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

donut 03-24-06 03:26 AM

@Tonnage_Ace
I believe you are correct.Sounds like an emersion Intercept.If close to area give it a sound ck. w/hydrophone. :hulk:

Montbrun 03-24-06 08:53 AM

Quote:

Originally Posted by Tonnage_Ace
http://img103.imageshack.us/img103/6039/19hi3.jpg
Anyone know how to read that grid reference? The AM5285 is a bit confusing because it has 4 digits instead of 2. Is the 85 reference point inside grid AM52? If I travel to AM52, will I intercept a convoy or is this just for immersion?

The last two numbers are a "sub-grid" reference. Each one of the Grids that we are familiar with, is sudivided into "sub-grids."

Tonnage_Ace 03-24-06 08:56 AM

Is there some illustration that shows how these sub-grids are arranged?

CCIP 03-24-06 09:13 AM

Quote:

Originally Posted by Tonnage_Ace
Is there some illustration that shows how these sub-grids are arranged?

Same way as the regular grids! The pattern is always

1 2 3
4 5 6
7 8 9

So, the result for 2-digit grids would be...

11 12 13 21 22 23 31 32 33
14 15 16 24 25 26 34 35 36
17 18 19 27 28 29 37 38 39
41 42 43 51 52 53 61 62 63
44 45 46 54 55 56 64 65 66
47 48 49 57 58 59 67 68 69
71 72 73 81 82 83 91 92 93
74 75 76 84 85 86 94 95 96
77 78 79 87 88 89 97 98 99

And you can always keep expanding it to a finer level... :hmm:

Montbrun 03-24-06 09:24 AM

Quote:

Originally Posted by Tonnage_Ace
Is there some illustration that shows how these sub-grids are arranged?

http://www.huntercivtech.com/incoming/waterengland.jpg

The example given here is for Grid AN 41, which we are familiar with. AN 41 is further divided into the "sub-grids" 1-9. These "sub-grids" are even further divided into "sub-sub-grids" of 1-9. The Grid shapes, sizes, and numbers varied, sort of dependent upon the curvature of the earth, and at some times, well, I'm not really sure why they are shaped like they are.

Example: Grid AN4111 would be the northwesternmost (or upper left hand-most, for the directionally challenged, LOL) "Grid."

Hope this helps.

Montbrun

PS: For those that are familiar with the US "Public Lands" system with Townships and Ranges, this is a similar system.

Syxx_Killer 03-24-06 10:05 AM

Alot of those messages seem like they were taken from Aces of the Deep. That game had all four numbers in the grid.

andy_311 03-24-06 10:20 AM

at last got to intercept my first convoy,but I need a few thing explaining,I took out the leading escort the other escorts did not twitch, took out two large cargo's and a medium cargo and still they did not react,the convoy passed me eventually and I surfaced about 2800 at the back of the convoy and opened up with the deck gun because I had to reload my torps,,but then and I never seen this before both escorts spawnned just vannished in a middle of an attack,and reappeared about 10 mins later 1 3500m to port and 1 4500m to starboard,no that can't be right, can anyone throw some light on this please?

Angrykirill 03-24-06 01:42 PM

Hey guys, gonna get this mod soon -it is awesome from the looks, KUDOS! but have a lot of questions.

I understand that this mod deals with a lot of the bugs. therefore, is it necessary to install

CA's UBoat Instrument Patch v1

Real Damage Mod For 1.3 and New DC/Sonar Fix

Improved Smoke Mod for SH3, V 1.1

?? Or are these features included in this 700mb supermod?

Also, what new navigational/map tools have been included? (nanograph fx)

Now for the graphics part.. there are a lot of "fixes" for this mod since release (clock ticking fix, seafloor fix, range sight fix), where can a list of these be found?

And also, I've heard a lot of critique about the NYGM damage mod, from what I heard it makes ships invincible (a guy I know pumped 5 torps into a c3, couldnt sink it allthough he fired at different spots). Is it possible to disable this mod (and other mods inside the supermod?)

And at last.. I've heard something about a mod giving you a "map" with reports of what ships the kriegsmarine/luftwaffe suspects to be where (fx kriegsmarine suspects/confirms HMS Rodney to be in Scapa Flow). Are any features like this implemented?

THanks in advance to all.

Kirill

Ace Pace 03-24-06 01:59 PM

Question from a noob, I realise that I've asked this in another thread, but this is aimed more at players then the developers.

How harder is this game on fatigue and finding enemies?

andy_311 03-24-06 03:28 PM

Right 2nd patrol got anouther convoy this time the escorts came for me well 2 of them anyway came for me 1 backed off the other contnued straight for me and got it "right in the kisser"as he got it a large cargo,medium cargo and a light cruiser got it at the same time.
But the corvette backed off and seemed to go back on course and only the V&W came to investigate and actually engaged. arn't they suppose to engage a enemy vessel asap?

Sailor Steve 03-24-06 03:34 PM

Quote:

Originally Posted by Syxx_Killer
Alot of those messages seem like they were taken from Aces of the Deep. That game had all four numbers in the grid.

Actually, IrishRed used several books of radio files from the war. Those are actual reports.

JCWolf 03-24-06 04:09 PM

Ok guys, i've been away for a cople of days helping K.Lehman with some tests on a bad downloaded CFG that was making mi crew geting tierd and not recovering at all, also mi crew was not reloading the torpedos after any atack...

So K.Lehman warned me about the possibility that i had a corrupted file cause of bad downloading, and that problem it's fixed completly...

After all the game itsellf was runing perfect and smothly only dose litlle details to fix....

So if anyone haves the same problem follow this instructions:

First Download the basic Cfg at the folowing Link :

http://files.filefront.com/Basic7z/;.../fileinfo.html


Secon open the JSGME Mod enebler and disable GW Mod:



Third , decompress the 7z file into your desktop , then drag and drop or copy paste the Basic Cfg file into :

"The Grey Wolves Mod/data/Cfg and select "over-write."


Now you can enable GW Mod again and start playing with the fix allready in activ! :up:

If you've got any question pls. be mi guest and ask, I'm doing this mainly cause it's not the GW teams fault that we downloaded corrupted copys of their files, so i guess if we complain about an error we also have the obligation to say the oposite and congratulate all of them, for the time and sacrifice they passed to give us another chance of playing in full quallity! :up:


Thanks K. Lehman, your Mod will be among the SHIII Net history, and i'm shore that the "Neards" Of UBI Already saw it and downloaded it.... :rotfl: :rock: :up:

Montbrun 03-24-06 04:29 PM

Quote:

Originally Posted by jcwolf
Ok guys, i've been away for a cople of days helping K.Lehman with some tests on a bad downloaded CFG that was making mi crew geting tierd and not recovering at all, also mi crew was not reloading the torpedos after any atack...

So K.Lehman warned me about the possibility that i had a corrupted file cause of bad downloading, and that problem it's fixed completly...

After all the game itsellf was runing perfect and smothly only dose litlle details to fix....

So if anyone haves the same problem follow this instructions:


First Download the basic Cfg at the folowing Link :

http://files.filefront.com/Basic7z/;.../fileinfo.html


Secon open the JSGME Mod enebler and disable GW Mod:



Third , decompress the 7z file into your desktop , then drag and drop or copy paste the Basic Cfg file into :

"The Grey Wolves Mod/data/Cfg and select "over-write."


Now you can enable GW Mod again and start playing with the fix allready in activ! :up:

If you've got any question pls. be mi guest and ask, I'm doing this mainly cause it's not the GW teams fault that we downloaded corrupted copys of their files, so i guess if we complain about an error we also have the obligation to say the oposite and congratulate all of them, for the time and sacrifice they passed to give us another chance of playing in full quallity! :up:


Thanks K. Lehman, your Mod will be among the SHIII Net history, and i'm shore that the "Neards" Of UBI Already saw it and downloaded it.... :rotfl: :rock: :up:

I was also having crew fatigue problems - I'll try this tonite...

andy_311 03-24-06 07:57 PM

okay no answers to my queations,.Either I have done something wrong or am missing something?.
Which I doubt because it has not CTD yet,not even in mission editor.I assume theres some other major problems in the game like radio messages etc?.
Am trying to learn this from scratch never played it with mines or subnets "please am not barking Im need some help here first time am playing this gane with subnets installed" but I do want some answers about the erratic destroyer movement!.
thank you.

stimp 03-24-06 09:09 PM

im not quite sure if this was adressed already, but i post it anyway. its something like the problem in the FAQ with the "not shown" patrol. only i get medals and renwon for myself, but not for the crew. to sum it all up its like this:
i return to base, when ending mission it says something like 3 freighters 1 battleship sunk, tonnage total 30.000
in the patrol log it says 0 everywhere.
the captains log showes the sunk ships again
i get promoted and get some medals
my crew doesnt get medals at all
(dont know if my crew also gained no experience, cant remember as i forgot to take a closer look at that one)

i really love that mod. i hope you guys keep up the good work :)

also according the XXI not moving thingie... i think NYGM fixed it by changing the crew composition for the XXI. he adjusted the maximum number of sailors in the engine rooms downwards. meaning instead of a max of 7 you have only 5 slots in there. (at least i think it was the NYGM tonnage war mod... not 100% sure tho) maybe you can fix that sometime in a future version...

cheers and thanks for that great mod!

edit: oh and a third thing... when i target a ship and set the tdc over the periscope, then go to the tdc and manual adjust the settings i get a malfunction with the torpedo (meaning it does not explode) like 90% of the time. not sure if thats a GW bug, but i havent noticed it before. at least not to that extend... last night it happened 4 times in a row untill i figured out that it might be the manual TDC adjusting

Salvadoreno 03-24-06 10:20 PM

OMG i didnt know u-bootrealsimulation had GW in parts?! Is there anywhere i can get the FULL DL? IN parts seems confusing.

Captain Wreckless 03-25-06 12:38 AM

Long Radio messages
 
Can anyone tell me how to read 2 page radio messages? I can't seem to find a way past the 1st page of a multi-page message. :-?

CW :ahoy:

JonZ 03-25-06 12:45 AM

Re: Long Radio messages
 
Quote:

Originally Posted by Captain Wreckless
Can anyone tell me how to read 2 page radio messages? I can't seem to find a way past the 1st page of a multi-page message. :-?

CW :ahoy:

This problem was addressed in IuB 1.03 by editing menu_1024_768.ini.

You have to change the font types. Open the file in notepad and go to [G37 ix] section and change all the types by changing Font=10 for Font=5.

Not garantied to work 100% because of some coding flaws, I have to edit the message_en.txt to remove the "enters" in some lines.

JonZ

Tonnage_Ace 03-25-06 06:54 AM

Can anyone tell me what the pros/cons are of the Milkcows in GW? As far as pros I can tell so far:
1. You don't have to go all the way from the Caribbean, back to France to get re-fitted.

It was late 1940 and I head over to the one in Vigo. I checked the date before I exited and loaded up a new patrol, I had spent 25 odd days re-stocking the boat! Not to mention you can't choose your load out of torps: I wanted the T1's rather than the crummy T2's. It only gives you the default load out I saw when I left for my patrol in St. Nazaire. What I'm saying is, if I'm based in St. Nazaire with a VIIB, should I use the milkcows in Vigo and Cadiz or just head back to base? I can see myself docking at a milkcow off the coast of America if I was coming from the Caribbean in a type IX, but what about otherwise?

I just read that I can change 'days in base' with SH3 Commander, but I'm a little hesitant about using a whole new mod just for the 'days in base' being too long. Can I use Commander just for this feature and nothing else? Or are there certain things SH3 Commander will change concerning my GW install? I just don't want GW conflicting with Commander. BTW, what is the latest version of SH3 Commander?

RedChico 03-25-06 07:26 AM

Re: The Grey Wolves (official thread)
 
Quote:

Originally Posted by Kpt. Lehmann

4. - SMALL TRAWLER - this small thingy is indestructionable. For some reason all shells and torpedoes go right through it like it was not there. Is it missing some collision or damage model?
OUTSTANDING - CONFIRMED PROBLEM
Solution: Reported multiple times. Collision and damage is broken. People have even driven their sub right though the trawler and don't hit it.
-The problem definately lies within the zon file for the armed trawler. I switched back to the GW data folder, but used the stock SH3 trawler zon instead. The trawler was successfully attacked and sunk. -syxx_killer

you better check all ships... i thinks there's another ship with that problem... one of the small patrol vessels... i don't remember.


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