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

vodkajello 03-29-06 06:14 PM

Quote:

Originally Posted by Cdre Gibs
Ok, today while I was out 'n' about, I left my PC D/Ling the GW BT again. Well to cut a long story short I unziped the Campaign_LND.mis to a Temp folder, browesd to it in the Mission Editor, clicked open an guess what......CTD!

The only thing I can think of is I keep getting a corrupt D/L. I have no inclination to D/L GW Pt6 again so if you would be so kind to zip up just the LND layer and send it, I'll try that 1. File size I keep getting is 448KB. Seems small to me.

Thx


That is how big mine is.

vodkajello 03-29-06 06:35 PM

First page updated with current issues.

JonZ 03-29-06 06:43 PM

My LND file is 434 kb and seems to not be corrupted. I can open it with the Editor.

SubSerpent 03-29-06 11:10 PM

Scottie-Doo, I thought there was going to be freakin sharks with la-zer beams attached to their freakin heads in this mod? :(

JonZ 03-30-06 12:17 AM

Opinions != bugs

:shifty:

Kpt. Lehmann 03-30-06 10:01 AM

Quote:

Originally Posted by JonZ
Opinions != bugs

:shifty:

Thank you Jonz, opinions are not bugs. :cool:

Before the end of the day today I am going to address the GW deck gun complaints a final time.

On another matter:
TO EVERYONE.. SH3 Save-game routines are simply screwed up. Based on my own experience and if I recall correctly a statement that JSCONES related...

IMPORTANT IMPORTANT IMPORTANT!!!!!!!!!!!!!!!!

1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.

2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one.
(In base at end of patrol=no upgrading
In base just prior to patrol start=ok go ahead and upgrade it.

3) Also regarding ships in harbors all running straight towards the nearest ground, beaching, and burning etc.... THIS happens when you save your game within 50 km of a harbor... and is also a stock SH3 bug. (Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area.

4) If you do upgrade your sub at the wrong time or save a game before an enemy ship is actually sunk YOU WILL NOT GET CREDIT FOR DESTROYING THEM!!!

5) Numbers 1-4 above we cannot fix... but you can change your actions to adapt to them, thereby nullifying them.

Mart!jn 03-30-06 10:29 AM

Quote:

Noticed in a patrol last night when firing tubes 1 2 3 at a C2, my first torp out of tube one detonated half way to the target and in deep water so I know it did not collide with anything. I wasn't playing with 'Dud torpedos' enabled so what happened here. The other 2 hit the C2 but she did not go down. Maybe if that third one had not self detonated
When playing 'Dud torpedos'. you will get historical accurate failing torpedo's.
when not playing with it, there can be still some malfunctioning with the torpede, but it is to by historical accurate statistics.

Kpt. Lehmann 03-30-06 11:09 AM

Quote:

Originally Posted by Mart!jn
Quote:

Noticed in a patrol last night when firing tubes 1 2 3 at a C2, my first torp out of tube one detonated half way to the target and in deep water so I know it did not collide with anything. I wasn't playing with 'Dud torpedos' enabled so what happened here. The other 2 hit the C2 but she did not go down. Maybe if that third one had not self detonated
When playing 'Dud torpedos'. you will get historical accurate failing torpedo's.
when not playing with it, there can be still some malfunctioning with the torpede, but it is to by historical accurate statistics.

I've experience that in-game too while testing GW... however, the GW team did not alter torpedo reliability.

Schiffmorder 03-30-06 10:18 PM

I posted a seperate thread on this, but maybe it goes here...
Since using GW the game has crashed to desktop 3 times. The first time I was on patrol and using the map at largest scale, other two times I was in the sub doing some command and poof, all is gone.
The first two times happen sometime after I have sunk a ship, not so close as to think it is related, but I lost the ship because I have not saved. Previously game has been extremely stable and I am not in the habit of saving. This last time I lost not only a ship, but now the entire saved patrol to that point is GONE!!!!

Tonnage_Ace 03-30-06 11:17 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by JonZ
Opinions != bugs

:shifty:

Thank you Jonz, opinions are not bugs. :cool:

Before the end of the day today I am going to address the GW deck gun complaints a final time.

On another matter:
TO EVERYONE.. SH3 Save-game routines are simply screwed up. Based on my own experience and if I recall correctly a statement that JSCONES related...

IMPORTANT IMPORTANT IMPORTANT!!!!!!!!!!!!!!!!

1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.

2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one.
(In base at end of patrol=no upgrading
In base just prior to patrol start=ok go ahead and upgrade it.

3) Also regarding ships in harbors all running straight towards the nearest ground, beaching, and burning etc.... THIS happens when you save your game within 50 km of a harbor... and is also a stock SH3 bug. (Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area.

4) If you do upgrade your sub at the wrong time or save a game before an enemy ship is actually sunk YOU WILL NOT GET CREDIT FOR DESTROYING THEM!!!

5) Numbers 1-4 above we cannot fix... but you can change your actions to adapt to them, thereby nullifying them.

:rotfl: When it's listed out like that it's pretty funny. I'd love to have Ubi release a list like that...priceless. When was the last patch released? Oh ya, eight months ago...I bet someone is waging a bet that they could make bugs like that which are kinda funny and see if we mind it or not.

Catfish 03-31-06 08:58 AM

Hello,
just started anew with SH3 and the grey wolves mod. I like it very much, especially that you need only one mod to have it almost all - great!

If i would post what i like here, i would need ten pages at least, so ... i have some issues with the deck and AA guns:


Deck gun:

Succeeding at school is much harder now (maybe like it should be), but it is impossible to sink the requested four ships with the deck gun.
This was already discussed during Beery's "Real U-boat mod", the firing rate was changed to 1 or two shots per minute, but at least RUB's deck gun did any damage. Now you're mostly not even able to destroy any cargo, let alone a C2.

In the beginning of the war, when ships were still stopped to let the crew escape, and then sunk, U-boats often used the deck gun. There is some ammunition in a locker at the foot of the deck gun, so at least the first twenty shots could be fired very quickly - in the meantime, after those 20 shots, there would be enough ammunition on deck provided by the crew to keep up the firing rate.

If there was no immediate danger the shots were even aimed carefully and precisely to see and estimate if there was still another shot needed. Usually the captain would advise the weapon's officer to fire five shots, and the gun crew was allowed to fire those shots by the weapon's officer, repeating the captain's orders aloud again. After this all waited to see what happened.

And the hit rate was much higher than 50 percent, again i don't know where you get the numbers from. U-boat crews fired at distances of 200-700 meters rather than remote targets. Hitting ships at a distance of 2-3000 metres so well in SH is a bit unrealistic. Maybe you could make it harder to hit remote targets, but increase the effect on close shots ?

I guess you over-estimate a freight ship's "armour" - there was none. Even a light cruiser had virtually no real armour, let's not talk about destroyers - those were tin cans (Read Forester's "The ship" about a light cruiser in the mediterranean sea). A usual tactic for U-boats that had time, and if there was no other danger present, was to shoot 5-10 times at the waterline of a freighter, and finally hole the hatch covers with the 2cm gun to let the air escape to speed up sinking.
U-boats where known of surfacing in convoys and sinking freighters with the deck gun alone, if only during the early years. And imagine explosive shells and a tanker ...

The 8.8 as well as the 10.5 cm was a rapid firing gun, even the marine versions were able to fire 13-15 shots per minute with manual (!) loading.

It seems you want to model an average deck gun kill rate through the whole war, rather than allowing more deck gun kills in the beginning, and making that impossible in the later years to level this out (?). The effect of the 8.8 and 10.5 was disastrous, and it was only because of the danger in the later war (armed mechants, more escorts, air superiority) and risk for a U-boat to be surfaced that the deck gun was not used often any more.


AA guns:

The FlaK (or AA in english) is somehow strange: In the AA training mission i'm supposed to down four planes, ok. I have to hit a Swordfish at least 30 times with a 2cm (=20mm) gun to down it. I see and can count it because there's some debris flying away from the plane's area being hit.

ME Bf 109s and FW 190 planes had 20mm cannons, and it made toast of other planes if they hit properly. If you toned this down to represent the poor hit rate of U-boats downing planes that's ok, but real enemy planes would not fly over the boat again and again at a range i would hit it with a flyswatter. Thinking of Kaminsky defending his boat in the Caribbean sea this sure looks strange.

Remember allied planes did not approach U-boats when they had dropped their bombs, they mostly circled just outside of the AA gun range and asked for support. Allied planes where downed seldomly because no one saw them coming, and it was too late to man the guns. A boat that was well aware of ac attacks would sure hit and down incoming planes, even if that would be the last action. So either the planes need too many hits to be downed, and this needs changing, or the (unseen) ac attacks are not deadly enough, as they were in reality.


Torpedoes:

Regarding torpedoes all i can say is that it is not only the hole and water rushing in that sinks a ship, but the shock of the explosion that destroys bulkheads and tears off steam pipes. Needing more than two torpedoes to sink a 2000 ton freighter ? Come on ...


Thanks for your patience :oops:
Don't get me wrong, i love this mod, it is just that a few thing should be changed imho. It is unbelievable what you guys did with the original SH3 !

Thanks and greetings,
Catfish

Kpt. Lehmann 03-31-06 11:23 AM

Sorry for the delay on the optional deck gun file... working on it now. I was exhausted.

The "optional deck gun" mod that I will post here will revert the reload time and high explosive shell damage back to stock.

It will not replace the armor piercing rounds that I have removed... that requires a basic.cfg edit and I have no time for that today. I have to finish double checking a larger issue that is time sensitive and will take much of the week.

Tonnage_Ace 03-31-06 11:39 AM

Kpt. Lehmann, I know your working really hard to fix these and other problems and the deck gun issue has been discussed a lot here despite the fact that I think the damage potential is spot on and only the reload times need to be addressed. It's great that GW has so many optional mods that you can enable to suit your preferences but there's one thing that is really on my mind as far as GW. The night-times are too dark! I think someone else brought this up but if your too busy to look at this problem can you tell me what file/files/values you changed from stock? Maybe I can revert the values back to stock myself until you guys release an official fix? Thanks again.

midshipsnake 03-31-06 11:40 AM

"But how do you make holes on waterline steel hull
with only HE ammo?

I thought there's no AP ammo in gw deckgun, yet
Kpt. Lehmann is suggesting that we should aim HE
shots at ship's waterline. It'll be like trying to bust middle
age fortress wall with greek fires. :88)

Am I missing something here?" (My earlier post)

NO AP ROUNDS? Come on, dude!!!

I don't know what's more pressing than putting back
working DG and AA gun. I'm sure you didn't do it on
purpose but you virtually disabled important parts of
armament in the game.

I don't feel like playing the game anymore because of
damn DG thing.

xhxt, I want to go back to stock, but hate to lose all the
goodies in GW. What should I do now? :doh:

Kpt. Lehmann 03-31-06 12:01 PM

Quote:

Originally Posted by midshipsnake
"But how do you make holes on waterline steel hull
with only HE ammo?

I thought there's no AP ammo in gw deckgun, yet
Kpt. Lehmann is suggesting that we should aim HE
shots at ship's waterline. It'll be like trying to bust middle
age fortress wall with greek fires. :88)

Am I missing something here?" (My earlier post)

NO AP ROUNDS? Come on, dude!!!

I don't know what's more pressing than putting back
working DG and AA gun. I'm sure you didn't do it on
purpose but you virtually disabled important parts of
armament in the game.

I don't feel like playing the game anymore because of
damn DG thing.

xhxt, I want to go back to stock, but hate to lose all the
goodies in GW. What should I do now? :doh:

I'm sorry you feel that way, but opinions are not bugs.

I'm sick of the age old deck gun debates.

I have done BUCKETS of research on the DG and understand things regarding artillery from personal experience that you may not.

Balancing it in-game so that it remains a SECONDARY weapon that will yield at least some success is a difficult thing.

If you can't be patient enough to wait for tested changes... and want to ditch the whole shebang... You certainly have alternatives.

We've modded 2800 files and counting... I have to make sure ALL are working well... not just one or two.

midshipsnake 03-31-06 12:16 PM

Dude, they carried AP rounds. I don't know what books
you read but, no more 'I researched and I'm right' stuff,
OK?

http://www.u47.org/english/u47_boa.asp?part=3

or this site:

http://www.uboataces.com/weapon-deck-gun.shtml

(From Tonnage Ace's post)

Like I said, how do you make holes on ship's hull
with HE rounds, eh? Don't just say you have real
experience that I don't. If you know your stuff, you
should be able to answer better.


I can't believe you're trying to make this important
thing a non issue. :nope:

Catfish 03-31-06 01:13 PM

Hello,
Midshipsnake, i'm sure Mr. Lehmann knows his stuff, no need to push this. You have to understand he does it for free, and if the same argument keeps coming again and again he might as well give up and throw the stuff towards your (or my) direction. However i hope he's so fascinated by SH3 that he will still go on strong with the Grey wolves.

http://www.u47.org/english/u47_boa.asp?part=3

Especially this site is not very professional, to say at least. Quoting the internet doesn't get us far because the same information is copied over all websites again and again, without ever proving anything or having real evidence. Even books are sometimes misleading ...

Believe me, we had the same discussion over and over again when lots of other modders and Beery developed the "RUB" or Real U-boat mod. All those tweaks aimed at a realistic experience, not to make it unnecessarily hard. It is just more balanced towards overall gameplay and historic experiences than to make instant action fun.

" ... Like I said, how do you make holes on ship's hull
with HE rounds, eh? ... "

Well, use the Ex ammunition instead of HE until there's a new mod -

Greetings,
Catfish

@Lehmann: I bet you are exhausted after changing some thousand files and testing that every time. Just take your time, we'll be here for sure :yep:

JonZ 03-31-06 01:14 PM

The AP is not the issue.

The whole purpose of nerfing the deck gun was to make it useless as it was at the time. You cannot use the DG unless it finish of a cripled ship.

I have yet to read successful stories about the deck guns. Sure some will point me to some link showing some u-Boat victory over a small merchant ship with the DG, but the point is it was actually very rare and the last thing to do.

thyro 03-31-06 01:29 PM

Quote:

Originally Posted by JonZ
The AP is not the issue.

The whole purpose of nerfing the deck gun was to make it useless as it was at the time. You cannot use the DG unless it finish of a cripled ship.

I have yet to read successful stories about the deck guns. Sure some will point me to some link showing some u-Boat victory over a small merchant ship with the DG, but the point is it was actually very rare and the last thing to do.

opening discusion about DG and the missing AP in GW...

So whats the point of all this?

is GW meant to be a bit more realist than standard SH3 or not?

For example to pin-down a ship (like a large merchant/tanker) in GW would take beside 1 torp, from 50 to more than 100 shots (HE only).

This seem to be far from real (actually SH3 standard Deck Gun seem more realistic in this respect)

Other matter is Uboats didn't carry more than 220 units of HE (again other deviation to suite other purposes beyond reality).

Edited

I give you a simple example:

A simple PT boat took 57 shots of HE and remained afloat.

And to sink it I had to recurr to ram it because I was wasting too many ammo in a tiny little boat... eventually it sank after ramming.


<-- Back to my bridge

Kpt. Lehmann 03-31-06 01:35 PM

http://files.filefront.com/Stock_Gun.../fileinfo.html

This mod replaces the 4 second stock reload rate for the deck guns.

This mod also reverts the shell damage potential back to stock.

For GW users, this does not add AP rounds back in.

Kpt. Lehmann

Feel free to use this mod in your personal game or for inclusion in mod packs.

No permission will be given for this mod to be used to obtain commercial gain.

This mod is JGSME compatible.

Use this mod at your own risk.


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