SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   December 24, 1943 (https://www.subsim.com/radioroom/showthread.php?t=143272)

Jimbuna 10-31-08 10:33 AM

Quote:

Originally Posted by Commander Gizmo
Quote:

Originally Posted by jimbuna
Being aware of what GWX3.0 is going to include I think it best to say that there are no plans to remove the number of radio messages.

I take on board and understand your situation, but the best I can suggest is that you either delete/remove the radio messages physically or try one of the mods suggested by WB....they are really very good http://www.psionguild.org/forums/ima...s/thumbsup.gif

I got the following idea from the tips and tricks thread. I found it quite useful to set a key (in my case Num*) to increase time compression, but repeat as it does it. This means that a quick press (or holding it down) will set you back to high or max compression very quickly. Quite handy to speed things along.

What would you use to slow it back down....or would you just rely on the incident setting for that :hmm:

Lanzfeld 11-03-08 08:50 AM

Features?:D

asanovic7 11-03-08 09:20 AM

grr
 
Just saw this..:doh:
Great news..

Only thing that worries me IS that gwx doesn't become graphic demanding like wac. As I said in one other thread(:rotfl:) many optional mods for gwx let us, players with low end rigs choose the level of detail we like and in the end can play.. That was one of the main qualities of gwx so far, if I understood gwx manual correctly.. I hope it will remain..

When it comes to gameplay(more realistic behaviour of ships, planes, guns, subs) campaigns(to improve it or as I saw the other day, to try to add an optional "no delete on last waypoint" campaign files to test it out - that meaning nondissappearing ships, although it can be done by anyone with sheditor, better to be done by a pro)..
:rock:

In the end..

Cheers!
:rotfl:

p.s. who said sh3 is dead? I tried to play iceland mission the other day.. Just for fun I startet shooting on convoy.. 3 destroyers atacked me on 40m depth, with wrecked hydrophone and damaged fwx batteries.. After lot of sweat and work and whispering of my crew, one of destroyers decided to leave(I know that because I used outside camera only for overall observation, 85% on olc ubermod).. Alas 2 more come.. It lasted for 2 hours more, shaking, screaming, kicking, swearing.. :arrgh!: And ofcourse screaming "not yet" and stuff like that.. Then I realized it was 3 am :88)..
Jawohl, herr kaleun..

Jimbuna 11-03-08 09:34 AM

I think it fair to say that those at GWX do their level best to ensure the mod is playable for as many people as possible.

A good example would have to be the number of additional mods that come as standard eg:

16km and Merged Campaign mods.

Any future additions (should there be any) would always be 'optional' choices for the player and not mandatory. http://www.psionguild.org/forums/ima...ies/pirate.gif

Responded to your PM....thanks http://www.psionguild.org/forums/ima...s/thumbsup.gif

asanovic7 11-03-08 09:44 AM

nice to hear that
 
:up:

Cheers

p.s. Just read this, no need for the sexond reply on pm.. :88)

makman94 11-03-08 10:39 AM

ships intelligence
 
i have a small (;)) request and hidden hope....

is there any possibillity to see at gwx3 the ships stop this rediculous zing-zang and back to course behaviour ??

i am just thinking ...loud....

bye

Hanomag 11-03-08 10:47 AM

Quote:

Originally Posted by makman94
i have a small (;)) request and hidden hope....

is there any possibillity to see at gwx3 the ships stop this rediculous zing-zang and back to course behaviour ??

i am just thinking ...loud....

bye


LMAO :rotfl: :rotfl: :rotfl:

Welcome to GWX!!! :arrgh!:


Quote:

Originally Posted by mkubani
My big dream is to have Merchant Fleet Mod released as a part of GWX Gold. That would be fantastic. :|\\

You and me both! But it will be a fleet of 67 tonners!! I KID YOU NOT!!

Hanomag 11-03-08 11:09 AM

Solution To Over-tonnage!!!
 
I have figured it out... :up:

To solve the UN-realistic tonnage scores...

JUST MAKE THE LITTLE SHIPS WORTH MORE RENOWN!!!

Yes, yes,... no need to thank me...

:rotfl: :rotfl: :rotfl: :rotfl:

Jimbuna 11-03-08 12:55 PM

Quote:

Originally Posted by makman94
i have a small (;)) request and hidden hope....

is there any possibillity to see at gwx3 the ships stop this rediculous zing-zang and back to course behaviour ??

i am just thinking ...loud....

bye

If you are referring to ships 'zigging and zagging', that is what happened in RL and even more so when they were aware of U-boats in the vicinity. http://www.psionguild.org/forums/ima...ies/pirate.gif

@Hanomag

:lol:

Commander Gizmo 11-03-08 01:02 PM

Quote:

Originally Posted by jimbuna
Quote:

Originally Posted by Commander Gizmo
Quote:

Originally Posted by jimbuna
Being aware of what GWX3.0 is going to include I think it best to say that there are no plans to remove the number of radio messages.

I take on board and understand your situation, but the best I can suggest is that you either delete/remove the radio messages physically or try one of the mods suggested by WB....they are really very good http://www.psionguild.org/forums/ima...s/thumbsup.gif

I got the following idea from the tips and tricks thread. I found it quite useful to set a key (in my case Num*) to increase time compression, but repeat as it does it. This means that a quick press (or holding it down) will set you back to high or max compression very quickly. Quite handy to speed things along.

What would you use to slow it back down....or would you just rely on the incident setting for that :hmm:

I do have all incidents (radio, plane, ship, etc) set to 1x, but all the keymapping does is make a quick press of the key jump several TC settings, and a full second of pressing goes to full TC. This is due to the key just repeating the Num+ key very rapidly. To drop to regular TC, you just need to press enter, switch to a 3D camera, or pause/unpause. With incidents at 1x, you can just hold it down when leaving port or slipping away from a contact. Each time your crew spots a contact, the TC drops to 1x and then flies back to max again.

For those that care to know, pressing backspace for pause definatly has a higher polling rate than other keys (such as enter for 1xTC) or prevents further calculations that would otherwise occur. This means that if your computer is sluggish at high TC, pausing and unpausing by holding backspace is more effective than using enter.

makman94 11-03-08 04:21 PM

Quote:

Originally Posted by jimbuna
If you are referring to ships 'zigging and zagging', that is what happened in RL and even more so when they were aware of U-boats in the vicinity.
:lol:

i don't disagree in main lines with you jimbuna but the 'idiot' part of ship's behaviour is that although they are zig-zaging their main line of this zig-zag is their first course and some time later they stop manuvering and travel again at the first course.
i have some doupts that this was exactly their behaviour in real life (when i give a shot to the first ship [90-degrees tactic at about 1.5km range] the only thing you have to do then is set the target speed 1-1.3 lower and you got and the others when zig-zag,try it..)

bye

Madox58 11-25-08 11:17 PM

Quote:

Originally Posted by makman94
Quote:

Originally Posted by jimbuna
If you are referring to ships 'zigging and zagging', that is what happened in RL and even more so when they were aware of U-boats in the vicinity.
:lol:

i don't disagree in main lines with you jimbuna but the 'idiot' part of ship's behaviour is that although they are zig-zaging their main line of this zig-zag is their first course and some time later they stop manuvering and travel again at the first course.
i have some doupts that this was exactly their behaviour in real life (when i give a shot to the first ship [90-degrees tactic at about 1.5km range] the only thing you have to do then is set the target speed 1-1.3 lower and you got and the others when zig-zag,try it..)

bye

And if anyone had the ability to correct tha behavior in Game?
Don't you think it would have been done by now?
The Grey Wolves are not Wizards.
They CAN NOT change the standard AI as it is hard coded!
Can people change the Hard code?
Yes.
But you'll not see them doing it for GWX 3

makman94 11-26-08 06:52 AM

Quote:

Originally Posted by privateer
And if anyone had the ability to correct tha behavior in Game?
Don't you think it would have been done by now?
The Grey Wolves are not Wizards.
They CAN NOT change the standard AI as it is hard coded!
Can people change the Hard code?
Yes.
But you'll not see them doing it for GWX 3

i understand this for the first moment but maybe there is a tricky way to minimaze a little bit that behaviour.i think that maybe the idea of philipp thomsen will do the trick.put INSIDE a convoy at critical places some large ships which their movements abbilities will be tweaked ,as thomsen said ,to be slower than the others.this will cause for sure a mess at the convoy.just think about it,maybe this is our tricky solution

bye

Jimbuna 11-26-08 09:52 AM

Quote:

Originally Posted by makman94
Quote:

Originally Posted by privateer
And if anyone had the ability to correct tha behavior in Game?
Don't you think it would have been done by now?
The Grey Wolves are not Wizards.
They CAN NOT change the standard AI as it is hard coded!
Can people change the Hard code?
Yes.
But you'll not see them doing it for GWX 3

i understand this for the first moment but maybe there is a tricky way to minimaze a little bit that behaviour.i think that maybe the idea of philipp thomsen will do the trick.put INSIDE a convoy at critical places some large ships which their movements abbilities will be tweaked ,as thomsen said ,to be slower than the others.this will cause for sure a mess at the convoy.just think about it,maybe this is our tricky solution

bye

Could well be a solution or maybe it'll turm out to be just another way of breaking something in GWX....and we've all witnessed plenty of that in recent times :hmm:

I very much doubt that sort of experimental investigation/tweaking will be undertaken for GWX3 prior to its release.

Perhaps you'd like to try it yourself and feedback your findings to the community. :sunny:

Faamecanic 12-06-08 11:50 AM

WOW....cant believe you GWX guys are still at it.... YOU ALL ROCK :rock:

IF not for the GWX team SH3 would have been off my hard drive YEARS ago, and I know of at least 3 other folks I have shown GWX to that bought the game just to play your mod.

UBI should be throwing you guys a banquet in your honor!


All times are GMT -5. The time now is 01:08 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.