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-   -   Grey Wolves Errata Report Thread. (https://www.subsim.com/radioroom/showthread.php?t=90882)

Tonnage_Ace 03-27-06 09:36 PM

Man that's creepy, I can see he's using Crest White Strips.

thyro 03-27-06 09:44 PM

Quote:

Originally Posted by panthercules
I fixed the clock noise by opening the clock.wav file in Windows' soundrecorder applet and hitting the reduce volume menu choice several times, then saving it back down - blissful quietude with only the faintest hint of a clock ticking somewhere now :)

However, I am now experiencing a wierd graphical anomaly with Grey Wolves - see through watch crew on my Type IXB - see below for screenshot:

http://show.imagehosting.us/show/126...-1_1263291.jpg


I'm running an ATI Radeon X800XL with Catalyst 6.3 drivers - no other known video/graphic problems with this card/driver. I don't know if this is GW-related, but I wasn't getting this wierdness when I was running NYGM-TW or IUB before that with this same card/driver combo.

Any ideas what this is and how to fix it?

The image glitch is due to the location of the player view on the tower of the sub. That glitch also happens on VIICs in certain ocasions.

In GW the player point of view (in the tower) is almost on top of the observatory periscope (gyro) a step back from the "watch officer".

The SH3 original game, the point of view is side-by-side the watch officer. That is the reason of the problem... if the point of view were in the original position, you would see the crew member in front of you and not his interior. ;)

Just to add...

GW view does a complete 360 degress rotation (vertical and horizontal) which is also a bit odd for a human to do that... but if someone prefer, then can play the game with the SH3 world upside down :)

panthercules 03-28-06 12:50 AM

Quote:

Originally Posted by thyro
The SH3 original game, the point of view is side-by-side the watch officer. That is the reason of the problem... if the point of view were in the original position, you would see the crew member in front of you and not his interior. ;)

Well, in the stock game and every Mod combo I've tried before GW, in the binoculars view the guys who would be in front of you have always disappeared/moved out of the way for me before, so I would never actually see anyone in front of me when looking through the binoculars - yet in GW, I am seeing various parts of the guys (that screenshot was just the wierdest/funniest of the bunch) in this sort of see-through mode - it is very distracting and immersion-killing. Is this really a function of GW and can it be fixed/eliminated?

panthercules 03-28-06 01:47 AM

Woohoo - fixed - apparently, this has something to do with the changed camera position adopted by GW - see this thread for the fix that I stumbled onto over in the mods forum:

http://www.subsim.com/phpBB/viewtopic.php?t=50341

I D/L'ed and tried the JSGME version of the mod/fix that jcwolf came up with as noted in that thread, and just ran a brief test in my Type IXB - no see-through watch crewmen anymore :)

Thanks jcwolf - that as driving me crazy. :rock:

Kpt. Lehmann 03-28-06 02:02 AM

Quote:

Originally Posted by panthercules
Woohoo - fixed - apparently, this has something to do with the changed camera position adopted by GW - see this thread for the fix that I stumbled onto over in the mods forum:

http://www.subsim.com/phpBB/viewtopic.php?t=50341

I D/L'ed and tried the JSGME version of the mod/fix that jcwolf came up with as noted in that thread, and just ran a brief test in my Type IXB - no see-through watch crewmen anymore :)

Thanks jcwolf - that as driving me crazy. :rock:

Just so you know, we didn't alter the camera position. (at least Marhkimov never said he did.)

I believe the effect is due to the binocular magnification being too high. It's on my list of stuff to fix and will be in the GW update.

In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher.

Kpt. Lehmann 03-28-06 04:09 AM

There will be a slight delay on the armed trawler damage profile while I confer with Rubini about its naming in the sea folder.

(The armed trawler "NTRW" seems to be PCTrawler in the GW campaign and roster folders... but seems to have no corresponding "PCTrawler" entry in the "Sea" folder)

thyro 03-28-06 04:49 AM

Quote:

Originally Posted by Kpt. Lehmann
In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher.

Kpt. Lehmann,

I got no way to confirm this with real UBoats... but shouldn't be the function of the observation periscope (auxiliar scope)?


btw would be excellent if more interiors could be added to allow walking through different compartments (beside SH3 original share some of the interiors with different uboat models which seem not correct) Anyway, here it is some :up: photos that I just found

http://uboat.net/gallery/index.html?...995A&img=7

Kpt. Lehmann 03-28-06 06:49 AM

Quote:

Originally Posted by thyro
Quote:

Originally Posted by Kpt. Lehmann
In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher.

Kpt. Lehmann,

I got no way to confirm this with real UBoats... but shouldn't be the function of the observation periscope (auxiliar scope)?


btw would be excellent if more interiors could be added to allow walking through different compartments (beside SH3 original share some of the interiors with different uboat models which seem not correct) Anyway, here it is some :up: photos that I just found

http://uboat.net/gallery/index.html?...995A&img=7

3D modelling for further interior compartments in player Uboats was never completed by the Ubisoft devs. Furthermore it would likely require the use of the SDK which they said they would give us but did not.

Montbrun 03-28-06 07:14 AM

Quote:

Originally Posted by thyro
Well, I'm sorry to be here again, but this will be my last post under GW topic.

The damage mod has a serious issue that need your attention.

GW is going be moved out from SH3 until I see some note regarding solving the issue.

For me a game is meant to be funny and not a pain. I praise all devs that build the GW package. Because they made SH3 alive and a bit more realistic in certain ways. Realism that I always wanted to see in this game, but this issue have been testing my patience... and I'm about to give it up.

Meantime let me share my last experience that took me several hours dodging DDs to get my sub into the right position and then this...

A Large Tanker received 11 torps across its right side. All spread from ships rear to its front.

After 18 hours (game time at 32 speed) the ship remained in the same state (floating), engines stopped, with water washing its right deck. (my sub without torps left)

I'm sorry but this is far from real and this kind of "realism" isn't working for me.

Usually a tanker contains... fuel and usually fuel ignite with flames (explosions). So what would I need to have/do to pin down this ship?

I suppose that 11 torps spread all over one of its side is well beyond the acceptable... I am facing again one unsinkable ship, beside I can't fire the 12th torp because my sub ran out of them.

by-the-way, I'm playing in career mode (if this makes any difference)

Anyway... to recap the issues that are happening in my GW game:

1) unsinkable ships (like above example)

2) almost unsinkable ships which take several hours to go down, once they land on seabed there are no credits and the sunk isn't recoded in "Capitain's log" (now if this is related or not to damage mod I don't know!)

<---- GW player now bit disapointed (due to damage mod issue) and waiting for next version of GW (or any patch that solves this issue) :(

Many thanks for your attention.

Bye

Don't give up on this excellent MOD. You just had some bad luck. I have experienced the same thing. I had 1 ship take 12 hours, and another take over 20 hours to sink - in a row - just incredibly bad luck - this hasn't happened since then. Ships sink within 2 hours max. After re-reading the NYGM manual, I realized that TB has factored in "Dud Rates," which are not accurately reflected in the game. Dud Rates, especially early in the war, ran 50-100%. Just think of it this way - 8 of the 11 Eels you shot at that ship were Duds - very plausible.

Montbrun

thyro 03-28-06 09:00 AM

Quote:

Originally Posted by Montbrun
Don't give up on this excellent MOD. You just had some bad luck. I have experienced the same thing. I had 1 ship take 12 hours, and another take over 20 hours to sink - in a row - just incredibly bad luck - this hasn't happened since then. Ships sink within 2 hours max. After re-reading the NYGM manual, I realized that TB has factored in "Dud Rates," which are not accurately reflected in the game. Dud Rates, especially early in the war, ran 50-100%. Just think of it this way - 8 of the 11 Eels you shot at that ship were Duds - very plausible.

Montbrun

Weren't the case of dud torps (I had the dud option switched off at that time). All torps had impact the target leaving a nice black spot on target's hull from its front to its rear (All torps were set for impact).

This issue happened to me quite often but I need to mention the damage mod also worked other times like it should.

For those unsinkable ships (that I faced) I recurred to reload the savegame made before the attack... and the issue simply disapeared with game reloaded, the same target that was unsinkable before sink after the reload. For this reason that I believe that is something wrong with damage mod or somewere between.

thyro 03-28-06 09:38 AM

Quote:

Originally Posted by Kpt. Lehmann

3D modelling for further interior compartments in player Uboats was never completed by the Ubisoft devs. Furthermore it would likely require the use of the SDK which they said they would give us but did not.

:(

Pity!!!! Would be quite envolving if each uboat had its own interior and more compartiments were added.

Other question about GW

During WWII allieds made several raids and air-strikes to Axis ports. Would raids be somehow included in GW to have some action in friendly docks?

Issues to add to the list

- Career mode - At least I had one Mission (12th or 13th I can't remember) starting and finishing at Lorient where the patrol grid was null

- The channel from Kiel to Hamburg, all the docks/city names don't appear in the map. What makes a deadly trap for who sets an "autopilot" route through the channel. (Please include if possible the Scapa flow - SH3 original bug)

- On my 1st career mission I ran straight to a mine in a friendly port, killed 1/4 of my crew :damn: (can't they be referenced on the map instead of jpgs?)... suggestion WO/SO to identify them at short range and pin point the discovered ones on the map.

- Engagement... in one of the GW missions I torped 1x one medium merchant then I used the weapon to finish it... 5 minutes later I had 3 waves of friendly planes droping bombs on my target... I thought... great... interaction... they hit the target but didn't finish it and I kept hiting it with 8mm cannon... I finished it, it went down but no credits either log were recorded on "captain's log" (please could someone look at this)

Suggestions

- Planes are hard to be visually identified, I would suggest to make WO to recognize if the plane is friendy/foe.

- Periscope target identification, once the target identified, if is allied, it turns red in the map (instead of grey).

- Same for axis forces, once identified as friendly they turn blue and the WO stops mention them everytime that they pop out in his range (case of planes in friendly ports).

I'm sorry for the long post :)

But I liked what I saw in GW :rock: and I hope that it gets even better

thanks

Schani 03-28-06 04:23 PM

Is there an addendum coming out for the Grey Wolves mod in the future?

Kpt. Lehmann 03-28-06 04:28 PM

Quote:

Originally Posted by Schani
Is there an addendum coming out for the Grey Wolves mod in the future?

Yes :yep:

jasonb885 03-28-06 04:46 PM

The latest IC isn't included, yet.

:up:

Kpt. Lehmann 03-28-06 04:47 PM

Quote:

Originally Posted by jasonb885
The latest IC isn't included, yet.

:up:

Wellll... it wasthe latest not too long ago. Keep up the good work Jason. :up: :up: :up:


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