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Nothing can be done then... |
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We didn't change the weather report text. We only changed it to be channelled through the W.O. The only times I have experience weather report inaccuracies is during and immediately after using high TC. Also, it appears to me that the 16k visibility range mods have some rather deep intrinsic problems that remain unsolved by their respective modders. The only possible change I intend to make to the 16 km mods is reducing fog range bands to match 8km visibility mod stats... and other weather values likewise if I see them. This is a daunting task though as the scene.dat file IIRC has more than 200 variable entries... The modders who brought us extended visual ranges took months and more than 20 pages of posts to arrive at what is currently available. For the time being I am also unable to run the 16 km mods on my own machine due to system limitations... so any change I make... I cannot witness personally... so you see the quandary. For the time being, I must unfortunately say that the individual must weight the benefits and contraindications of using the 16km visibility mods and make his or her decision respectively. I will most likely address 16km visibility mod issues as far as I am able to in our 2ND Update. Hopefully by then too, I can run 16km vis-mods with statisfactory framerates. |
Can you tell us where the files are that GW changes as far as the sea floor text goes.
Been trying to download part2 to get the options pack but it seems to be down. I was going to uninstall the mod then reinstall it after I copied the files so I could recopy them into the correct folder therefore overriding the GW text, so my FPS can go back to normal, well normal for me. Thanks. |
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You can also find part 2 on FileFront.com Check the GW sticky thread first post in the mods workshop for the link. :ping: |
Gw sounds
Ok, I looked at the file in the sound fold called SH3 Dls. In this file under tanks blowing I found a line called volume, and other related items, I tried to copy and paste what I got but something is preventing that. On my computer the dls file is a notepad item, but there are areas that are legible, and others (I think they are values) are just empty squares. Probably code or something.
I'll keep looking into this, but hopefully you fellows will have more luck that I. I tried the vanilla install's dls file, with the same results, a complete lack of the blow tanks sound. But this sound does work in both vanilla 1.4b and Rub. |
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I guess I will have to wait till the site comes back up because realubsim's GW US server is down...... EDIT:NM it seems to be working now, first said they were down for server mant, now it moves along around 250kbs. |
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Cheers! |
all is well now, went from 6-7 FPS low Res, back to around 12-15 FPS on high Res.
Awful for most, but playable for me :-j The stock floor does make a differance bagged a C3:) I am loving the mod. Sudden the game seems brand new all over again! Can't wait till the destroyers start working me over :88) :up: |
air patrols
I tried using the search option about this to no avail.
Is there a known problem with grey wolves and air patrols? I am sailing right along the western shore of the UK, and no air patrols. It is April 1941. I see the air search radia, on mission commander, just no air craft in the actual game. |
Re: air patrols
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1942 was a year of transition in the flow of battle. :ping: 1943-1945 was pure hell for the U-boatman. :yep: |
Re: air patrols
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All ships (with exception of a few neutrals) were destroyed. Note: NY was too easy to be taken, and no showstopers on the way to there, low air support coverage (In fact no airplaines seen), just one or two PT boats under 20km of the harbour... soo easy... and big and fat reward. BTW could GW team add few extra patrols there?... same for Freetown. Both seem too easy to be taken Cheers |
Re: air patrols
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I'm in July '41 with my current boat and hoping to make it back over to the US in a few more months, so please GW team - don't make it worse just yet :nope: |
41km away from NY went to persicope depth and just 2 PT boats and 1 Frigate away patroling the entrance. One Liner/Troop transporter sank on its way out (torped :smug:)
No big chalange at all on the way to NY Inside the harbour just 1 PT boat (in and out) and one small tug moving also (in and out) the harbour. once I surfaced the Merchantes started to fire their weapons... a bit of a thrill until they went down under the water. But not a big challange really... for a very rewarding golden pot (tons of shipping waiting to be sank) ... was easier than Perl harbour. ;) Before NY trial, I tested Freetown and also ScapaFlow and I felt the same... too easy to snick a sub up there, surface right in the middle of the town, go to a cafe then take on everything that floats in the harbour. ScapaFlow was more challanging than other two. The two corvettes seem to have good sensors and pickup the position of the sub once the torps were fired. I'm at moment right in the middle of Hallifax harbour (this port isn't rewarding, just has 1 or 2 goodies)... taken them down atm... Patrols just 2 corvettes and 2 frigates pinging, trying to find my sub... :) I really think that ports seem to remain too easy. By adding 1 or 2 (or more) PTs/corvettes/frigates (patrol) would enchance the challange. At least in rewarding ports such as NY which atm doesn't seem to have much protection. |
After many mistakes and problems (admittedly mostly my fault) I finally have most of Grey Wolves installed. I say "most" primarily because I was already using a lot of the included mods. Here are my observations:
1) The new Harbour Traffic version is amazing. Seeing a flight of FW-200s over Wilhelmshaven in 1940 was a real treat, as is the bombed-out hulk right next to the south end of the Jade, and the escort ship leading several merchants through the harbor minefield. I will be at a library that lets me download/upload tomorrow, so I will post pics. 2) The new ships are something I'm looking forward to, but of course can't see them all now. 3) The only problem I'm having is the 'black sky at noon' one. I've been using the original '16km Atmosphere' mod for some time with no problems, but now I can go back and fix it (and have several times already) and it works fine, but as soon as I load a saved game through SHIII Commander I have the black sky again. I'm just about to go look at the GW thread on the SHIII MODS board, as I remember seeing it discussed there. I just hope there's an answer, as it's driving me crazy. Overall, I say this looks great! |
black sky problem is perhaps a bad installation of GW with SH3 Commander.
Rollback SH3 first. Uninstall GW in JSGME and reinstall it. Then you can reroll SH3 Commander |
I did a rollback, and don't use JSGME. Thanks for the info, though-I'll keep working on it.
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When I had this problem I found a thread somewhere that said to replace the screne_dat file and the env files. I did that and the problem was solved.
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Had you rolled SH3Cmdr back *before* installing GW? If not, then what is happening is that everytime you launch SH3 via SH3Cmdr, it is copying back into SH3 the scene.dat file that it had backed up *prior* to you installing GW, in other words, an older version which is in no doubt incompatible with GW.
How to fix? Well, if you were running JSGME it would be easy. But not running JSGME...hmmm...I would try: 1. Rolling back SH3Cmdr 2. Finding the GW installation archive that includes the correct scene.dat file 3. Manually copying that file into SH3 4. Resuming to use SH3Cmdr as normal Of course though, this is a bandaid solution. You may have inadvertantly overwritten other GW files as well. You may like to also check the other possible problem files such as Basic.cfg, Flotilla.cfg and xx_menu.txt. I think though that if you replace all of these files you should be right. |
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AOww NAOwwww! :o Sailor Steve... I STRONGLY suggest getting JGSME post haste. It will save you many many headaches in days to come and prevent many many unintended file overwrites. |
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