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

vils 03-22-06 02:54 PM

well
 
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?

Gizzmoe 03-22-06 02:58 PM

Re: well
 
Quote:

Originally Posted by vils
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?

This one works:
http://www.torrentspy.com/torrent/61...r_III_Freeware

Cpt.Thorne 03-22-06 03:35 PM

Quote:

Originally Posted by Dimitrius07
Quote:

Originally Posted by Rubini
Montbrun,

Try to hit one more torpedo on that ships:

~3 torps for the large ships
~2 torps for the small merchants

Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???

Rubini.

Well i follow the Rubini advice and look what hapend on the screenshot :arrgh!:

http://www.tysovka07.com.ru/gw_super.jpg

She's going dowwwwwwnnnnnnn :rock: :rock: :rock: :arrgh!:

The beauty of NYGM...you need to sink it hitting different compartments of the ship to sink it by flooding. No more shoot at same place to finish off "health points" stuff. I am still slowly getting GW into my system.
Thanks to all those who make this community :rock:
Prost!

Tonnage_Ace 03-22-06 03:52 PM

Quote:

The beauty of NYGM...you need to sink it hitting different compartments of the ship to sink it by flooding. No more shoot at same place to finish off "health points" stuff. I am still slowly getting GW into my system.
True, it seems I'll be using that angle of spread option for salvo shots more often than I did in the vanilla version. It used to be about HP now it's more, "I've got to open up sections of a ship to sink her..."

BTW, anyone notice the stock GW game is really dark at night? I thought I was using the DARK versions of the GW, but the 8km LIGHT mod is stock, so why is it soo dark at night, even when the sky is clear, with a moon out? Just saying cause it's so early in the war and I need to make sure I don't sink any neutrals, damn those flags are hard to see...

Rubini 03-22-06 03:58 PM

Tonnage_Ace,

I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:

Rubini.

Montbrun 03-22-06 04:00 PM

Quote:

Originally Posted by gouldjg
Quote:

Originally Posted by Montbrun
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."

Now for some observations.

Programming:

1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.

Montbrun

Hi Montbrun

I think something is at fault /conflict here as what you describe should not be happening with the 24hr model.

The only time crew should get tired so quick is when in battle stations and that was added for game play and takes approx 2 to 3 hours so one has time to do a complete attack before needing to change. It gives the player choices as to how fast he wants torps reloaded etc.

Rather than explain it all, lets just run a simple test on your system.

1. Start from base and ensure all unwanted crew are in the rest areas.

2. plot course that takes approx 20 hours to reach

3. Set sail

You should be able to get to your point without needing any crew changes unless in a storm all the way.

4. Change crew,

Now dive and note that you can now have men in diesel room without tiring (neutral) same goes in electric when on surface. I consider these spare slots that allow for player judgments and control.

Now set men into battle station mode and time it. Men in torp rooms will begin to show effects after 2-3 hours but that was for game play and adds a nice twist in player decisions.

If the above does not happen then there is either a fault or the model has been changed. I think there is a fault/conflict.

I would be interested to see how you go on with this. I dont want to force any crew model on you or anybody and one is free to choose but I do think there is a fault somewhere however stand to be corrected.

Look forward to your observations
:up: gouldjg

Please explain the implementation of the GW 24-hour Fatigue MOD with SH3 Commander - that may be the problem, but, this is my setup (using "Realistic Crew"):

Type VIIb

1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room

6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"

2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room

2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"

1 CPO, 2 PO - Torpedomen always on "Rest" until needed.

TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)

This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.

What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.

Your input would be appreciated.

Thanks,

Montbrun

phatmatt 03-22-06 04:58 PM

Quote:

Originally Posted by Rubini
Tonnage_Ace,

I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:

Rubini.

I would be interested in having this mod since i too think it is still too dark, probably because my screen is darker then other monitors out there. GW is the best in my mind except for the weird CTD in campaign I get and get no "SH3 has encounted a problem and needs to close" thing, I never had a CTD before with SH3 :hmm:

geralt 03-22-06 05:37 PM

Quote:

Originally Posted by phatmatt
Quote:

Originally Posted by Rubini
Tonnage_Ace,

I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:

Rubini.

I would be interested in having this mod since i too think it is still too dark, probably because my screen is darker then other monitors out there. ...

I'll appriciate the 16km MORE LIGHT, please

Kpt. Lehmann 03-22-06 05:38 PM

Re: well
 
Quote:

Originally Posted by Gizzmoe
Quote:

Originally Posted by vils
no links nor torrents in this thread works, could anyone put it up on piratebay again pls?

This one works:
http://www.torrentspy.com/torrent/61...r_III_Freeware

I have updated the first post to include Gizzmoe's link. Thanks Gizzmoe! :up: :up: :up:

Kpt. Lehmann 03-22-06 05:44 PM

Quote:

Originally Posted by phatmatt
Quote:

Originally Posted by Rubini
Tonnage_Ace,

I'm working on a 8Km _More_Light version; I also find the GW stock one (8Km_light) too much dark at night for my taste. If some more peoples also want it I can post to download.:up:

Rubini.

I would be interested in having this mod since i too think it is still too dark, probably because my screen is darker then other monitors out there. GW is the best in my mind except for the weird CTD in campaign I get and get no "SH3 has encounted a problem and needs to close" thing, I never had a CTD before with SH3 :hmm:

I would like to know everything you can tell me about this CTD you experienced...

What mods are you using?

Where were you in-game?

What year in-game?

What exactly were you doing in-game?

Try to make it happen under the exact same circumstances and tell me if it CTD's or not.

Kpt. Lehmann 03-22-06 06:09 PM

LOL, to those who are having flash-backs to Peter Pan and Captain Hook... I will be making an option to silence or nearly silence the clock sound. :rotfl:

I honestly forget its ticking while I test things because it just becomes part of the background noise to me. :|\

gouldjg 03-22-06 06:11 PM

Quote:

Originally Posted by Montbrun
Quote:

Originally Posted by gouldjg
Quote:

Originally Posted by Montbrun
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."

Now for some observations.

Programming:

1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.

Montbrun

Hi Montbrun

I think something is at fault /conflict here as what you describe should not be happening with the 24hr model.

The only time crew should get tired so quick is when in battle stations and that was added for game play and takes approx 2 to 3 hours so one has time to do a complete attack before needing to change. It gives the player choices as to how fast he wants torps reloaded etc.

Rather than explain it all, lets just run a simple test on your system.

1. Start from base and ensure all unwanted crew are in the rest areas.

2. plot course that takes approx 20 hours to reach

3. Set sail

You should be able to get to your point without needing any crew changes unless in a storm all the way.

4. Change crew,

Now dive and note that you can now have men in diesel room without tiring (neutral) same goes in electric when on surface. I consider these spare slots that allow for player judgments and control.

Now set men into battle station mode and time it. Men in torp rooms will begin to show effects after 2-3 hours but that was for game play and adds a nice twist in player decisions.

If the above does not happen then there is either a fault or the model has been changed. I think there is a fault/conflict.

I would be interested to see how you go on with this. I dont want to force any crew model on you or anybody and one is free to choose but I do think there is a fault somewhere however stand to be corrected.

Look forward to your observations
:up: gouldjg

Please explain the implementation of the GW 24-hour Fatigue MOD with SH3 Commander - that may be the problem, but, this is my setup (using "Realistic Crew"):

Type VIIb

1st Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
1 CPO, 1 PO, 6 Ratings in the Engine Room
1 Engineer Officer, 1 CPO ("Chief of the Boat"), 2 Ratings in Command Room
2 PO in Radio Room

6 PO, 11 Ratings, 1 Watch Officer, 1 Navigation Officer, 1 Weapons Officer on "Rest"

2nd Watch (12 hours):
1 Watch Officer, 1 PO, 3 Ratings on "Watch"
2 PO, 6 Ratings in the Engine Room
1 Navigation Officer, 1 Weapons Officer, 1 PO, 2 Ratings in Command Room
2 PO in Radio Room

2 CPO, 5 PO, 11 Ratings, 1 Engineer Officer on "Rest"

1 CPO, 2 PO - Torpedomen always on "Rest" until needed.

TOTAL: 5 Officers, 3 CPOs, 12 POs, 22 Ratings
(a "typical" Type VII historical U-boat crew had 4 Officers, 3 CPOs, 10 POs, and 27 Ratings)

This setup allows me to keep the "watches" rested, have personnel with the proper "profession" rating utilized proficiently, and have 4 empty "berths" in-quarters for the on-duty "watch" crew, when we submerge. No wasted space or personnel. I also like to use the ability in SH3 Commander to assign "profession ratings" to the Ratings as "tags" to keep the "watches" that I've created straight.

What this setup doesn't show is, that, I rotate the 3 Command Room Officers every 6 hours - 2 on, 1 off; 1 on, 2 off, to maintain a level of effectiveness for combat. In order to do this, I let the "off-duty" Watch Officer "rest" for 6 hours, then move him to the "neutral zone" (generally the Electric Motor Room), to make room for the "off-duty" Command Room Officer. When I do this with the GW 24-hour Fatigue Mod, he incurs fatigue. That is my problem. I suspect an installation issue on my part. For the 24-hour MOD, I chose "Realistic Crew" but DID check the "Use Standard SH3" Fatigue model box, after implementing the alternate MOD with JSGME, because when it was unchecked, I was obviously stuck with the 8-hour model - my crew being wasted after about 5 hours.

Your input would be appreciated.

Thanks,

Montbrun

Kpt. Lehmann

Should be able to help here,

I think I read that people are supposed to leave sh3 commander crew options unchecked for GW crew model to work. I just do not know what GW default crew is?

The 24 hr model is virtually the same as the living crew so IMHO what you described should also be possible.


Kpt. Lehmann

or others

I am sure you know how the installation works and can advise here, as I do not currently have sh3 installed and cannot test :damn: :damn: :damn:

Montbrun

Hang in there, we will sort this out for you asap.

I will be returning after exams

Kpt. Lehmann 03-22-06 06:17 PM

I am working things out with JCWOLF at the moment who seems to be having similar problems.

The 8 hour fatigue model is GW default (8 hour version 2 to be exact with a little teaking from me.

We are working on it.

It is not the GW mod that is doing it and I am beginning to suspect a corrupt DL or two.

Kpt. Lehmann 03-22-06 06:50 PM

Rest assured we are actively working on mirror sites to rely on in-case of temporary availability problems.

One of the main problems I am faced with is time management. Beginning Monday last week I am faced with a job/work schedule of 138 hours in two weeks due to shortness of staff.

I know things can be tough but rest assured, that even though it may take time, we are addressing all issues.

phatmatt 03-22-06 07:15 PM

about my CTD

- campaign
- year 1939 -day time
-2nd flotilla (Wilhelmshaven)
-first partol
-sub type VIIB
-no mods
-just did a clean install of SH3 patched up to 1.4b

This was the stutation (what i remember):

I was going towards Hartlepool coming from scapa flow (about 3/4 of the way) and encounted a coastal merchant or small merchant (dont remember which one). Looked at its flag for nationality, went in the attack periscope looked up the flag to see if it was enemy,neutral or friendly(looking at the top left slide out). right after looked at the nav map. Right about there the screen frozed for about 10-15 seconds, got CTD and got no message of any kind.

hope it helps.

Also i saw that in the nav map some harbours have a harbour layout but most of them dont will you fix this or is it something i miss done somewhere? And I want to add the Swastika Mod but it would write over about 10 files modified by GW, Can you do something about that too, for me since most people dont like it(and please people dont start on this its for my own pleasure for historical value it brings to the game, it has nothing to do about poiltical issues).


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