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GW REQUEST FOR INFORMATION!!!
Regarding ruler inaccuracy, believe it or not I was unaware of this. :damn: If there is a mod that fixes this issue please post it here and I will make sure it is included in the first GW update. |
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______________________________________________ JCWOLF, To answer your question about fatigue, I need to know: 1) Are you using other mods on top of GW? I'm just using some of your included optional Mods : 1-Grey Wolves Version 1.0 2-W_Clear's Das Boot Background movie 3-Stock Sea Floor Mod 4-Atmosphere Mod V2 8km LIGHT (GW default) 5-GW 24 Hour Fatigue Model Alternate 2) Are you using SH3 Commander? No, exactelly because of that you say! 3) Did you delete the "SH3" folder in your personal documents before installing GW? Deleted just the saved campaing files , the naval acadeny and profile stayed and options. 4) Did you download GW from Terrapin's website or from Bittorrent? From Bitorrent! __________________________________________________ Hope this helps you Helping me! :rock: :D |
Remember, crew fatigue progression and recovery stop at 64x TC and above.
Also, the torpedo rooms are going to tire your sailors the quickest. Once again a note to ALL GW USERS: GW IS SH3 Commander compatible.... for using the GW fatigue model you must UN-CHECK/ DE-SELECT "Use fatigue model" option in SH3Cmdr to take advantage of the GW fatigue model properly. Hopefully in days to come SH3 Commander will include the GW fatigue model and using JSCones awesome program will be more intuitive for the user. |
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But , as i read on your readme file, SH# com. also alters the behavor of Enemy ships, thats wy i don't use ut... not cause of the fatigue model bro! :rock: :up: :up: I whant to play the original thing and when purhaps JCScones make some of your Mod things into is brilliante SH3Com, there i will use it again...And i miss it ... |
I just loaded it in went in Naval acadamy to try it out,my fps in external view drops to 17fps underwater it's 40fps everywhere else it's 140fps did the nav training sailed through it, gunnery passed that, flack training shot the lot down, torpedo training fired my first fish and hit external view and it ctd.Don't know why I have a clean instal of the game and no other mods installed can anyone help?
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will do thanks
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You might get a warning when you disable GW with JGSME though because a file was overwritten in the way that you did, but it isn't really a big deal. Once Terrapin's site is back up go try out the lower resolution versions of Tanker IV's seafloor mod too. You should get good performance and still be able to get rid of the boring stock seafloor mod in the process. :|\ |
HEY, KPT. LEHMANN!!! HOW COME THAT SHIP WON'T SINK!!!
Read on... very important! GW incorporates the NYGM ship damage model beta 0.1.39 It is a work of GENIUS on Teddy Barr's and the NYGM team efforts. Ships now sink by flooding and take varying times to sink. Sometimes this means 15 minutes, sometimes this means hours. It also removes the certainty of knowing whether or not you have caused enough damage to sink a vessel... this is a good thing and can cause all kinds of interesting situations!!! It is also still a work in progress and things will get better given a little time. If I need to I will reduce hit-points and create a patch that will be included in the first GW Update. This would be a "bandage" of sorts that for certain ships would mean basically nullifying the NYGM damage model, but for most ships this will be unecessary. The GW Team will stay up to date with the NYGM ship damage model inasfar as is possible and as long as the GW mod is supported. No ship is "unsinkable" in GW or in the NYGM ship damage models. Some ships like the small tanker are very hard to sink at the moment. The hit points for all vessels in GW have been raised in line with the NYGM ship damage model. Once again I will review the .zon files before releaseing an update patch for GW. Also, in line with realistic modelling aims GW has reduced the damage potential of the deck guns which is explained below. Armor piercing rounds have been removed from the GW mod as our research indicates that typically the only type of round carried by the U-boats was "HE" or "High-Explosive." Furthermore, the crew when ordered to the deck gun takes time to load the first shell... instead of the instant BANG you got in stock SH3. A little compromise we made too was including 20 starshell lumination rounds per boat and extended the range of the starshell closer to the range of a standard HE round. In real life you can shoot one just as far as the other... I've done it. A side effect of this is found in the Academy Naval Artillery missions. You don't have enough ammunition to pass the test. This was a trade-off that may get better with the GW update in a few weeks. (If I come up with a good temporary band-aid for this problem I will upload it for everyone early.) There has been no other mod that has even approached the sinking time issues that Teddy Barr and the NYGM team are successfully addressing. I am CERTAIN that many many hours went into its development. Like Captain America's gauge fix mod, using it for the sake of common sense becomes mandatory in light of the utterly fake way that ships sink in stock SH3. We ditched our own entire custom ship damage model and much hard work as a result. Even more... the NYGM ship damage mod in my opinion has successfully NULLIFIED the deck-gun reload time debate by making it a matter of ammunition/damage output totality instead of any worry of posessing an "uber" deck gun. I have been a proponent of this for some time and have been chastised by someone before who completely dismissed my seven years of artillery and heavy weapons experience as totally irrelevant. Though I was not a U-Boat deck gunner myself, general artillery concepts DO apply! Also,you must inderstand that U-boat deck guns are LIGHT artillery weapons. I think that people in general do not fully understand what it would mean to shoot-up a great big ship with what amounts to a pop-gun. (22 rifle versus floating garbage can if you will... it will sink but will take some time to do so.) In GW and NYGM you really need to consider the deck gun to be a SUPPLEMENTAL weapon used to sink small vessels and/or assist in sinking ships that have been damaged by torpedos already. (Make sure you aim below the waterline... hits above the waterline will reduce the hit points of the vessel... but not assist in its "rate of sink" or "floatability.") |
anyone else take a real hit in frame rates?
Like this mod very much but my frame rates have dropped to almost a slide show when submerged or in harbour compared to RUB.
GEForce 5900XT - 128mb drivers = 84.21 Windows XP Athlon XP1500 |
Re: anyone else take a real hit in frame rates?
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BTW- this seems to be happening a lot. |
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Re: anyone else take a real hit in frame rates?
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(There's a couple of Grey Wolves on my SUb saying "I told you so Kpt. Lehmann") In our update patch we will have the lesser version of the Tanker IV Seafloor mod as default and the Hi-res version as an optional mod. Rough edge identified and fixed! :know: Hey Ironkross, thanks for your help answering GW questions sir! :rock: There isn't enough of me to go around lately and your help is much appreciated! |
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