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-   -   The Grey Wolves Supermod (official thread) (https://www.subsim.com/radioroom/showthread.php?t=90874)

Kpt. Lehmann 03-21-06 07:50 PM

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.

JCWolf 03-21-06 08:03 PM

Quote:

Originally Posted by Kpt. Lehmann
Fatigue issues: (Torpedos not loading/Crew not recovering in bunk rooms etc.)

Quote:

Originally Posted by jcwolf
Been playing since morning, and almost cryed when i had to exit the game to come here and ask something !!!! :rock: :rock:
Beautifull, and run like a surffbord on the waves!!!
No bugs no crashes to desktop, no screen frizing, nothing, there is no errors to report...This is the result of the brilliante work you've done and most of all a seriouse aproch on the game Motor itsellf...

Question:
Even with the fatigue model, I just don't understand this saylors that i've got on mi sub...They get tierd even when they sleep!!! :rotfl: :rotfl: :rotfl:

Whell what are the goods and the against, if i use SH3 commander, i can't leave without it, Does it changes any importante partes in game data files, or what??? :-?

K.Lehman hope you're not sleeping all the time now!!! :arrgh!:

Another detaille, just give mi congrats. to the guy that decided to had the outstanding main sond track...Love it...!!! :rock: :up:

I'm awake I'm awake! :D
Sorry guys, the Kpt. was verrrrry tired. (No not by Goodyear Avon Lady. :D )

JCWOLF,
To answer your question about fatigue, I need to know:

1) Are you using other mods on top of GW?

2) Are you using SH3 Commander?
If the answer to this question is yes... 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.

3) Did you delete the "SH3" folder in your personal documents before installing GW?

4) Did you download GW from Terrapin's website or from Bittorrent?




______________________________________________


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

Kpt. Lehmann 03-21-06 08:15 PM

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.

JCWolf 03-21-06 08:31 PM

Quote:

Originally Posted by Kpt. Lehmann
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.


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 ...

andy_311 03-21-06 08:33 PM

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?

Kpt. Lehmann 03-21-06 08:41 PM

Quote:

Originally Posted by andy_311
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?

Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)

andy_311 03-21-06 08:46 PM

will do thanks

ironkross 03-21-06 08:47 PM

Quote:

Originally Posted by Anachronous
0 FPS in port. Career mode.

Is ok in navigation map view, and if i head out of port its fine. Though if i turn the camera around to look back in the direction of the port I just left. Then its 0FPS again.

Default GW mod. No atmosphere mods.

Follow Kpt. Lehmann's solution
Quote:

Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable.
. This will resolve your problem. I had the same thing occur and changing the text files fixed everything.

ironkross 03-21-06 09:00 PM

Quote:

Originally Posted by Kpt. Lehmann
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)

I didn't do this tho. I just copied the data file from "Stock SeaFloor Mod" into the SHIII directory. Will this mess anything up? Things seem fine so far.

Kpt. Lehmann 03-21-06 09:39 PM

Quote:

Originally Posted by ironkross
Quote:

Originally Posted by Kpt. Lehmann
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)

I didn't do this tho. I just copied the data file from "Stock SeaFloor Mod" into the SHIII directory. Will this mess anything up? Things seem fine so far.

No I don't think so.

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. :|\

Kpt. Lehmann 03-21-06 09:58 PM

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.")

ooby 03-21-06 10:37 PM

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

ironkross 03-22-06 12:00 AM

Re: anyone else take a real hit in frame rates?
 
Quote:

Originally Posted by ooby
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

Follow Kpt. Lehmann's solution
Quote:

Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable.
. This will resolve your problem. I had the same thing occur and changing the text files fixed everything.

BTW- this seems to be happening a lot.

ironkross 03-22-06 12:04 AM

Quote:

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.
I will do that. I am interested in more realism even if it's at the bottom of the ocean. :rotfl: [/quote]

Kpt. Lehmann 03-22-06 12:04 AM

Re: anyone else take a real hit in frame rates?
 
Quote:

Originally Posted by ironkross
BTW- this seems to be happening a lot.

Yes it does appear that way.

(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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