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

Kpt. Lehmann 03-25-06 10:22 PM

Quote:

Originally Posted by Salvadoreno
Quote:

Originally Posted by Kpt. Lehmann
Sorry about the wait Salvadoreno... I am multi-tasking with the few hours I have away from work today.

A couple of things...

1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW

2) Before adding any other mods, run GW by itself to make sure all is running well

3) I recommend starting with a clean installation of SH3 patched to version 1.4b

Let me know if this helps. Failing all else I will be back on Monday.
Try not to worry. We'll get you running. Hang in there. :yep:

Kpt Lehman, your response is greatly appreciated. And thank you for CARING..

ANd thanks to you, a stupid mistake was made (did not delete sh3 folder for about 3 uninstalls) and i caught the error after reading this. Excellent mod, had to run stock seafloor and 8kms, but no biggie! STILL LOVING IT!

AWESOME!!! :rock: :rock: :rock: Anytime my friend!

Also, to anyone it may concern... it may seem that I am slow to respond sometimes. Please know that the odds are that I have seen your question and triage as best as I am able to address the most pressing concerns. As time permits I will hopefully address all concerns.

The biggest problem lately is that I am working at my real-life job A LOT. :cry:

Don't worry though. I am dedicated to helping you guys with GW concerns.

Prost! Grey Wolves

SINK THEM ALL!!! :ping:

Syxx_Killer 03-25-06 10:47 PM

Quote:

Originally Posted by Kpt. Lehmann
A couple of things...

1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW

Hi, Kpt. I've seen you recommend that on more than one occasion now. I'm curious, why do you recommend that? I have 4 data folders I switch back and forth to with SH3 and have never had a problem come up by leaving the SH3 folder in My Documents where it's at. One data folder is for GW (of course ;) ), another is for my custom SH3 install, another for a semi-stock SH3 install (a few major bugs fixed that were left alone by the patch), and a stock; patched version of the game (for backup and testing purposes if needed). I hope this post doesn't sound confrontational as that's not my intent. I'm just wondering is all.

Kpt. Lehmann 03-25-06 10:58 PM

Quote:

Originally Posted by Syxx_Killer
Quote:

Originally Posted by Kpt. Lehmann
A couple of things...

1) You need to also delete or re-name the SH3 folder in your "My Documents" prior to running GW

Hi, Kpt. I've seen you recommend that on more than one occasion now. I'm curious, why do you recommend that? I have 4 data folders I switch back and forth to with SH3 and have never had a problem come up by leaving the SH3 folder in My Documents where it's at. One data folder is for GW (of course ;) ), another is for my custom SH3 install, another for a semi-stock SH3 install (a few major bugs fixed that were left alone by the patch), and a stock; patched version of the game (for backup and testing purposes if needed). I hope this post doesn't sound confrontational as that's not my intent. I'm just wondering is all.

No problem Syxx... for some the SH3 folder in My Documents contains data that conflicts with some elements of mod "A" or mod "B" Due to the potential for conflict I recommend removing or renaming the SH3 folder.

The save routines in Silent Hunter III leave something to be desired as you already know. My recommendation regarding the SH3 folder is just a simple step to eliminate a little confusion for players who may not be that experienced. ;)

Tonnage_Ace 03-25-06 11:48 PM

I've been trying to decide on whether I should enable the 8km or 16km mods. Is 16km realistic? Or is that that too far judging by the curve of the earth? It's too dark at night with the LIGHT one's BTW.

CWorth 03-25-06 11:53 PM

After changing the seafloor to stock I got a few fps more.This is only a quarter of the fps problems.

90% of the problem is the sheer numbers of ships put into friendly harbors.Thats is alot of polygons and objects for the video card to draw and is most of the problem.There is more in there now then even the RUB Harbor Traffic mod had.

I never much cared for the harbor traffic anyways as I only looked at the harbor for a few minutes as I was leaving port so I did the following.

After opening up the .SCR file in the editor I removed some of the merchants,fishing boats and tugboats leaving mostly what looked to be more important vessels like the Bismarck,Scharnhorst and such and the destroyers in the ports that you actually leave from.

After that I was able to run my game with 2xAA and get 35-40 fps in port.

JonZ 03-26-06 12:51 AM

That would be a nice option to the nomines/nonets option.

Kpt. Lehmann 03-26-06 02:28 AM

Re: repost
 
Quote:

Originally Posted by RickC Sniper
A repost of an oddity after installing GW and SH3 commander. Could someone try to duplicate this problem please?


========
After installing GW and sh3 commander on a new install I noticed an oddity. (no other mods)

I remapped my keyboard so that my time compression uses the - and + key on the keyboard, not the keypad as is standard. After remapping those keys when I try to up the compression by hitting the + key (keyboard) the boat changes course.

Please note: This ONLY happens if I am looking through an optics.

(either periscope, uzo, binoculars, and deck gun if zoomed in.) It does not happen at any other stations.

I know the right rudder key is right below the + key and I was very careful not to bump it. When looking through an optics and try to time compress up I get a "changing course to 132" (if my course is 132) then the boat does an immediate hard right rudder. Reducing time compression has no ill effect, only upping time compression.


Here is my keyboard remap:


[Cmd4]
Name=Time_compr_reduce
Ctxt=1,2,6,9
MnID=0x3F010004
Key0=0xBD,,"keyboard -"

[Cmd5]
Name=Time_compr_increase
Ctxt=1,2,6,9
MnID=0x3F010001
Key0=0xBB,,"keyboard +"

I'm sorry Rick, I guess I missed your first post. The only keys that were re-mapped by the GW team IIRC is the "Fire Torpedo" command which was changed to Cntrl+Enter.

I thought I'd give your post a bump in hopes that someone may shed some light on your problem.

Kpt. Lehmann 03-26-06 03:36 AM

Please note changes to the downloadable readme found on the first post dated 3-26-06

Cheers! :up:

JScones 03-26-06 04:07 AM

FYI...

Quote:

11. No credit given at end of mission.
OUTSTANDING
Hints:
-When all my ammo and torps was gone i went back to base ( used the quik way to do it) and in my captians log i had 3 merchants and 1 military weasel sunk.
-But on the patrol report screen it was all 0. No ship sunk,, No patrol done. No renew. No medals, promotions etc.
It was filled whit zeros like i never been on a patrol. -Vikinger
is not GW specific. It's a known bug from the stock game. The cause is usually upgrading equipment before the first patrol of a new career. The solution is to save just before exiting, and if the problem occurs, reload the save and dock again. This seems to fix it according to everything I've read here.

JScones 03-26-06 04:46 AM

Re: The Grey Wolves (official thread)
 
And re:

Quote:

7. Slovakian aircraft graphics use historically inaccurate graphics.
SOLVED
Solution: There appears to be a conflict of information as to what graphic is historically accurate. Developer's discression.
This is easy to answer.

Slovakia used two roundels during WWII, one covering 1939 to 1940 and one covering 1941 to 1944.

1939 to 1940:
http://www.fotw.net/images/s/sk_r_za1.gif

1941 to 1944 (SVZ was dissolved in Aug '44):
http://www.fotw.net/images/s/sk_roun2.gif

One could argue a third, which was used by the 1st Czechoslovak Army in 1944 (the Slovak Uprising) and is somewhat similar to the one currently in use by Slovakia.

EDIT: Just found this... http://vinar.cz/apcdecals/svz.html Notice the placement and combination with the Balkenkreuz.

Cdre Gibs 03-26-06 05:35 AM

Ahh but we can only use 1, so what 1 do we use.

I'm all for updating the Roundel, I just need a clearly definded referance to the info (links would be nice), plus a show of hands for what 1 to be used.

As I stated before, some1 just saying "thats the wrong 1" with no backing intel will not do the trick. Dont take this the wrong way, I just like to get conformation from at least 1 reliable source. Then things can change (depending on which 1 ppl want of course)

PS: The funny thing is, I'm acctually redoing (slowly) the UVMaping on the AC to do away with the current in game Roundel (decal) system !
The aim is to do away with the Markings folder altogether and there after each AC skin will be able to contain its own customised Skin/Roundel WITH correct markings both sides.

Cdre Gibs 03-26-06 07:14 AM

Quote:

Originally Posted by Rubini
-All I can say is that the LND is correct and no problems to open it with ME. I just test with a fresh install again...so perhaps you made some adjust/modifications and now you are having problems...please test in a fresh untouched install. :up:

Rubini.


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

mkubani 03-26-06 07:42 AM

Gibs,

Regarding Slovak roundel, I am part of the Slovak team that worked for Oleg Maddox's commercial add-on Aces Expansion Pack that included Slovak dynamic campaign, so I know what I am talking about.

For more information about this campaign follow this link. It includes the screenshots of the correct roundels:

http://www.letka13.sk/forum/viewtopic.php?t=219&start=0

In summary, Slovakia did use 3 roundels during the war:

The first one (1939-40) was only used during the attack on Poland (southern part of Poland, far away from any sea) = not relevant to the SH 3 world.

The second marking resembling balkencross was the primary marking throughout the war. It was used on Slovak airplanes and most notably on Bf 109 E-4/E-7 (the 109 version in SH 3) that fought over Kuban near Black Sea. This would be the most appropriate marking to use for SH 3.

That means the first marking from the top is the correct one for SH 3. It also has the proper colors that should be used.

http://fyzikus.fmph.uniba.sk/~donmar...s/image023.jpg

The third marking was used on few planes during the Slovak National Uprising in fall of 1944. It occurred inland and is not relevant to SH 3 world

Shadow9216 03-26-06 08:04 AM

Hey guys, great work! Two quickies:
This is the site I used for my original roundels mod waaaay back:
http://cocardes.monde.online.fr/v2ht...iniatures.html
If you get separate skins with built-in insignia, would we be able to see a progression from year to year? Mainly affects US/UK aircraft.

Second, does the Soviet Ships mod work with the GW mod? I've been away for awhile and am still struggling to catch up.

Excellent work!

mkubani 03-26-06 08:16 AM

One thing I may add to make it more historically accurate in GW UPDATE would be to remove:

a.) Slovakia, Czechia and Hungary from having any naval vessels at all. Could this be done by editing them out from DAT file?

b.) Czechia from having their own aircraft markings. Could be also done by editing DAT file?

Plus I am not quite sure about Albania as well. This is from Wikipedia:

"King Zogu remained a hidebound conservative, and Albania was the only Balkan state where the government did not introduce a comprehensive land reform between the two world wars. Mussolini's forces overthrew Zogu when they occupied Albania in 1939." So I guess there should not be any Albanian navy or airforce in SH 3.


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