LocationName=Rendsburg
[Location 627]
Long=10.151377
Lat=54.376369
Heading=180
OnLand=false
ShowOnMap=true
FileName=Bordeaux
LocationName=Kiel-Holtenau
[Location 628] ; Cities
Long=9.542771
Lat=54.198231
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Halle
[Location 629]
Long=9.742145
Lat=54.373520
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Buedelsdorf
[Location 630]
Long=9.722812
Lat=54.353439
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Rendsburg Stadt
[Location 631]
Long=9.758937
Lat=54.346062
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Osterroenfeld
[Location 632]
Long=9.748229
Lat=54.333897
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Westerroenfeld
[Location 633]
Long=10.151560
Lat=54.384060
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Holtenau
[Location 634]
Long=9.957721
Lat=54.365963
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Rosenkranz
[Location 635]
Long=9.335606
Lat=54.081802
Heading=178
OnLand=true
FileName=City_Fr_Gr
LocationName=Hohenhorn
[Location 636]
Long=9.311408
Lat=54.070278
Heading=88
OnLand=true
FileName=City_Fr_Gr
LocationName=Dueckerwisch
[Location 637]
Long=9.134614
Lat=53.906021
Heading=138
OnLand=true
FileName=City_Fr_Gr
LocationName=Brunsbuettel Stadt
[Location 638] ; Lighthouses
Long=9.729103
Lat=54.335388
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Rendsburg SW Lt.
[Location 639]
Long=9.532813
Lat=54.205654
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Halle Lt.
[Location 640]
Long=9.979286
Lat=54.352161
Heading=0
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Helm Lt.
The 3 harbors show up on the map, the cities and lighthouses show up on the map but none of the LocationName= names show up.
Anyone have any ideas on why the names don't show up? Is there another file that I need to make changes to?
TIA
:hmm: I thought they had to have the s"how on map=true" line to show
OnLand=false
ShowOnMap=true
Thanks for the suggestion. I found that I also had to add the 3 harbors as Naval Bsses to the campaign.LND.mis in order to have the names show up on the map.
Apparently lighthouses and non-Air Base/Naval Base city names don't display on the map.
OT: That is one good looking signature!
scrapser
10-06-06, 12:07 AM
Thought I'd share this as it's the first time I've ever seen it happen and I'm using GW 1.1a.
I was raising hell in the middle of a huge convoy with 5 large tankers and 2 medium tankers. The convoy was protected by a Black Swan and 2 Flower Corvettes. The Swan picked me up and made an attack run but had to slow down and back up when it almost collided with one of the large tankers. While it was sitting there, I hit it amidships with a keel shot and thought I killed it. So I went to flank as there was a Corvette coming up on my tail.
I fired a stern tube at the Corvette but missed. So I let it get a little closer then went hard to port to get around the tanker blocking the Swan and hoping to lose the Corvette. The Corvette tried to depth charge me but also missed. As it swung around on my starboard side and was still close, it dropped a depth charge which blew up just as it hit the water and blew the stern off the Corvette. It essentially shot itself in the foot and sank a couple minutes later.
Thinking it was safe, I surfaced at flank speed and was planning on making a large circle around to the other side of the tanker which was blocking my view of the Swan but to my surprise, the Swan came around in view at 15 knots parallel to my course. So we had a little shoot out with the guns. Since I was moving at flank, it had a hard time hitting me but I managed to hit it 5 times below the water line at 2200 meters. It sank.
Again, thinking I was in the clear I suddenly get a rude awakening from the other Corvette which I had forgot about. I continued at flank and swung the gun around to port firing at the Corvette approaching at my 8 o'clock. A couple shots got the range and I blew it up, too. Now I had that convoy all to myself and finished sinking all the large tankers and damaged the mediums.
It was one of those unexpected encounters that makes this sim so much fun.
scrapser
kylania
10-06-06, 01:00 AM
Good story! I had my first run ins with a Task Force last nite and tonite. I manged to sink a Dido Light Cruiser and Hunt III destroyer last nite, but tonite while I knocked the crap out of the Fiji next time I found that Task Force, I couldn't sink her. She was bow down, stern blown off, both stacks blown off, rear guns gone, small fire, dead in the water yet for a whole day she didn't sink, not an inch. :(
Samwolf
10-06-06, 03:43 PM
Did GW decrease the number of contact reports?
I don't mind if it did, just got used to getting a whole lot more when I ran Rub1.45 and I want to be sure GW is working the way it's supposed to.
Kpt. Lehmann
10-06-06, 03:44 PM
Did GW decrease the number of contact reports?
I don't mind if it did, just got used to getting a whole lot more when I ran Rub1.45 and I want to be sure GW is working the way it's supposed to.
Hi Samwolf,
Yes we did decrease them.
Samwolf
10-06-06, 03:53 PM
Did GW decrease the number of contact reports?
I don't mind if it did, just got used to getting a whole lot more when I ran Rub1.45 and I want to be sure GW is working the way it's supposed to.
Hi Samwolf,
Yes we did decrease them.
Thanks for the quick reply. Love the mod so far, Tried NYGM and like some of the things in there too, especially the ddamage mod, but the inclusion of all of Harbor Traffic in GW is what sold me on this one. Looking forward to GWX.
NZ_Wanderer
10-06-06, 05:29 PM
May I ask and it's not too much trouble, which files are used for the convoys please, as I would like to restore the originals back if possible, as I like to see lots of ships etc to try to sink, as I have a hard enuff job sinking what I come across without having it harder to find them :lol::lol:
Yes we did decrease them.
I'm a bit angry and disappointed atm. This morning I finally download this mod and was looking forward for several hours playing.
Unfortunatly the 3rd bin file is corrupt, no matter what link I use.
I've downloaded the 170mb 4 times by now.
Either the corrupted files start right away with the musicfiles. (Die Fahne Hoch)
Or the corrupted files start at the point that it's unzipping the readme files.
I'll try again for the last time, if anyone else has other links plz inform me. So far I've tried the 'europe links' at the GW homepage and the filefront and megaupload links at the start of this thread.
kylania
10-09-06, 09:15 AM
I'll try again for the last time, if anyone else has other links plz inform me. So far I've tried the 'europe links' at the GW homepage and the filefront and megaupload links at the start of this thread.
Fileplanet's files are intact and come from a very fast host. Try those. On the downside it's a 600MB download (the whole thing). You need an account to sign up for it, but a FREE account. You do not have to pay for anything regardless of what the big pictures say. :)
I'll try again for the last time, if anyone else has other links plz inform me. So far I've tried the 'europe links' at the GW homepage and the filefront and megaupload links at the start of this thread.
Fileplanet's files are intact and come from a very fast host. Try those. On the downside it's a 600MB download (the whole thing). You need an account to sign up for it, but a FREE account. You do not have to pay for anything regardless of what the big pictures say. :)
:up: Thanks it works now, too bad I had to waste so much of my download limit so it better be worth it :)
edit first report in:
Joined the 2nd flotilla in 1939
Base of operations: Wilhelmshaven
We left our peacefull harbor at the evening of the 2nd september. Destination westcoast of Ireland.
Hoping that the english would be unprepared I decided to make a dash through the Channel. When passing 'Pas de Calais' the WO spotted 2 contacts but they didn't form a threat and could impossibly have spotted us. We passed the narrow strait and relieved that this was over I decided to reread the radiomessages I received that updated the situation. It was just past 11.30 midnight on the 4th. Suddenly a load bang. Before I can even start to investigate what just happened a second bang. My WO cries for a medic. I get on the bridge and notices my whole watchcrew is gone. Then I notice a bundle of light coming from right behind our sub. Argh a destroyer only 800meters behind us?! How could my watchcrew missed it?! Another impact. My sub is starting to light up like a christmastree. We dive, already having critical floodings. I decide to get the repaircrew to work. By some wonder I can survive the first depthcharges. But our electric engines get toasted and our diesel fuel just leaked all out. Slowly we sink to the bottom of the Channel. I decide to play dead. Then I hear the screws coming overhead. Closer and closer. For a moment I thought he would pass me without noticing me. Then I hear the splashes... The sound of the shockwaves against the steel just gives you the creeps... The sub is shaking heavily and almost rolls over. Lights fall out. Critical floodings everywhere. I rush my repaircrew to work but it's too late...
U-53 with 42souls is lost right in the middle of the Channel. :(
Is this a taste for things to come? Or was I just unlucky? :s
Roads88
10-10-06, 09:01 AM
The channel has so many destoyers, escorts, and pt boats. You can damn near walk acrose. I would go around next time or learn to swim.:lol:
The channel has so many destoyers, escorts, and pt boats. You can damn near walk acrose. I would go around next time or learn to swim.:lol:
I keep forgetting that those PT boats now have depth charges...I'm not sure if I was taken out by a rogue mine or by a PT boat in Sept. 1940 just 20km north of Calais...:dead: Next time I'll watch those PT boats before using time compression under water. :damn:
Kpt. Lehmann
10-10-06, 02:41 PM
The channel has so many destoyers, escorts, and pt boats. You can damn near walk acrose. I would go around next time or learn to swim.:lol:
I keep forgetting that those PT boats now have depth charges...I'm not sure if I was taken out by a rogue mine or by a PT boat in Sept. 1940 just 20km north of Calais...:dead: Next time I'll watch those PT boats before using time compression under water. :damn:
Hi mate,
You likely hit a mine. PT boats in GW do not have DC's.
They do have nasty 20mm guns that will fill you full of holes and sink you if they are not respected.
Be careful out there.
1.1a is another triumph for the GW Dev Team. On first patrol now with one standout problem: SOMETIMES targets are not recognized.
Example: A stationary troopship in Scapa. Went so close in fog I actually touched it. Never recognized as a target.
Example: Oncoming destroyer, high visibility, never recognized. Hydrophone can hear it but not classify it.
No other instances of this problem. Most of the time everything works.
Brand new crew on first patrol.
Is this "normal crew inexpereience", or do I have another problem?
Any help greatly appreciated.
First of all, welcome to SubSim, the best submarine forum in the world. :up:
About your problem, I have never encountered it while playing 1.1a, so cant really help you. Just wait for a while, someone will look into it. ;)
Sailor Steve
10-13-06, 10:52 AM
I'm not sure either; just saying "Welcome aboard".
VonHelsching
10-13-06, 11:30 AM
1.1a is another triumph for the GW Dev Team. On first patrol now with one standout problem: SOMETIMES targets are not recognized.
Example: A stationary troopship in Scapa. Went so close in fog I actually touched it. Never recognized as a target.
Example: Oncoming destroyer, high visibility, never recognized. Hydrophone can hear it but not classify it.
No other instances of this problem. Most of the time everything works.
Brand new crew on first patrol.
Is this "normal crew inexpereience", or do I have another problem?
Any help greatly appreciated.
Welcome, mate. I´m afraid this is the "green crew" effect. After they have some missions on their back, they will be more efficient. Also, when on the surface, make sure the watch officer is on the conning tower.
Von
kylania
10-13-06, 01:08 PM
As you do more patrols, be sure to spread medals and promotions out among your crew and not just your officers. It'll help them perform better.
1.1a is another triumph for the GW Dev Team. On first patrol now with one standout problem: SOMETIMES targets are not recognized.
Example: A stationary troopship in Scapa. Went so close in fog I actually touched it. Never recognized as a target.
Example: Oncoming destroyer, high visibility, never recognized. Hydrophone can hear it but not classify it.
No other instances of this problem. Most of the time everything works.
Brand new crew on first patrol.
Is this "normal crew inexpereience", or do I have another problem?
Any help greatly appreciated.
Welcome, mate. I´m afraid this is the "green crew" effect. After they have some missions on their back, they will be more efficient. Also, when on the surface, make sure the watch officer is on the conning tower.
Von
Thank you for looking into this problem, As far as the Watch Officer, yes indeed, he is always my most decorated and promoted officer, and always on deck when surfaced. Been playing SH3 since first week it was released. I have become a VERY cautious commander:)
Safe-Keeper
10-13-06, 03:43 PM
Just a tiny suggestion for GWX: If the game can't handle spaces when it comes to nationalities ("Red Cross" becomes "RedCross"), just rename it to "ICRC". It's an official abbreviation used quite often, and it looks far better considering the lack of spaces.
NZ_Wanderer
10-15-06, 07:22 PM
Coming back from a very successful patrol I decided to take the english channel since it was a lot shorter going that way...
Got right through all the enemy ships etc but imagine my shock and horror when as I was just about to leave the channel my boat was suddenly hit and started flooding with water...
Took me ages to pump all the water out of her, and get her running again, still without knowing what had hit me..
Once underway at a slow speed (1) I was hit again....
checking around me I couldn't believe what I was seeing... - A MINEFIELD at the end of the english channel.....
Correct me if I am wrong, but I don't recall there being a minefield in the english channel during the war...
checking around me I couldn't believe what I was seeing... - A MINEFIELD at the end of the english channel.....
Correct me if I am wrong, but I don't recall there being a minefield in the english channel during the war...
There were a few "MineFields in the English channel aswell as Some 170,000 mines were laid by FAA/CC, surface vessels and submarines by Britain alone.
The Germans Laid loads there to..like operation peter In World War II, some 534 merchant vessels of 1,406,037 GRT were sunk. The only major Allied warship sunk by German mines were deployed by Italian ships, claiming the cruiser HMS Neptune. The peak success came in 1939-1940, when German aircraft, destroyers and minelayers were actively laying minefields off British harbors and no counter-measure against the magnetic mine had yet been developed. However, the greatest single success ever achieved by a minefield was by the one laid off Cape Juminda in the Gulf of Finland. Some 2,828 German and Finnish moored mines, mostly contact with some antenna types, were laid in that field. In addition, some 1,500 explosive anti-sweeping devices were also laid. This field inflicted great damage to the Soviet forces withdrawing from Tallinn (Reval) in August 1941. Out of the 195 fighting ships, transport vessels, auxiliaries and 23,000 people that left Tallinn, 53 ships and 4,000 lives were lost en route.
Also of the East coast of America...
The German effort was quite minimal: only 327 mines were laid over the entire gulf and east coasts of the U.S. and Canada. Yet on average, each mine had a 3% chance of sinking or damaging a ship, and a 12% chance of shutting down a port for a day--making these mines exceptionally effective weapons. Equally important, though less tangible, was the psychological effect that these mines had on the servicemen and merchant sailors who had to contend with them.
Type of Mines in World War 2
Contact Mines
These are the oldest types of ocean mines, consisting of a sphere with several finger-like projections sticking out of it. It was typically anchored to the ocean floor by means of a chain or wire, and was detonated when a ship struck the mine and broke one of the projections. An electricity-conduction solution was released and allowed a circuit to be completed, setting off a powerful explosion of TNT or other explosive.
Magnetic Mines
These mines were first developed in 1917, but only the Germans continued to work with them between wars. When 1939 arrived, the Nazis were ready to launch a magnetic mine campaign, but the British were just beginning to reconsider them.
The Japanese also had these types of mines, though not in as great numbers as their European counterparts.
The magnetic mine of World War 2 consisted of an electrical unit that picked up the magnetic field of a ship passing over it. When the field became strong enough, the contacts on the explosives closed, and the mine detonated.
This kind of mine could be laid by aircraft as well as by ship, so they were easy to lay secretly and in large numbers.
Acoustic Mines
The first acoustic mines were detected by the British in the Tames Estuary in October of 1940. These mines operated via a microphone that was set to react to particular sound signatures — the propellers turning in the water. The mine could be set to respond to a particular frequency of sound — thus controlling whether or not the mine would detonate when a particular kind of ship passed overhead. If it was set with a "coarse" setting, it would target more kinds of ships (since they all had different sound signatures), but they would be easier to sweep that way. A "fine" setting would not explode until a larger vessel, with its louder and lower sound signature, passed overhead
Pressure Mines
The Germans also produced mines that lay on the seabed and operated on the pressure waves of a ship passing overhead. The Japanese also used these kinds of mines, and I'm gathering information on them.
JScones
10-15-06, 10:41 PM
One of the primary RN objectives early in the war was to increase the defences around the British Coast. To this end, an anti-U-boat mine barrier was constructed in the English Channel across the Straits of Dover. This was completed in October 1939 and resulted in three U-boat sinkings during October alone. Attention from *both* Britain and Germany then turned to mining the east coast of Britain. Germany was also having a go at mining the Channel.
Whilst Doenitz had pondered the continued use of the Channel during October (there's a few entries in his diary on the subject, including the detailing of some rules about passage and engagement), it wasn't until December that he finally decided to "give it up" as a passageway to the Atlantic. He wrote this in his diary on 4 December 1939...
"...Letters from captured members of her crew indicate that U 40 struck a mine. This is the first proof of mines in the Channel. Air reconnaissance of the Dover-Calais Straits has not so far been carried out. Buoys and lightships have been laid off the English coast, showing that minefields have been laid, but nothing certain is known of their position and type. I must now give up this route into the Atlantic; there must not be losses on passage. With so few boats, each loss means such a considerable reduction in strength that it outweighs the disadvantages of a long and fruitless passage. With regard to the boat's operations as such, I do not see any other way of conducting them if successes are not to decrease. It will be necessary to carry on in the same way as at present and accept the inevitable losses. It is only thus that the small U-boat arm, pitted against far superior forces, can hold its own as a part of the war as a whole."
Thus, all U-boats (rather than just a select few) commenced taking the "long way around" to the Atlantic.
NZ_Wanderer
10-16-06, 01:23 AM
Thanks for the messages, I have now finally limped back to port and are taking a well deserved rest while my boat is being repaired..
Needless to say I wioll be taking the long way around from now on... :D
AVGWarhawk
10-16-06, 02:41 PM
Last weekend, I did a complete reinstall of GW as I originally just downloaded GW and stuffed it in SH3 files. My original install had a sound mode and it sounded like metal bending etc when the merchant was going down. With the fresh install, this particular sound mod is NOT playing. Any ideas?
Dietrich Von Reich
10-16-06, 09:57 PM
This being my first visit, I am very impressed.....:arrgh!:
However some questions.
1) GW Downloads - The mirror takes way to long?? & Gregwolves :hmm: ? ??
2 ) Any of Seadogs sail in the Sea Down Under??
3 ) Flotillas ???
Working on my Tan.....
Hello sailors :D !!!
I would like to have a complet singlemission map (with cities and ports axis and alliens for examlpe Goten haven ,Pearlharbour Warna Constanza Penang and order).
I know that is same (or similar) .But i dont know where is :cry: .
Can you help me ,and write here a link to Download those map or mod with complet maps:oops: ????
I look forward to our answers .Thansk:p !!!!
Farvatus
10-20-06, 09:02 AM
Sorry but the download for the 24 hours Issue Fix has been deleted from the host site... Is there another way to download this fix?
kylania
10-20-06, 09:56 AM
Sorry but the download for the 24 hours Issue Fix has been deleted from the host site... Is there another way to download this fix?
The manual fix for this is on page six (http://www.subsim.com/radioroom/showthread.php?t=94544&page=6) of this thread. An easier to follow version of how to manually fix it is also found here:
http://www.subsim.com/radioroom/showpost.php?p=307906&postcount=7
Kpt. Lehmann
10-20-06, 09:57 AM
Thank you Kylania.
kylania
10-20-06, 10:10 AM
Glad to help! :up:
inferno_34
10-22-06, 12:14 PM
Great mod
But one thing that I miss is the nice orange directional pointer when your sub is underwater (I have a really hard time finding my sub)
I made it half-way in the english channel then 2 destoyers pinpointed me... 14 mins later I could not shake them and I had to leave (was going to restart anyways) so I decided to blow the balast and fight with my deck guns and 5 salvos of 5 torpedo's... the other one was right behind me. would of probably worked a tad better if I did not surface when the destoryer was doing a DD run..... he ran over me :D
Great mod
But one thing that I miss is the nice orange directional pointer when your sub is underwater (I have a really hard time finding my sub)
When you press the F12 key for external view, your camera is directly above your sub. So, if you are submerged and want to find you sub, press the F12 and go straight down. :up:
Hello sailors !:D
I would like to know where are free Dl. link to colmplet Campaign_LND and Locations:-? :-? ??????
can you help me :p !!!???
VonHelsching
10-23-06, 10:51 PM
Hello sailors !:D
I would like to know where are free Dl. link to colmplet Campaign_LND and Locations:-? :-? ??????
can you help me :p !!!???
Subeye, you have to be more specific. Different mods use different campaign files. Using the wrong modded files might cause CTD (game not working).
What mods are you using, if at all?
VonHelsching
10-24-06, 04:46 AM
Kaptn, can you upload again the 24hour fatigue fix on the first post? The link is inactive.
Kpt. Lehmann
10-24-06, 11:12 AM
Kaptn, can you upload again the 24hour fatigue fix on the first post? The link is inactive.
Rgr... It may take me a while to find it though. Many irons in the fire.
Kpt. Lehmann
10-24-06, 11:58 AM
Here you go... 24 hour fatigue fix at FileFront.com =
http://files.filefront.com/GW_24_Hour_Fatigue_Fixzip/;6071296;;/fileinfo.html
It should be a bit more permanent and I will update the first post to include it.
VonHelsching
10-24-06, 12:47 PM
Here you go... 24 hour fatigue fix at FileFront.com =
http://files.filefront.com/GW_24_Hour_Fatigue_Fixzip/;6071296;;/fileinfo.html
It should be a bit more permanent and I will update the first post to include it.
I´ll put it in my personal web space, so that is stays permanently there and PM you.
*EDIT* Here it is:
http://users.forthnet.gr/ath/helsing/sh3mods/GW_24_Hour_Fatigue_Fix.zip (http://users.forthnet.gr/ath/helsing/sh3mods/GW_24_Hour_Fatigue_Fix.zip)
Kaptn pls put it in the first page.
Von
Soviet_Sharpshooter
10-25-06, 06:28 AM
Hey Grey Wolves is a great mod and all :rock:
Just 2 questions though
1) Is there any way i can keep the water clear and not so murky? i like being able to see my sub and the area around it clearly
2) I heard awhile ago about a update i think it was meant to be 1.2 or something for grey wolves, where there would be bases you could be assigned to in the south pacific, is this still coming out? or is it actually in 1.1a and i just havent noticed it? :rotfl:
VonHelsching
10-25-06, 06:54 AM
Hey Grey Wolves is a great mod and all :rock:
Just 2 questions though
1) Is there any way i can keep the water clear and not so murky? i like being able to see my sub and the area around it clearly
2) I heard awhile ago about a update i think it was meant to be 1.2 or something for grey wolves, where there would be bases you could be assigned to in the south pacific, is this still coming out? or is it actually in 1.1a and i just havent noticed it? :rotfl:
1) If you are using SH3 Commander you can easily do that through the progam´s options
2) You can read this thread for updates on the GWX (Grey Wolves Expanson).
http://www.subsim.com/radioroom/showthread.php?t=97303
In short, in GWX two new operational areas will be available: The Indian Ocean and the Black Sea, Also three new flotillas and five new bases!
Von
Soviet_Sharpshooter
10-25-06, 07:17 AM
Hey Grey Wolves is a great mod and all :rock:
Just 2 questions though
1) Is there any way i can keep the water clear and not so murky? i like being able to see my sub and the area around it clearly
2) I heard awhile ago about a update i think it was meant to be 1.2 or something for grey wolves, where there would be bases you could be assigned to in the south pacific, is this still coming out? or is it actually in 1.1a and i just havent noticed it? :rotfl:
1) If you are using SH3 Commander you can easily do that through the progam´s options
2) You can read this thread for updates on the GWX (Grey Wolves Expanson).
http://www.subsim.com/radioroom/showthread.php?t=97303
In short, in GWX two new operational areas will be available: The Indian Ocean and the Black Sea, Also three new flotillas and five new bases!
Von
hey thanks alot Von for the answers :up: I wasnt away SH3 Commander was compatable with grey wolves, ill look into that, thanks heaps
Stavinsky
10-25-06, 01:46 PM
hi all,
i've been away a long time, but i've seen the Grey Wolf is realy nice.
But i'm wondering if there is a way to get it ?
I keep getting a 404 error on the official downloading page, and even
the europe mirror is slow or non responding.
Is there a way to get it ?
Thanks in advance for any informations.
kylania
10-25-06, 01:58 PM
hi all,
i've been away a long time, but i've seen the Grey Wolf is realy nice.
But i'm wondering if there is a way to get it ?
I keep getting a 404 error on the official downloading page, and even
the europe mirror is slow or non responding.
Is there a way to get it ?
Thanks in advance for any informations.
Both the Fileplanet (registration required) and FileFront (no reg required) links in the first post (http://www.subsim.com/radioroom/showthread.php?t=94544) of this thread work.
Safe-Keeper
10-25-06, 02:12 PM
In short, in GWX two new operational areas will be available: The Indian Ocean and the Black Sea, Also three new flotillas and five new bases!And an expanded Norwegian theatre (see my sig');).
Soviet_Sharpshooter
10-25-06, 04:59 PM
In short, in GWX two new operational areas will be available: The Indian Ocean and the Black Sea, Also three new flotillas and five new bases!And an expanded Norwegian theatre (see my sig');).
:hmm: I love the idea of waiting in one of those narrow inlets for a juicey target to come into range
scrapser
10-25-06, 06:52 PM
I'm really getting frustrated with the convoy zig-zag feature. You get a radio report of a convoy's heading and speed which is basically useless unless you happen to be within 50 km of the report.
If the radio reports are supposed to model reality, then I'm sure the friendly sub or ship that spotted the convoy would have first determined its general bearing before making the report. As it is, the bearing reported is whatever the convoy is heading at the time. Add to that the fact that each leg of the zig zag can be 100 km or more and you may as well be rolling dice to intercept it.
I've tried saving the patrol at the first report, then letting time compression run until a second report (if you get one) appears to determine the general bearing, then save and reload but this is also pointless as the program appears to randomize the convoy's path with each reload. So you are simply relying on blind luck.
This is ruining the mod for me. I want to turn it off.
Thanks
scrapser
Safe-Keeper
10-25-06, 08:30 PM
You'll just have to go into the editor yourself to turn it off, I'm afraid. I'm not a developer, but I'm pretty sure the unpredictability of those convoys is one of those core features that Grey Wolves is going to keep.
SovietSharpshooter: Good to see others than Norsemen interested in my project:up:.
scrapser
10-25-06, 09:47 PM
You'll just have to go into the editor yourself to turn it off, I'm afraid. I'm not a developer, but I'm pretty sure the unpredictability of those convoys is one of those core features that Grey Wolves is going to keep.
SovietSharpshooter: Good to see others than Norsemen interested in my project:up:.
Well, I just spent 4 hours continuously reloading the patrol trying to second guess which way the convoy would go to no avail. If I go north, it goes south...if I go south, it goes north...if I run straight at it, it goes north or south...if I run ahead of it...it goes straight down the middle (behind me)...if I turn to face it, it turns north or south. I think it must use your position as part of the randomizing, so whatever you do it reacts to your intentions. Not very realistic in my opinion and certainly not entertaining. It's not supposed to know where you are until within visual range.
Some people like this sort of thing but I want to engage convoys, not spend 99% of my time sight seeing in the Atlantic. It's only Dec. 1941 in this campaign. If this is what I have to look forward to...well.
Too bad you can't set up these mods so the features can be selected. That would make the mod perfect and adjust to each user's taste.
I'll also say it again...features should be optional...not forced upon people so they have to throw out the baby with the bathwater.
scrapser
Note: I just went into the editor and haven't a clue what or where to begin. If somebody knows how to disable the zigzag I would be very grateful. I really like GW but this zigzag is really killing my interest to go further.
Post Note: 6 hours of trying to intercept the same convoy and still nothing. The convoy first appears about 250 km northwest of my position. It then begins a zig-zag that's nearly due south for about 150 km, then turns almost due north and runs another 150 km (approx.). This is one pattern.
Another pattern is a run straight at me for about 75 km before turning southeast for maybe 50 km, then another turn almost due south for another 75 km. Then it turns almost due east and runs off into oblivion (I never get any further radar reports). Sometimes it moves wildly up and down north and south of me and other times it runs at a more steady east by southeast course. But in all instances, I can never get in front of it no matter what I try.
Personally, I think these zig-zags are extremely exaggerated. They are definitely overkill and spoil all that GW has going for it otherwise. I really like everything else about this mod, which is why it's so frustrating. Dealing with convoys that are 99% impossible to intercept makes spending any time with the sim an exercise in self-abuse.
I don't agree that "features" should be locked into a mod. Especially something that takes away the ability to enjoy everything else.
Another thing...this is my 12th patrol in this campaign. I have yet to encounter a convoy with a passenger liner or any troop ships. Are they introduced at a later year in the war?
bigboywooly
10-25-06, 11:32 PM
You'll just have to go into the editor yourself to turn it off, I'm afraid. I'm not a developer, but I'm pretty sure the unpredictability of those convoys is one of those core features that Grey Wolves is going to keep.
SovietSharpshooter: Good to see others than Norsemen interested in my project:up:.
Well, I just spent 4 hours continuously reloading the patrol trying to second guess which way the convoy would go to no avail. If I go north, it goes south...if I go south, it goes north...if I run straight at it, it goes north or south...if I run ahead of it...it goes straight down the middle (behind me)...if I turn to face it, it turns north or south. I think it must use your position as part of the randomizing, so whatever you do it reacts to your intentions. Not very realistic in my opinion and certainly not entertaining. It's not supposed to know where you are until within visual range.
Some people like this sort of thing but I want to engage convoys, not spend 99% of my time sight seeing in the Atlantic. It's only Dec. 1941 in this campaign. If this is what I have to look forward to...well.
Too bad you can't set up these mods so the features can be selected. That would make the mod perfect and adjust to each user's taste.
Note: I just went into the editor and haven't a clue what or where to begin. If somebody knows how to disable the zigzag I would be very grateful. I really like GW but this zigzag is really killing my interest to go further.
I'll also say it again...features should be optional...not forced upon people so they have to throw out the baby with the bathwater.
scrapser
You cant just disable the zigzag without major alterations to the RND
The convoys course changes happen every 500 - 1000km of so so its hardly zigzagging - unless they know you are there then will alter course like crazy
As they did in stock game
Convoy courses had added waypoints with variable radii so one convoy wont run over the same course as the last
Convoys are not meant to run straight as a die like on a train track so you can just sit and wait for them
scrapser
10-26-06, 07:17 AM
You'll just have to go into the editor yourself to turn it off, I'm afraid. I'm not a developer, but I'm pretty sure the unpredictability of those convoys is one of those core features that Grey Wolves is going to keep.
SovietSharpshooter: Good to see others than Norsemen interested in my project:up:.
Well, I just spent 4 hours continuously reloading the patrol trying to second guess which way the convoy would go to no avail. If I go north, it goes south...if I go south, it goes north...if I run straight at it, it goes north or south...if I run ahead of it...it goes straight down the middle (behind me)...if I turn to face it, it turns north or south. I think it must use your position as part of the randomizing, so whatever you do it reacts to your intentions. Not very realistic in my opinion and certainly not entertaining. It's not supposed to know where you are until within visual range.
Some people like this sort of thing but I want to engage convoys, not spend 99% of my time sight seeing in the Atlantic. It's only Dec. 1941 in this campaign. If this is what I have to look forward to...well.
Too bad you can't set up these mods so the features can be selected. That would make the mod perfect and adjust to each user's taste.
Note: I just went into the editor and haven't a clue what or where to begin. If somebody knows how to disable the zigzag I would be very grateful. I really like GW but this zigzag is really killing my interest to go further.
I'll also say it again...features should be optional...not forced upon people so they have to throw out the baby with the bathwater.
scrapser
You cant just disable the zigzag without major alterations to the RND
The convoys course changes happen every 500 - 1000km of so so its hardly zigzagging - unless they know you are there then will alter course like crazy
As they did in stock game
Convoy courses had added waypoints with variable radii so one convoy wont run over the same course as the last
Convoys are not meant to run straight as a die like on a train track so you can just sit and wait for them
Read my post note above. It looks like something's wrong with my install of GW because the convoy course changes are happening in much shorter legs and the course changes result in the convoy heading nearly 160 degrees from its previous major heading. I'm just 250 km from this convoy, yet it changes course at least three times after traveling roughly 100 km on average. If you could trace the path it would look like an EKG of someone having a brain seisure.
I'm not looking for convoys to travel in a straight line but I'm also expecting the challenge to still be playable. These course changes make a convoy encounter next to impossible and a pure stroke of luck if it happens at all. There's no point in patroling an area and wasting fuel because you're going to need it wandering around in hopes of bumping into a convoy by chance.
If zigzagging can't be disabled, I guess I'll have to remove GW and approximate it by adding as many individual mods as I can from the modding list that GW uses minus the course changing mod. This one "feature" spoils the whole thing for me. Too bad as the rest of it is perfect.
scrapser
bigboywooly
10-26-06, 08:08 AM
Are you sure its even the same convoy ???
No convoy in GW will change course like that
scrapser
10-26-06, 12:48 PM
Are you sure its even the same convoy ???
No convoy in GW will change course like that
I had that thought, too. But after reloading the same saved patrol at least 24 times and watching where the icon appears with each radio report, I'm pretty confident this is the only convoy. I never see two icons for the patrol. Each icon fades out before another one appears.
Here's a description...0 is due north. I'm sitting in the southwest corner of AM29 west of the British Isles. There's a large area of shallow sea to my west-northwest.
I saved the patrol the instant I received the first radio report. It's roughly 250 km northwest of my position on a heading of 130 degrees steaming at 9 knots. It's almost heading straight at my current position. When I run in time compression, the convoy appears to track straight towards me for about 140 km, then changes course to a heading of 170 degrees. I get a second radio report shortly after this course change. It then travels for roughly another 100 km before changing course again to a heading of 15 degrees (third report) and makes a 200 km run. I get a fourth radio report when it's about halfway on this leg. Next it changes course to 110 degrees. This is where I get the fifth radio report.
I will try to map what I'm describing below. My position is marked by a "P" and the numbers represent each radio report location.
A second pattern also occurs. I'll use letters to mark where I get the reports starting with position A.
A third pattern is the convoy runs straight at me, then veers off north of my positon on a heading of around 80 degrees when it reaches position 4 shown on the map (this usually occurs if I run at 9 knots due east).
.................................................. .......................
...1A....................5........................ .......................
.................................................. ........................
.................................................. ........................
.................................................. .........................
.................................................. ............................
...............2....4............................. .......................
.........................P........................ ........................
.................................................. .........................
.................................................. .........................
.........B......3................................. ........................
.................................................. D........................
....................C............................. ........................
Each time I try to intercept, the pattern is different. You would think with enough tries, I would eventually get lucky but so far, no joy.
Thanks
scrapser
scrapser
10-26-06, 07:09 PM
Okay...tonight when I loaded the patrol for the first time and ran time compression, the convoy actually continued heading straight for me until I received the second radio report as shown in the picture. This is the first time this has happened. If you notice, we are just under 75 km apart. I drew circles to show the maximum distance the convoy can cover in any direction in 3 hours. I also drew circles to show my range at flank speed in 2 hours and 3 hours.
As you can see, any point the convoy can travel in 3 hours, I can reach in 2 (unless it reverses course), leaving me one hour to spend weaving around to cover a larger area in hopes of a sighting. I should mention here that when I get close to a convoy in time compression, my the program begins to stutter making it an effective signal I'm close to a convoy.
I tried repeatedly to make contact in all areas, repeating them several times each. I never make contact and the program never stutters. In addition, if I just sit and let time compression run, I never get another radio report after this last one. I believe based on my research and what I'm seeing is that the convoy is dropping off the map (in other words...being extracted prematurely). By the way, the weather is perfect so I can easily travel at 21 knots at flank and also made this possible encounter very attractive.
I'm going to bypass this convoy and try to find another one to see if this behavior repeats itself. If it does, I guess it's bye-bye GW. If not, I will continue using it.
Thanks
scrapser
http://www.subsim.com/radioroom/http://img143.imageshack.us/img143/7408/convoydm8.jpg (http://imageshack.us)
Soviet_Sharpshooter
10-26-06, 07:21 PM
Dude dont you think your going through ALOT of trouble for ONE convoy? Incase you hadnt notice Germany is going to lose the war no matter what, so what if a few convoys disappear, it sucks.. but theres alot more out there, theres lots of single cargo ships to and plenty of harbours to raid! :arrgh!:
and btw it does sound like some random glitch since this has never happened to me
scrapser
10-26-06, 08:02 PM
I suppose it is a random glitch...perhaps it only applies to 9 knot convoys. I just hung around until another one appeared a few days later...same B.S., so I guess I can scratch them off as targets.
I want to go after them because they usually have 5 to 7 large tankers. The slower convoys are usually made up of cargo ships and lesser merchants (boring). Up until now, I've been focusing exclusively on task forces but they disappear after 12/20/41, so now I'm stuck attacking merchants. This is why I'm just now discovering this glitch or whatever it is.
I read somewhere that this mod rarely if ever includes passenger liners (another favorite of mine) in convoys and the next version of GW will feature variable speed convoys making them even harder to intercept. I guess some people don't enjoy actually attacking a convoy and get more satisfaction out of simply finding them. That's cool but I think if this is not what you're looking for you should be able to turn it off.
Thanks to everyone for their feedback. I know you all really enjoy GW and I don't mean to detract from that.
scrapser
Soviet_Sharpshooter
10-26-06, 09:37 PM
You enjoy sinking passenger liners?? :huh:
YOU MONSTER :stare:
One idea i have for you would be to greatly increase your visual range in the right cfg file, so you could spot them visually fro 75 miles away and see exactly what course you need to intercept them, or you could do it as a once off to see what the hell there up to , and if there really disappearing
scrapser
10-26-06, 10:57 PM
That's a great idea. Now to figure out where the setting is.
Dont get me wrong about how I feel. I really like GW and think it's the best SH3 has ever been, which is why this issue with intercepting convoys is so frustrating. I think there should be effort involved in finding and attacking them but not to the point of near impossibility. If some like that level of difficulty then fine but it should be selectable. As it is, we are forced to take the whole package whether we like some things or not and that's the rub.
If I can figure out how to get super-vision...I'll let you know what I find out.
Thanks
scrapser
Oldgamer48
10-26-06, 11:37 PM
I don't say this kind of thing very often, because it's a word that is losing its value by having been used too much. But GW is AWESOME! :up:
Re-installing was well worth the effort that went into this modification. It is easily the best mod I've ever seen for any game (and I had a part in Rome:Total Realism for RTW).
Some of the folks who've posted in this thread have been concerned about taking a hit to their performance. I didn't notice it, in spite of the fact that my computer is easily on the lower edge of the envelope. I have:
Pentium 4 (no hyperthreading), at 1600 ghz
1 gig of Ram
nVidia GeForce 6600GT (256 megs of video RAM, Pixel Shading 3)
Absolutely no special sound cards
Windows XP Professional
The only thing I'm adding to this computer (which is 3 years old) is an external 800 gig harddrive (I'm tired of installing, deleting, and reinstalling with my 37 gig internal drive).
Once again, this game, along with the GW mod, completely immerses you into the world of the the late 30's and early 40's, and the war at sea. I'm going to be recommending it to everyone that I see ...
scrapser
10-26-06, 11:57 PM
Apparently you need to modify some hex code the change the range settings with a hex editor utility. I'm not sure I want to go messing with that. It was a good idea though. It would have been nice to know what's going on with those convoys.
scrapser
Soviet_Sharpshooter
10-27-06, 12:20 AM
Apparently you need to modify some hex code the change the range settings with a hex editor utility. I'm not sure I want to go messing with that. It was a good idea though. It would have been nice to know what's going on with those convoys.
scrapser
WHat you on about!!
go to C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\Sensors
it can be opened with any txt file *like notepad* and if you go in there, theres some visual range stuff with numbers.. id try upping them up abit
Visual range factor=0.5
Radar range factor=1
i reckon adding a 900 instead of a 1 and .05 should do the trick :know:
of course save the original sensor file somewhere just incase...
Soviet_Sharpshooter
10-27-06, 12:23 AM
By the way, i havent actually tested chaging those numbers so..
tell me if you survive :arrgh!:
red_one
10-27-06, 03:25 AM
Can you change between light and dark 8/16kms without reinstalling?
Kpt. Lehmann
10-27-06, 09:14 AM
Can you change between light and dark 8/16kms without reinstalling?
Yes... Just re-run the auto-installer and chose one or the other and let it run its course... In the process only the appropriate files will be changed.
Before doing so though... disable any other mods you might have installed.
You can re-enable them afterwards.
scrapser
10-27-06, 11:03 AM
Apparently you need to modify some hex code the change the range settings with a hex editor utility. I'm not sure I want to go messing with that. It was a good idea though. It would have been nice to know what's going on with those convoys.
scrapser
WHat you on about!!
go to C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg\Sensors
it can be opened with any txt file *like notepad* and if you go in there, theres some visual range stuff with numbers.. id try upping them up abit
Visual range factor=0.5
Radar range factor=1
i reckon adding a 900 instead of a 1 and .05 should do the trick :know:
of course save the original sensor file somewhere just incase...
I looked at that file but got the impression those settins modify a base setting in the sensor.dat file which requires a hex editor. I also read a discussion in another thread here about changing settings in the .dat file to increase visual range. It's a huge thread so perhaps it's talking about the AI capabilities. I guess the only way to find out is try your suggestion. I'll back up the original and tweak the numbers to see what happens.
Last night, I tried another trick but it didn't work. I pointed my boat directly at the location of the convoy, then used the free camera to try and fly over to see what the convoy is doing. But at 75 km distance, I don't know if the convoy has actually spawned visually or not. I'm thinking it may not spawn the objects until you get within contact range but that's just a guess.
I'll let you know.
scrapser
scrapser
10-27-06, 11:40 AM
Well, I tried increasing the visual range in the sensors.cfg file but didn't notice any changes. I let the patrol run in time compression and got the third sighting shown below. This is approximately 12 hours later. As you can see, the convoy is now roughly 100 km south of my position. This is the pattern I first described above. The convoy takes a nearly due south course off the heading it's originally spotted traveling. Then it veers slightly south (shown in screen shot in earlier post) and travels far south of me before beginning another northerly track as it appears here.
Again, using flank speed I tried to intercept it at various points in front of it (I even tried heading east far ahead of it to see where the next report would place it but never get anything). I'm really starting to think there's a bug here.
Note to DEVS: Could it be that convoy reports are being sent but the convoy isn't really there at all?
Thanks
http://www.subsim.com/radioroom/http://img142.imageshack.us/img142/3262/convoy2nc1.jpg (http://imageshack.us)
scrapser
10-27-06, 02:58 PM
Tried another experiment. This time I moved very close to the area where all convoys eventually move to as they enter the opening between the large islands of the British Isles. I sat there submerged and waited for convoy reports. Each time a 7 knot convoy was reported, I easily intercepted it. But each time a 9 knot convoy was reported...nothing. This has to be a bug.
Another problem I've mentioned I'd like to repeat here is how my keyboard frequently locks up for 10 to 30 seconds. Never happened with any other mods or the stock game. It's very frustrating, especially when you set up an attack position, then want to move the convoy closer to you timewise and can't return to normal time and watch helplessly as the convoy steams right past your position.
These things need to be fixed; otherwise, all the good stuff just becomes a source of anger and anxiety. GW is a great mod but it needs more work.
Thanks to all.
scrapser
bigboywooly
10-27-06, 04:07 PM
Odd as I have intercepted lots of convoys at 9kts and above
Any one else notice this ???
Do you have any other mods installed Scrapser
scrapser
10-27-06, 05:23 PM
No other mods installed...just GW 1.1a.
Thanks
scrapser
10-27-06, 07:55 PM
Finally! I decided to try an intercept further out to sea. In this shot, I'm due west of AM17 and AM19 in the AL block (can't remember which number but is just west of those two grids). My first radio report showed the convoy heading due south, northeast of my position and about 75 km distant. I went to flank and time compressed. When the compression started to stutter, I knew I was close and returned to normal time. It's night and the winds are 15 with clear skies.
I came within visual range and marked the track of all the ships I could see. As it came to within 4000 meters, the convoy started wheeling to port. I took the screenshot once it was clear they were on their new course. This is roughly a 130 degree course change off their last heading. Is this supposed to happen?
If this is how the convoys move across the Atlantic, it's going to be hell trying to intercept them on those patrols that send you to the U.S east coast. Did they really make such course changes in the actual war? Seems like it would have taken forever to cross the ocean.
I still think there's a bug once they get closer to Great Britain.
Thanks!
scrapser
http://www.subsim.com/radioroom/http://img91.imageshack.us/img91/2757/convoy3ro4.jpg (http://imageshack.us)
Yes the convoys did make course changes just for the reason of evading Uboats.
This is modeled in GW as well,as you have seen.
So what was probably happening you were setting up an intercept and the convoys were changing course so when you got to where they were supposed to be they had switched course and were no longer there.
scrapser
10-28-06, 12:33 AM
Yes...I believe that now. I never expected them to backtrack. If I had kept on going in some of my attempts, I likely would have found the convoy. I thought the course changing would vary but never be more than 45 degrees off the current heading. That must have been some piece of work managing these course changes during the real deal.
I just finished the patrol. The convoy I finally found lost a Black Swan and 6 large tankers. Now it's January 7th, 1942 and I'm off to my assigned grid just outside Gibraltar.
I keep forgetting to tell everyone about a patrol I was on back in early 1940. I was making my way carefully through the English Channel on the surface at night when I got ambushed by a PT Boat. But just as the PT was getting into range, it got blown out of the water by two Stukas. I watched from the periscope as I was diving. The PT was firing on me but suddenly the crew swung their guns upwards trying to defend themselves. The bombs literally blew the boat into the air causing it to flip over. Amazing to see.
scrapser
Kpt. Lehmann
10-29-06, 08:23 AM
Scrapser,
It is possible that you were tracking separate entities as well. Not every convoy... and certainly most single ships do not appear on the map as radio contacts.
Further possibility if you were near England... is the spawning point of an outbound convoy.
Though it is also technically possible that the random waypoint radii for a particular convoy are a bit more radical than is typical...
I find the idea of convoys (and even single ships) exhibiting behavior that makes for difficult tracking by U-boats quite appealing!
If every convoy cam straight to the player... he'd get bored reeeeaaallly fast.
Regarding zig-zagging once they spot you... that is stock SH3 behavior I believe... and is the norm.
BE MORE AGGRESSIVE!!! :arrgh!: :arrgh!: :arrgh!:
scrapser
10-29-06, 11:54 AM
Scrapser,
It is possible that you were tracking separate entities as well. Not every convoy... and certainly most single ships do not appear on the map as radio contacts.
Further possibility if you were near England... is the spawning point of an outbound convoy.
Though it is also technically possible that the random waypoint radii for a particular convoy are a bit more radical than is typical...
I find the idea of convoys (and even single ships) exhibiting behavior that makes for difficult tracking by U-boats quite appealing!
If every convoy cam straight to the player... he'd get bored reeeeaaallly fast.
Regarding zig-zagging once they spot you... that is stock SH3 behavior I believe... and is the norm.
BE MORE AGGRESSIVE!!! :arrgh!: :arrgh!: :arrgh!:
Thanks Kpt. Lehmann...I fully understand the zig-zagging once you attack or are detected. I've always thought the simple oscillation off course that a convoy begins once you attack was lacking, especially if you surface in full view. In GW, it appears the ships now take more proactives measures and break away if you are close enough. I think in some cases the closer ships should even try to ram you.
The other possibilities you suggested are why I moved further west, away from the British Isles. I replayed that saved patrol at least 3 dozen times. I never once had two icons for the 9 knot convoy on screen at the same time. But perhaps this is part of the programming where once a refreshed position report appears, the previous icon is removed, regardless of whether it belongs to a different convoy or not.
I'm still a little leary of the huge course changes though...did they really make such changes crossing the Atlantic? It seems like it would have doubled or tripled how long the voyage would take. Maybe they only did it in areas of suspected u-boat activity. In any case, knowing this is now possible reduces my confidence in the radio reports to almost nothing. What I'm inclined to do now is move away from the convoy in hopes of getting a second report later on that helps narrow down their possible direction. Heading straight for the general area of the first report is a waste of fuel unless you're really close and that's even proving to be dicey.
But I'm a die-hard for this mod, which is why I get so frustrated. I hope you understand that.
Thanks again!
scrapser
Lzs von swe
11-02-06, 10:24 AM
Hi all.
First off a big thank you for your hard work on this mod:up:
I have a question though, regarding the file in the title above.
I started a career in Jan 1 -45, just to see if I could make the last months with a green crew and no upgrades, well I did but I never got any message that the war was over or that Bergen was no longer available etc. The game kept running until 30´th May 23:59 and then it ctd on me! The last message I got was off a tf off the cost off Norway. I checked the file against the original and copied the last bit, from 19440729, to the one in TGW1.1a. I hope this will work when I reload the last save in that career, or do you think I should start it from the in base before mission point? I have run a career all the way in the vanilla game so I know what should happen, regarding radio messages that is. Any thoughts on this?
edit.
It worked, loaded the last save, April 13 just north off the Rockals, and all messages were there. Trondheim, Narvik, La Rochelle lost to the enemy and then the order to give up the fight.
SubCommander7142
11-06-06, 11:15 AM
Excellent Mod, really makes the game that much more enjoyable. There are a couple of issues though, some of which I've been playing with.
Deck Gun reload and fire rates are longer, granted, I hardly use the deck gun, but, its damn near impossible to complete the navel artillery exam or take on a destroyer head on (I'm nuts that way). I fixed this by taking the stock SH3 sim files for the submarine deck gun and moved them over, easy, but the problem is it still takes forever and a week for a ship to go down, some actually don't, they just bobble and patience isn't really one of my virtues, so, any suggestions on correcting this so that it acts more to stock. (I've actually time compressed the bloody thing and let an entire week go by, only having two ships sink).
Another issue, on the Convoy Attack Exam (I know, I'm doing a lot of academy missions) the armed trawler is freaking invincible, really..., nothing on earth can destroy it. Crack shot it with an eel, nothing, shot it with impact, nothing, mind you I've tried my entire complement of torpedos, duds be damned. Deck gunned it, point blank enough that the back blow hurt me, and still, not a scratch, not even a little black mark. If god had a trawler, it would have been this one..., :) Any suggestions or fixes I don't know about, I'm just afraid that their are more out their at sea.
Generally, what I wanted out of this mod was the new ships, the realistic live ports, and the nice sweet graphical tweaks. Everything is golden save for these two issues I've mentioned. I'll continue to experiment a little on my end, but if someone has some suggestions, I'd be happy to try them out.
danlisa
11-06-06, 11:27 AM
@ SubCommander7142
It has been demonstrated that the training missions are very hard (if not impossible) to complete with GW enabled. The best suggestion is too do these missions before enabling GW.
As for the ships taking a long time to sink this is due to the new damage model, ships will sink from flooding rather than just reducing their hit points. The is a way to reduce these, however, it requires the editing of the .zon files for each ship.
My advise would be to wait another 30days(ish) for GWX to be released as this has totally reworked the damage models.
SubCommander7142
11-06-06, 02:53 PM
Well, in the course of realism, I think its grand that the ships sink because of the physical ramifications of damages sustained, I don't believe that they would change that in GWX (of which I'm looking forward to). But I understand, maybe its something that I'll get used to, slowly to appreciate. I'll stop bashing my head in on the hull now that I know its impossible to complete the navel academy tutorials :shifty:
Cheers
Safe-Keeper
11-06-06, 10:11 PM
When attacking with the deck gun, you now have to hit your target below the water-line to make it sink from flooding. Spreading your shots out to flood multiple compartments is a good idea, too (this also applies to torpedo attacks). Shooting at the command deck or cargo is just not going to do it anymore.
d@rk51d3
11-06-06, 10:25 PM
Well, in the course of realism, I think its grand that the ships sink because of the physical ramifications of damages sustained, I don't believe that they would change that in GWX (of which I'm looking forward to). But I understand, maybe its something that I'll get used to, slowly to appreciate. I'll stop bashing my head in on the hull now that I know its impossible to complete the navel academy tutorials :shifty:
Cheers
I's not impossible, but after you've spent all your ammo you may have to resort to a couple of ramming attempts to finish a couple of the more stubborn ones off.
The killer for me is the AA tutorial. No matter how many times I blow ballast, I can't get far enough out of the water to ram a plane.:rotfl: :rotfl:
sbelanoff
11-09-06, 01:20 AM
Time compression works erratically (and most of the time not at all) while in the Kiel Canal. As a practical matter this makes use of the Canal completely impractical since it takes many hours to go from Kiel to the Baltic in RT. Does anyone have a solution for this?
Also, the flags on the German ships as well as the officers' caps have a blank white space where, I believe, either a swastika or German cross is supposed to be. I did not choose the no swastika option. Anyone know what could cause this?
Thanks for a reply.
Kpt. Lehmann
11-09-06, 11:21 AM
Time compression works erratically (and most of the time not at all) while in the Kiel Canal. As a practical matter this makes use of the Canal completely impractical since it takes many hours to go from Kiel to the Baltic in RT. Does anyone have a solution for this?
Also, the flags on the German ships as well as the officers' caps have a blank white space where, I believe, either a swastika or German cross is supposed to be. I did not choose the no swastika option. Anyone know what could cause this?
Thanks for a reply.
Honestly it sounds as if you have an incomplete or ineffective installation of the GW mod.
Mixing it with other mods might cause this problem as well.
Regarding time compression... this is influenced heavily by the machine you have. If your system does not meet recommended specifications... you are going to have CPU lag induced slowdowns or stalls. Try using 128 or 256 xTC leaving harbor areas... About 50 km away from the harbors your FPS will pick up again... The land and harbors alone when rendered without the traffic are problematic in SH3.
Safe-Keeper
11-09-06, 12:13 PM
If you haven't already, download SH3 Commander and use it to increase time compression limits.
Checkmate King 2
11-13-06, 01:50 PM
Trying to find out more info about:
OPTIONAL MODS ALSO INCLUDED
- Tanker IV Seafloor mod is now an optional mod
- GW Alternate 24 Hour crew fatigue mod- Gouldjg
- Das Boot periscope background movie- W. Clear
- No Torpedo TDC Tracking Mod- Church
- Generic Ship Contact Mod - Derived from community manual, unknown modder
- 8km Atmosphere Mod Light Skies (GW Default)
- 8km Atmosphere Mod Dark Skies
- 16Km Atmosphere Mod Light Skies
- 16Km Atmosphere Mod Dark Skies
- Generic Contacts mod- Kpt. Lehmann
- Swastika removal
Does the Seafloor mod cause the torpedo view screen to be a lot darker than SH3 that is already patched? The reason behind my question is that the 1st time I played Grey Wolves, I 1st loaded all of the below listed options. Then, when I fired a torpedo at a ship, I didn't like the fact that it was very hard to see the torpedo approaching the hull of the target ship, from underwater, because the sea color was very dark. This more realistic (darker) sea color, is that "standard" on Grey Wolves or is that the Seafloor mod that is causing it?
Dealing with the below listed Mods,
- 8km Atmosphere Mod Light Skies (GW Default)
- 8km Atmosphere Mod Dark Skies
- 16Km Atmosphere Mod Light Skies
- 16Km Atmosphere Mod Dark Skies
If all the Atmosphere Mods are selected, when loading Grey Wolves, are they all working within the Grey Wolves game at the same time, or can you only have one loaded?
Thanks
Sniper_1
11-14-06, 03:45 PM
Really looking forward to the latest installment of GW. Is there any plans to modify SH3's convoy routes in the next release? I've got loads of info on WW2 Altlantic convoy routes and i'd like to see as much historically accurate info as possible included.
Rgrds,
Sniper_1
Jimbuna
11-14-06, 03:55 PM
Really looking forward to the latest installment of GW. Is there any plans to modify SH3's convoy routes in the next release? I've got loads of info on WW2 Altlantic convoy routes and i'd like to see as much historically accurate info as possible included.
Rgrds,
Sniper_1
You'll find out soon enough mate ...don't think many of us have had the pleasure of convoy encounters yet!...early days (2 to be precise):D
Sniper_1
11-14-06, 04:09 PM
Thanks for that..but what i meant was when you stalk a convoy and attack in the north atlantic are you attacking a 'generic' convoy, or are you attacking a convoy that his historically accurate? For instance i've info on the Code Name, Departure Port, Departure Date, Arrival Port, Arrival Date, Number of vessels in the convoy, Number sunk, Number Damaged for every Atlantic convoy for the entire war (along with the majority of the Med. convoys). I'd like to see this level of detail in GW, i've been transferring the data to an excel format for another project i am working on, and i was just wondering if GW/SH3 could make use of this info.
Rgrds,
Sniper_1
bigboywooly
11-14-06, 04:39 PM
Thanks for that..but what i meant was when you stalk a convoy and attack in the north atlantic are you attacking a 'generic' convoy, or are you attacking a convoy that his historically accurate? For instance i've info on the Code Name, Departure Port, Departure Date, Arrival Port, Arrival Date, Number of vessels in the convoy, Number sunk, Number Damaged for every Atlantic convoy for the entire war (along with the majority of the Med. convoys). I'd like to see this level of detail in GW, i've been transferring the data to an excel format for another project i am working on, and i was just wondering if GW/SH3 could make use of this info.
Rgrds,
Sniper_1
Unfortunately there were around a couple of thousand convoys in WW2 and to script them all individually would mean the SCR layer would be just to damn big to load
Plus the time to do it would be a killer
There are some historical convoys scripted in all major mods - the most deemed important or infamous
Sniper_1
11-14-06, 05:42 PM
Thanks for the reply bigboywolly....shame about that but not to worry.
Rgrds,
Sniper_1
Jimbuna
11-14-06, 05:52 PM
Thanks for the reply bigboywolly....shame about that but not to worry.
Rgrds,
Sniper_1
There's just no pleasing some folk :D :up:
1mPHUNit0
11-15-06, 05:14 PM
Naaaa kiel canal it's done wrong, maybe realistic but unplayable.
Too much tightened to play with SH3.
As a practical matter this makes use of the Canal completely impractical since it takes many hours to go from Kiel to the Baltic in RT
bigboywooly
11-15-06, 05:19 PM
Naaaa kiel canal it's done wrong, maybe realistic but unplayable.
Too much tightened to play with SH3.
As a practical matter this makes use of the Canal completely impractical since it takes many hours to go from Kiel to the Baltic in RT
Not if you change the settings
LandProximity=256
C:\Documents and Settings\****\My Documents\SH3\data\cfg
Or use SH3 commander
Simple
Sailor Steve
11-15-06, 05:32 PM
I put my LandProximity to 64, and it takes me about half an hour to get through. But then, I like to sightsee along the way.
1mPHUNit0
11-15-06, 05:43 PM
Yes correct....but maybe a fix no??
bigboywooly
11-15-06, 05:46 PM
Ummm that is a fix
The canal is already wider than in RL so it would make no sense to widen it
The fix is to alter the main.cfg or do it through SH3commander
sbelanoff
11-15-06, 09:53 PM
since installing GW my periscope magnification is only 1.5. it used to be much more and would toggle by hitting the 'tab' key. the GW readme indicates that the magnification has been increased to 10X. anyone have any info on this?
sbb
sbelanoff
11-16-06, 02:37 AM
disregard previous message. discovered that problem was with SH3 Commander not GW. rolledback SH3 Commander, started SH3, closed SH3 and restarted with SH3 Commander. problem gone. weird but well within normal behavior for computer apps which we all know are scientifically designed to drive users insane. best regards to all.
sbb
kylania
11-16-06, 03:21 AM
SH3 Commander includes random malfunctions, so it's possible your inability to zoom was caused by that. Other symptoms you might run into are blurry periscope, fuel leaks or lack of flank speed among others.
Kpt. Lehmann
11-16-06, 05:50 AM
SH3 Commander includes random malfunctions, so it's possible your inability to zoom was caused by that. Other symptoms you might run into are blurry periscope, fuel leaks or lack of flank speed among others.
Ahh yes! The random sabotage feature of SH3 Cmdr appears to be working exactly as planned... LOL, and yes... intended to drive a kaleun crazy! :arrgh!:
Job well done by Hemisent and JScones.
flyingdane
11-22-06, 10:13 PM
Iam not going to say much , but what I will say is don't take to long to finnsh this because you may not be the spank that you think you are.
flyingdane
11-22-06, 10:45 PM
Spank....
Kpt. Lehmann
11-23-06, 03:35 AM
Iam not going to say much , but what I will say is don't take to long to finnsh this because you may not be the spank that you think you are.
If you don't have anything useful to say... get off this thread.:stare:
Iam not going to say much , but what I will say is don't take to long to finnsh this because you may not be the spank that you think you are.
We take us much time as it needs.
Safe-Keeper
11-23-06, 12:47 PM
Spank....[Kick]
Wow, that's one aero-dynamic Dane:o!
And yes, GWX is the current hero of the forum. They won't be forgotten for the moment:oops:.
Faamecanic
11-23-06, 09:50 PM
Iam not going to say much , but what I will say is don't take to long to finnsh this because you may not be the spank that you think you are.
Maybe something got lost in the translation (non-native english speaking) :hmm:
I sure hope so....
Kpt. Lehmann....dont even entertain those posts (few as they may be) that would negatively critizise your and the GW teams work.... they arent worth to drink the bilge water out of your UBoat a the end of a 90 day cruise!:o
Jimbuna
11-24-06, 10:59 AM
Iam not going to say much , but what I will say is don't take to long to finnsh this because you may not be the spank that you think you are.
Oh dear...here we go again! :nope:
quote "I am not going to say much etc. etc." I think you've said enough already my old son!! :yep:
You use the word 'spank' in a way that the intended recipient would have the perception that it was probably intended in a derogatory context. :down:
Obviously the Kpt. has an excellent command of english and therefore it is highly likely that his understanding of the word 'spank' = 'to strike a person (usually a child) or a blow, a smart resounding slap'. :know:
So what exactly are you trying to say or should I use the word 'threaten' ? :hmm:
Or is this just a case of someone demonstrating a poor understanding of the enlish written word ? :oops:
Might I suggest that in future you pause and think before posting what any reasonable/rational person must surely consider as being such an inflamatory comment. :nope:
Especially when directed toward someone like the Kpt. who has probably done as much as anyone and in fact more than most to enrich everyones enjoyment of subsims. :rock:
Dallass_Drake
11-26-06, 07:36 PM
Hi everyone
I'm just getting back into SH3 after a long absence and downloaded this supermod, I just want to ask is there any way of getting back to the old damage models? I'm going through the exams and during the naval artillery one I put god knows how many rounds into a merchant and did more or less feck all to it, I gave up with like 40 rounds left to deal with the other four boats, I couldn't even sink the tanker with them! I'm not really into the whole realism thing myself and deck guns gave me many of my fondest memories of the game, I want them to be useful again! :up:
Although I've not had much time with the mod, I love all the new sounds and presentation
Apologies if this has been addressed elsewhere
melnibonian
11-26-06, 07:43 PM
Hi everyone
I'm just getting back into SH3 after a long absence and downloaded this supermod, I just want to ask is there any way of getting back to the old damage models? I'm going through the exams and during the naval artillery one I put god knows how many rounds into a merchant and did more or less feck all to it, I gave up with like 40 rounds left to deal with the other four boats, I couldn't even sink the tanker with them! I'm not really into the whole realism thing myself and deck guns gave me many of my fondest memories of the game, I want them to be useful again! :up:
Although I've not had much time with the mod, I love all the new sounds and presentation
Apologies if this has been addressed elsewhere
Hello
Try the naval academy missions before you install GW, as they are a bit more difficult now. GW is using NYGM's damage model that requires you to flood the ships to sink them. In order to do that either target them in different areas or hit them in the critical zones (check this out http://www.communitymanuals.com/shiii/index.php?title=Ship_Weak_Spots)
Also when you're using the deck gun make sure you aim below the waterline
If you don't like GW's damage model wait until GWX comes out. It uses a totally different damage model that is much more realistic and allows you to sink ships a bit easier.
If you need any more clarifications let me know
Dallass_Drake
11-26-06, 07:56 PM
Thanks for the quick reply!
GWX is the next version of this supermod? Will it have optional damage models, and can you just use the default game one, do you know?
melnibonian
11-26-06, 08:00 PM
GWX is the next version of this supermod? Will it have optional damage models, and can you just use the default game one, do you know?
GWX is the new SH3. It's so much better and enchanced that there cannot be any comparison with GW. It is the way SH3 SHOULD have been when it was released. The damage model in GWX is (to put it simply) something between SH3 and GW. That means you can sink ships by flooding and by hitting in critical areas. In general the GWX Damage Model is pretty good and accurate. There will not be an option (as far as I know) to chose the damage model. It comes with the game, but to be fair I don't think you will be disappointed. GWX Rocks :up:
Dallass_Drake
11-26-06, 08:02 PM
Sounds good :up: Thanks for the help
Check it out
http://www.users.on.net/~jscones/TGW/news.html:rotfl:
blockhead48
12-04-06, 03:37 PM
Could anyone please tell me how to get a type XXI (21) to move?
When I start a Single Mission and call for any engine speed on the Telegraph, the message just comes up - "Cannot comply", at the beginning the watch...or someat officer says that there aren't enough crew in the electric motor compartment, but there is!
Same happens if I surface and try to use the Diesels....not enough crew in the Engine compartment....but there they are chewin their bacci!:p
Have Grey Wolves, and SH3 Commander.
Doesn't anyone use this type?
Haven't found any reference to them on this thread.
They are real hot-rods underwater!:huh:
Thanks.
Roads88
12-04-06, 04:05 PM
Could anyone please tell me how to get a type XXI (21) to move?
When I start a Single Mission and call for any engine speed on the Telegraph, the message just comes up - "Cannot comply", at the beginning the watch...or someat officer says that there aren't enough crew in the electric motor compartment, but there is!
Same happens if I surface and try to use the Diesels....not enough crew in the Engine compartment....but there they are chewin their bacci!:p
Have Grey Wolves, and SH3 Commander.
Doesn't anyone use this type?
Haven't found any reference to them on this thread.
They are real hot-rods underwater!:huh:
Tha
The type 21 takes a lot of experiance from the crew. The green bar on the crew screen needs to be allmost solid. A machist officer with lots of experiance is a must. Otherwise your just :damn: :damn: :damn:
hope this helps
bigboywooly
12-05-06, 12:39 AM
Could anyone please tell me how to get a type XXI (21) to move?
When I start a Single Mission and call for any engine speed on the Telegraph, the message just comes up - "Cannot comply", at the beginning the watch...or someat officer says that there aren't enough crew in the electric motor compartment, but there is!
Same happens if I surface and try to use the Diesels....not enough crew in the Engine compartment....but there they are chewin their bacci!:p
Have Grey Wolves, and SH3 Commander.
Doesn't anyone use this type?
Haven't found any reference to them on this thread.
They are real hot-rods underwater!:huh:
Thanks.
You need the GW 24hr fatigue fix which is on the first post of this thread
Dont get chance to use them as never get to 45 :damn:
Oh and welcome aboard
Enjoy your stay at Subsim and GW
Question for ya. The current version of GW lags my system down pretty good when alot of traffic is nearby. Will there be a way to disable so features like harbor traffic and such for us with slower machines?
fredbass
12-06-06, 10:14 PM
I think I read where there will be an option to accomodate people who can''t handle the full load, or it might be in the next update.
Time will tell soon enough.
d@rk51d3
12-06-06, 10:18 PM
It'd be nice to be able to download the gramophone files early too. It might lighten the server load a little later.
Unless there's some secret recordings in there.:hmm:
melnibonian
12-07-06, 06:42 AM
It'd be nice to be able to download the gramophone files early too. It might lighten the server load a little later.
Unless there's some secret recordings in there.:hmm:
The gramophone files are very nice and they cover the whole WWII era. You're going to love them ;)
melnibonian
12-07-06, 06:44 AM
Question for ya. The current version of GW lags my system down pretty good when alot of traffic is nearby. Will there be a way to disable so features like harbor traffic and such for us with slower machines?
I have the same problem as you do. I think it's the fact that I'm having 512MB RAM. In situations like these I tend not to use the external camera and the magnification on the periscope. Other than that the game run fine. As far as the harbour traffic etc I am not sure you can actually disable them.
Jimbuna
12-07-06, 11:34 AM
It'd be nice to be able to download the gramophone files early too. It might lighten the server load a little later.
Unless there's some secret recordings in there.:hmm:
If your after a descent compilation of music (well...as far as in my opinion) PM me :up:
Jimbuna
12-07-06, 12:01 PM
Sorry....should have added "but none that are currently in GWX" :oops:
Torpedotreffer
12-07-06, 02:47 PM
Hi, do we have new preview pictures out somewhere of the GWX Supermod ? I cant wait until tomorrow ! :huh:
Thanks, and kind regards...
Torpedotreffer:D
Roads88
12-07-06, 03:00 PM
Hi, do we have new preview pictures out somewhere of the GWX Supermod ? I cant wait until tomorrow ! :huh:
Those would most likely be in the "GWX status report" link.
No need to hurry, nothing really new at this time.:damn: :damn: :damn:
melnibonian
12-07-06, 03:06 PM
Hi, do we have new preview pictures out somewhere of the GWX Supermod ? I cant wait until tomorrow ! :huh:
Thanks, and kind regards...
Torpedotreffer:D
Check out the GWX threads
http://www.subsim.com/radioroom/showthread.php?t=101509
http://www.subsim.com/radioroom/showthread.php?t=100663
Jimbuna
12-07-06, 07:35 PM
Hi, do we have new preview pictures out somewhere of the GWX Supermod ? I cant wait until tomorrow ! :huh:
Those would most likely be in the "GWX status report" link.
No need to hurry, nothing really new at this time.:damn: :damn: :damn:
What's so special about tomorrow ? :D :up:
Today I decided to go for it, yes I downloaded Grey Wolfs and my verdict. :up:
Brilliant. :cool:
It has bought life back into SH3 for me. Well done everyone who had a hand in making this wonderful super mod. :up: :up: :rock: :rock: :rock:
bigboywooly
12-08-06, 05:47 PM
Welcome to the party pal
:rotfl:
Glad you like it Steed
Safe-Keeper
12-08-06, 06:13 PM
Yeah, GW will blow you away. It's one of those vast mods that would've deserved to go commercial long ago. It's Forgotten Hope (http://forgottenhope.bf1942files.com)'s Silent Hunter III counterpart.
Jimbuna
12-08-06, 06:43 PM
Today I decided to go for it, yes I downloaded Grey Wolfs and my verdict. :up:
Brilliant. :cool:
It has bought life back into SH3 for me. Well done everyone who had a hand in making this wonderful super mod. :up: :up: :rock: :rock: :rock:
Hi STEED...when GWX is released we'll have to go 'tanker bustin' together on MP ;) :up:
Hello all. I've been away for a while. Is GWX ready yet ?
Roads88
12-11-06, 05:11 PM
Hello all. I've been away for a while. Is GWX ready yet ?
Said mid Dec. So it should be near. (fingers crossed):up:
Safe-Keeper
12-11-06, 05:18 PM
Asking when it'll be out has a tendency to attract a Kpt. Lehmann in the guise of Darth Vader scolding you for your incompetence at reading the forums. The last roar of "MID-DECEMBER!" took out half my house's windows and has caused my cat to develop a severe phobia of everything Star Wars-related.
http://www.crypticmadness.com/Forum/images/Smiles/rofl3.gif
Jimbuna
12-12-06, 06:20 AM
How did you get early access to the gramaphone file in GWX ? :hmm:
Not to have GW is a crime.
Get it now and I mean now. ;)
HEMISENT
12-12-06, 11:23 AM
SH3 Commander includes random malfunctions, so it's possible your inability to zoom was caused by that. Other symptoms you might run into are blurry periscope, fuel leaks or lack of flank speed among others.
Ahh yes! The random sabotage feature of SH3 Cmdr appears to be working exactly as planned... LOL, and yes... intended to drive a kaleun crazy! :arrgh!:
Job well done by Hemisent and JScones.
Thanks Captain we tried.
Captain check your PM
Hi, Just finished downloaded from filefront, can't wait to try it at home, anything else that I missed out....? Downloaded Stock_Seafloor_textures.zip GW_24_Hour_Fatigue_Fix.zip IO1.01_for_GW1.1a_BETA.zip > No access to download GUNS_SUB.zip FUBARSVIIC_U552.rar TGW11.zip TGW11-4.zip TGW11-3.zip TGW11-2.zip TGW11-1.zip GW_1.1_1024__Overlay_Fix.7z Thanks KptLehmann for posting the files
M00nStalker
12-15-06, 05:47 PM
Ok, I downloaded GW and it really is great, just got a few problems
1. In two patrols i haven´t killed any enemies, just neutrals, even though it (F1 orders) says that I should be at war with the particular country (in this case Britain and France), when I get back to base I don´t get the renown and it says that I have killed X neutrals and 0 enemies, the British ports are red, any ideas? BTW the ship sinks and they are marked red after they sunk, black before I sink them.
2. The flag chart (the one with the flags and "at war with Germany" notes) seem to be a bit off, it says I´m an ally of Britain (with an "A") through the whole war, could this be related?
bigboywooly
12-15-06, 05:50 PM
Hi and welcome to Subsim
Did you read the message on the 3rd Sept saying you were at war with Britain ?
It seems until you do the ships still show as nuetral
M00nStalker
12-15-06, 05:59 PM
Thank you!
And I read all the messages, so I have read it (don´t think I have missed it twice).
But I will check this out, if anyone else has an idea, feel free to share.
GMY
bigboywooly
12-15-06, 06:02 PM
Oh and I think you are reading the Flag sheet wrong
You are the Axis
It will show Britain as Allies - meaning part of the Allied group of nations against the Axis of evil - you
melnibonian
12-15-06, 06:04 PM
If the ships sunk are red after you hit them then they are defenatelly enemy ones. Do you get renown for your patrols??? I think you do sink the enemy ships but the icon in the end of the patrol is a bit confusing and you think it tells you you sunk neutral shipping. To be sure count the number of lines of the two colums and see if your kills are linked with enemy, axis or neutral ships.
Samwolf
12-15-06, 06:16 PM
Thank you!
And I read all the messages, so I have read it (don´t think I have missed it twice).
But I will check this out, if anyone else has an idea, feel free to share.
GMY
You can't sink anything but Polish ships before Sept.3rd.
Jimbuna
12-15-06, 06:22 PM
Welcome aboard kaleun :arrgh!: your query is already in capable hands :yep: :up:
bigboywooly
12-15-06, 07:39 PM
If the ships sunk are red after you hit them then they are defenatelly enemy ones. Do you get renown for your patrols??? I think you do sink the enemy ships but the icon in the end of the patrol is a bit confusing and you think it tells you you sunk neutral shipping. To be sure count the number of lines of the two colums and see if your kills are linked with enemy, axis or neutral ships.
Yes thats more than likely it Mel
The lines dont seem to marry up when you read across
Good call
Especially if renown is given
M00nStalker
12-16-06, 06:36 AM
Yep mel was right, they dont line up exactly and I was tired.
Regarding the flag chart: :damn: how could I make an mistake like that?
Thanks for your help!
bigboywooly
12-16-06, 07:50 AM
Hey no worries
We've all been there
hi,
my gwx is not working :cry:
i have not installed a clean sh3-version because i had installed and patched it only a few days ago. the only changes i made was an edited loading screen, i think that wouldn´t cause the crash.
the installation worked, the game is running, museum is functioning but when i try to continue my career, a message like "Harbour in XY available" appears. i click the ok-button, the game starts to load and when the statusrow reaches the end the "not so long ago..." sentence is visible. after this, the game crashes directly to the desktop.
is it impossible to continue the career with gwx? have i done anything wrong?
Jimbuna
12-17-06, 04:07 PM
A clean 'untouched' install :yep: ....RTFM :arrgh!:
bigboywooly
12-17-06, 05:12 PM
I dont suppose you deleted the SH3 folder in my documents either
Did you also MD5 your files for non corruption before install
@jimbuna :rotfl:
ok, thx.
i´ll try again with a fresher than fresh sh3 installation. i will be unable to continue my career in gwx later, right? i will save those files, only if gwx will not run after the next attempt :shifty:
bigboywooly
12-17-06, 05:47 PM
Rename the SH3 folder in my documents
You can always try dopping a career back into the new folder and try
A couple have got them to work
btw what's the different between tgw & gwx..? thanks
melnibonian
12-18-06, 02:52 AM
btw what's the different between tgw & gwx..? thanks
GWX is the natural evolution of GW. It's great and I think you should give it a try:yep:
Jimbuna
12-18-06, 04:52 AM
btw what's the different between tgw & gwx..? thanks
Where to start!!
Different theatres of operations...more ship classes....ship behaviour....damage.....missions etc. etc. etc.
Read the GWX manual :up: :arrgh!:
melnibonian
12-18-06, 04:53 AM
Where to start!!
Different theatres of operations...more ship classes....ship behaviour....damage.....missions etc. etc. etc.
Read the GWX manual :up: :arrgh!:
Forget the manual just install the game. You will never try anything else:yep: :yep: :up:
hi, its me again.
i installed a fresh sh3, even removed registry entrys of the old sh3.
md5 compare were all ok. i installed gwx. installation was done without any erros.
as before, i can start sh3-gwx. i can get to the menu, when i try to play a single mission for example i can see the loading screens. the status bar is heading to the right and stopping short before it reaches the end. everything stays in this condition. the cpu is working, but nothing happens.
can somebody help me (btw. this is not mentioned in the manual, as this is the answer i´ll get here soon)
Jimbuna
12-18-06, 08:35 AM
Did you delete the SH3 folder in C\My Docs ?
Did you delete the SH3 folder in C\My Docs ?
yes. it looks like sh3 is still running, i can´t exit to desktop via alt+tab. but it lasts very long (i gave him 10 minutes).
its a 1.7ghz notebook, sh3 was running very good before :cry:
bigboywooly
12-18-06, 01:40 PM
A 1.7ghz processor is below SH3 minimum specs
I have a 1.79Ghz and the loading bar does take some time
How much ram do you have in there ?
i got 1gig, the graphic card is a ati with 256mb,
the normal version was running quite well:)
bigboywooly
12-18-06, 03:43 PM
Hmmm about the same as my set up
If you press the windows key does it go back to desktop or stay loading ?
DivingDuck
12-18-06, 03:49 PM
Moin Ole,
I´ve installed GWX today and had the same problem you described. I thought the computer hung up. The task manager showed that there´s no response from SHIII and it took a very long time to recover after cutting SHIII down from the task manager. I gave it a second try without interferring and it worked. So try again and leave your notebook alone when acquiring a taste for GWX. You too wouldn´t like to be watched when approaching your new girl friend the first time, right? ;)
Regards,
DD
Jimbuna
12-18-06, 04:15 PM
Shut down all other applications to save on resources but disconnect from the internet first :arrgh!:
Moin Ole,
I´ve installed GWX today and had the same problem you described. I thought the computer hung up. The task manager showed that there´s no response from SHIII and it took a very long time to recover after cutting SHIII down from the task manager. I gave it a second try without interferring and it worked. So try again and leave your notebook alone when acquiring a taste for GWX. You too wouldn´t like to be watched when approaching your new girl friend the first time, right? ;)
Regards,
DD i´ll try that, thx.
i was able to switch to the task manager, but it took very very long (up to 5 min i think) sh3 was always "trying to stay on the top". i think it was still running but was running to nowhere.... i´ll try with lots of patience.
EDIT
with lots of time and reducing the particel density she is finally breathing again. thx for helping
EDIT2
copying the old crew tgas over the new ones made the game nearly as fast as it was before. i don´t mind in uniforms if i can see the moon, the sunset, the burning and exploding ships, smoking like hell....;)
hi,
there are a lot of gwx threads, sometimes i can´t find my own comments :stare:
Well, its running and its brilliant. I went on a sightseeing tour to Scapa Flow. Locals were not very nice, but we made our way in. I sank two Hunt I and now spotted a nice little object which is luckily the next to be hit but:
i can´t fire any torpedos anymore!
i know there was a thread where this problem was explained, but i was unable to find it again.
can anybody give me a hint (torpedos are not empty) so that i can continue my little visit?
thx a lot
EDIT (always me)
i installed that german keyboard hotfix, but it was the first time i used JSGME, i selected the hotfix and closed. when i open JSGME the mod is shown active.
Are you saying the hotfix didn't work?
make sure the directory structure looks like this:
SilenthunterIII\MODS\GWX German Keyboard Hotfix\Data
If this is the case JSGME will install it into the correct location, and will fix the problem.
You're not in Scarpa Flow right now are you? The only way for it not to work is if you did it while the game is still open. It won't take effect until you restart SH3.
thx. it was this way
SilenthunterIII\MODS\GWX_German_Keyboard_Hotfix\GW X German Keyboard Hotfix\Data
changed it, hope it works now, thx:roll:
bigboywooly
12-19-06, 06:37 PM
It should actually be
SilenthunterIII\MODS\GWX_German_Keyboard_Hotfix\da ta
fredbass
12-19-06, 06:52 PM
Maybe I missed the post, but last night I tried to add the German Keyboard Hotfix mod with JSGME and a warning message popped up that said:
"Commands_de.cfg" has already been altered by the "GWX - Integrated Orders" mod. Enabling this mod may have adverse effects on your game"
I disabled the Integrated Orders mod which I was previously using and enabled the Hotfix. (and yes, I did a commander rollback first) I suppose I now don't have the Integrated orders. The only reason I thought I needed the Hotfix because it was mentioned that there were additional minor fixes along with the German Keyboard fix. Do I really need it if I don't use the German Keyboard?
I haven't popped back in the game to find out yet. Was this mentioned already?
bigboywooly
12-19-06, 07:13 PM
Technically no you dont need if not using the de keyboard cnfg
There are a few other minor graphical tweaks that you may want to use as well - the light .sil for the fishingboat3 fe
You can always remove the de fix and enable the other bits in the package
TedLebowski
12-19-06, 08:44 PM
Is the GWX meant to replace the supermod, should uninstall/reinstall than add the GWX.? Just add the GWX with the current supermod in place? Or reinstall both?
Kpt. Lehmann
12-19-06, 11:21 PM
Is the GWX meant to replace the supermod, should uninstall/reinstall than add the GWX.? Just add the GWX with the current supermod in place? Or reinstall both?
Your identical question has been answered on the GWX release thread.
shegeek72
12-28-06, 10:42 PM
I find the dark crew screen in GWX makes the crew fatigue hard to read. Can I replace it with the stock version or is there an image file I can lighten in photoshop?
--
http://tarafoundation.org/frauleinvomAmtsm.jpg (http://en.wikipedia.org/wiki/Fr%C3%A4ulein)
Kpt. Lehmann
12-28-06, 10:52 PM
I find the dark crew screen in GWX makes the crew fatigue hard to read. Can I replace it with the stock version or is there an image file I can lighten in photoshop?
--
http://tarafoundation.org/frauleinvomAmtsm.jpg (http://en.wikipedia.org/wiki/Fr%C3%A4ulein)
Yes and/or Yes.
shegeek72
12-29-06, 12:20 AM
Yes and/or Yes.
Can you point me to the right file, pretty please? :)
Disregard. I've been playing with the lights turned down and can see the screen fine. :) Though in my search I found where a lot of the graphics files are and already made one change: the desk that the map sits on has, what appears to be, stains or uneven coloring that show through the map and for a while made me think were depth changes. I 'cleaned up' the desk and my map is clearer.
--
http://tarafoundation.org/sh3_dark_gw3r.jpg
azn_132
12-29-06, 06:48 AM
I install GWX but when I start a career it CTD me.
Im runnin on AMD Athlon(tm) 1900, ATI 9200 Radeon, 256-RAM, CPU Frequency 1466.
Jimbuna
12-29-06, 07:41 AM
Your graphics card could be struggling a bit and you def need more RAM :up:
sparky3153
12-29-06, 09:55 PM
Hi all.
Just wanted to congratulate the makers of this mod!! I was addicted to SHIII before but this mod goes beyond enything I expected!!!! Its the little touches that have captured me, for example - neutral ships at the dead of night which decide to show the u-boat its nationality by focusing its many bright searchlights onto its flag at the top of the mast!!! CLASS!!!! (maybe the original did it also but I never noticed).
Its the litttle details that make this mod stand out from ANYTHING I have seen before!!! Everyone involved in this mod deserves the highest praise.
Hope you lot get your teeth into SH-IV the way you have with SH-III.
(I know my post isn't related to the above post but I just had to put my 2 pence worth in)!!!
WELL DONE!!!:up: :up: :up:
sparky3153
12-29-06, 10:07 PM
Oh by the way.
If I sink the Battleship HMS Rodney (nestled within a large convoy) on my first trip out (7th flotilla based at Kiel 1939) will it have any impact on the game as the future unfolds or am I going to be dissapointed to see the same ship crop up a few months later???? My first trip out on this mod and I get a 31000 tonne battleship!!! (aswell as a few tankers)!!!!
Hope the above is NOT the case!!
bigboywooly
12-29-06, 11:02 PM
Oh by the way.
If I sink the Battleship HMS Rodney (nestled within a large convoy) on my first trip out (7th flotilla based at Kiel 1939) will it have any impact on the game as the future unfolds or am I going to be dissapointed to see the same ship crop up a few months later???? My first trip out on this mod and I get a 31000 tonne battleship!!! (aswell as a few tankers)!!!!
Hope the above is NOT the case!!
Yep I'm afaid it is
The game doesnt recognise a ships sinking and remove it from the roster
Although its a dymanic campaign is not intelligent
If you sink a ship in a port and then sail away
Travel some 50-KM away then go back and lo and behold the ship is there
Same with a convoy
And theres nothing that can be done about that
The lit nuetral ships were made by Anvart and are incorperated in all the major mods in various ways
Oh and welcome to Subsim BTW
Enjoy your stay
azn_132
12-30-06, 01:00 AM
Your graphics card could be struggling a bit and you def need more RAM :up:
So, I got no choice but to buy a new comp? Because I dont know how to put more RAM in my comp and I need more CPU Frequency to put in too.
Jimbuna
12-30-06, 04:52 AM
Welcome aboard sparky3153 :arrgh!:
GWX really :rock:
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