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

RickC Sniper 03-22-06 10:01 PM

edit:
Resolved.







The atmosphere in this mod rocks! :up:

Rick

Kpt. Lehmann 03-22-06 10:52 PM

Okay... late last night I noticed how much faster the FileFront data stream is moving... and it stayed good today. I've been uploading for several hours to help fix one of GW's current problems...
Availability!

See the FIRST POST ON THIS THREAD FOR NEW GW DL LINKS!!! :up:

Rubini 03-22-06 11:14 PM

phatmatt,

In the majority of times CTDs are caused by a wrong installation or corrupted downloaded files...take another look on your installation...But the second issue, missing ports, are intentional. I just put a semicolon before all the ports on the locations.cfg file that don't have traffic (if someone want this or that specific port just open the locations file on notepad and delete the semicolon before that specific port). The cities are untouched, then they continue to appears on Nav map and change colors (side) during the war. This means that you will not see any ghost harbour silhouette on the game and also that all harbour visible sillhouette have traffic now.

RickC Sniper,

This problem are caused by RUB's changes on Uboats disposable for each flotilla/year and in some number also a stock bug...so this is not a GW specific problem , but also a problem with all big mods that are using RUB's settings as a base (GW/IUB/NYGM) and less frequently in stock game too.

Rubini.

Kpt. Lehmann 03-23-06 01:42 AM

To all... a little bad news...

... due to job requirements I will be absent for much of the next 4 days and away from internet access. I expect to be back on Monday evening to continue with issue resolution.

I am sorry for any inconvenience.

vodkajello 03-23-06 03:51 AM

Gotta make a living somehow!


I put out a little fix for the clock ticking problem, cheers!

http://www.subsim.com/phpBB/viewtopi...=475764#475764







-

vils 03-23-06 06:31 AM

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

humble thanks, allthough the webbased ftp worked, i dl'ed it during the night, and have played it for a few hours. So far, thumbs up bigtime! ;)

Nate8thcvi 03-23-06 07:39 AM

Hard reboot.
 
Folks,

Since using GW, I have experienced two crashes, resulting in a complete reboot of the system.

Both times I was in Scapa Flow, right near the harbor. I had torpedoed a couple ships and had lined up another. As soon as I press the button to launch a torpedo, I quickly hit F7 to go to crew management. The computer rebooted.

The second time was the exact same scenario, only I quickly hit F6 to go to the map, right after launching a torpedo. The computer rebooted.

Any ideas?

Windows XP Home
Dell, Pentium 4, 2.80 gHz
1G RAM
ATI RADEON 9800 128MB

Thanks,
Nate

Montbrun 03-23-06 07:55 AM

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

OK - did some testing last night. I disabled GW, 16km Light, and GW 24-hour Fatigue (the only MODS I had installed). I then rolled back SH3 Commander, and restarted my computer. I re-enabled the above MODs, and created a new Career with SH3 Commander, chose "Realistic Crew" and DID NOT check the Fatigue MOD Box. After starting the new Career, it was obvious that the Fatigue MOD was wrong - crew useless after 3 hours. I then went through these steps again, and DID check the Fatigue MOD Box, and chose "Default SH3." My results are as follows (A typical 24-hour shift - I monitored the crew screen continuously):

1200: Start - All crew all in their respective areas.
1400: Crew in all of the "active" areas gain a "red exclamation point, " and go to 50%.
1800: I switch out the Officers, placing the rested Watch Officer in the Electric Engines Room, where he should not incur fatigue.
0000: "Watch Change" - Second Watch comes on duty now, all "active" crew are still at 50% as I rotate them to quarters. The Watch Officer that was in the Electric Engines Room is now at 67% Fatigue.
0100: All crew in the rested areas are now at 100% Fatigue. It only took 1 hour to recover all Fatigue.
0300: Crew in all of the "active" areas gain a "red exclamation point, " and go to 50%.
0600: I switch out the Officers, placing the rested Watch Officer in the Electric Engines Room, where he should not incur fatigue.
1200: "Watch Change" - Second Watch comes on duty now, all "active" crew are still at 50% as I rotate them to quarters. The Watch Officer that was in the Electric Engines Room is now at 67% Fatigue.

Well, you get the picture. It DOES work for a 24-hour simulated Watch, just not right. For a comparison, I loaded up IUB v100, with the 1.1 patch, and chose the 24-hour version of the Hollywood Living Crew Fatigue MOD through SH3 Commander. Everything worked great. I'm kind of stumped here. I'm not a computer "noob," but it seems that something isn't right, either with the data, or with the install.

Thanks,

Montbrun

McBeck 03-23-06 08:12 AM

Mirrod on my sites donwload section now!

www.silenthunter.dk

ironkross 03-23-06 10:35 AM

I'm not sure this is GW mods fault, but when I dive my sound file stutters. This doesn't happen when I crash dive, that sound file plays fine. It's just the dive sounds. IIIIIIITTTTTTT SSSSSSSOOOOOUUUUUNNNNNNDDDDDDSSSSSSS LLLLLIIIIIKKKKEEEEE TTTTHHHHIIIISSSS. Sorry but that's the only way to describe the audible sound. Thanks for any help.

Georg_Unterberg 03-23-06 02:17 PM

@ Montbrun

Quote:

OK - did some testing last night. I disabled GW, 16km Light, and GW 24-hour Fatigue (the only MODS I had installed). I then rolled back SH3 Commander, and restarted my computer. I re-enabled the above MODs, and created a new Career with SH3 Commander, chose "Realistic Crew" and DID NOT check the Fatigue MOD Box. After starting the new Career, it was obvious that the Fatigue MOD was wrong - crew useless after 3 hours. I then went through these steps again, and DID check the Fatigue MOD Box, and chose "Default SH3." My results are as follows (A typical 24-hour shift - I monitored the crew screen continuously):
if I remember correct you first have to roll back SH3 Commander and then disable the mods via JSMGE. By disabling the mods in JSGME your Basic.cfg was replaced by the stock one and then SH3Commander rolled back the "backup" Basic.cfg which is from GW1.0. So you have a stock SH3 with a basic.cfg from GW1.0 after that process. This could have some side-effects on fatigue and other stuff which resides in that Cfg-file.
( If JScones read this he can correct me if I'm wrong )

Also there's no need to restart computer after working with SH3Comm or JSMGE.

Kpt. Franz-Josef Lemmle 03-23-06 03:26 PM

Can someone possibly burn this mod to disc and mail it to me? I would gladly pay for the shipping and the disc. I am stuck on slow dialup and this download is never going to happen uninterrupted.

midshipsnake 03-23-06 03:40 PM

Big thanks to GW team! :up:

Meanwhile,

I have a few questions, and some observation.
(played only single missions for about 12 hours)

1. How do I change sub skins back to stock ones?

2. Are there anyways to make waters look less dark and murky without using SH commander?

3. DD's are way too inaccurate DC and guns wise (stock model was just fine for my taste). I just had a running gun battle with 3 battleships(around 2000m range) and some DDs(around400m range) in Barham single mission, and I counted only 4-5 hits on my sub, and it took about 40 min (game time) and 2 rammings for them to finish me. In other missions, DC attacks were pretty inaccurate but when they exploded close enough, damages were too little. (i'm playing with everything on except manual targeting and external view).

Other than that, the game looks and sounds like a new game. (though I brought back some sound wavs to suit myself, big engine sound, muzzle flash, etc and got rid of clock.wav - this solved ticking noise)

Anyway, big big thanks to GW team! I would've paid for this if I had to. :D

mkubani 03-23-06 03:54 PM

Yes, that's my question too. Was the AI accuracy somehow changed? I also find them a quite blind and inaccurate with their guns.

andy_311 03-23-06 09:49 PM

I know this might sound silly but has anyone got the locations of the subnets around the uk every where I go I keep hitting something?


All times are GMT -5. The time now is 09:41 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.