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-   -   Grey Wolves Errata Report Thread. (https://www.subsim.com/radioroom/showthread.php?t=90882)

panthercules 04-04-06 08:42 PM

Quote:

Originally Posted by vodkajello
I'm not sure if this is a stock SH3 bug or a GW error, but I've only seen it while playing GW.

My WO keeps giving inaccurate weather reports. It's been pouring rain for 5 days straight with heavy fog and 15k winds. Every time I ask he claims that there is no precipitation. Very strange. It might warrant some checking. Maybe the text for the rain got overwritten with a 'no rain' string? I can't see why GW would change the weather report text though....

I have only seen this behavior when I've saved and reloaded the game during a storm - for a while the weather report gets the rain part wrong, but sooner or later after a weather cycle or two it seems to get it straight again - if this is what's happening to you, I think it is a stock game thing as I had this happening long before GW or even RUB.

pythos1 04-05-06 12:01 AM

Grey wolves sound
 
The sound files for blowing tanks are there, and they are loud, but in the game they are missing. Now Rub had the tank blowing sound, I remember cause I thought it was cool that the sound was the final tank blow from Das Boot. So I am thinking there is a cfg file of some kind for in game volume.

VonHelsching 04-05-06 01:13 AM

Quote:

Originally Posted by Dutch
Pretty sure the torps are hardcoded, not sure if any mod can change that......which is indeed to bad for Type II commanders.

My only question is about the weather, has anyone else noticed increased bad weather? Still in 39 but during these last few patrols I have had nothing but gale force winds, hasn't really hindered my tonnage just would like to see how the new deck gun ordinace works.

No. Number and type of torpedos are definitly not hardcoded. I know, because I've made some mods myself (one of them was correcting the number of torpedos in IXD/2).

I checked again.

- Loaded without SH3Cdr.
- Unloaded all mods except GW (not many in my GW installation anyway; just Coastal Tanker, Whale Factory, S-Class sub, CA Officers and my Real Battery Life for GW) and loaded again in the middle of the patrol and after the mission
- Checked again basic.cfg of GW: Types IIA and IID are shown to have have 6 torpedos.

Only 5 appear, when I load the game, either in port or in the middle of the patrol :hulk:

Is there *any* possibility that the careers_[X].cfg in "My Documents" might have *anything* to do with this?

VonHelsching 04-05-06 02:38 AM

* PROBLEM RESOLVED *

I have now 6 torpedos.

I had a common SH3Cdr for both my installations: GW and my initial heavily modded installation. :oops: (Shortcut was pointing to the GW, though). When I rolled back from SH3, it copied a version of the basic.cfg that I had from my first SH3 installation.

I installed SH3Cdr again, for my GW installation and copied basic.cfg from mods/gw/data/ cfg to sh3/data/cfg.

Problem solved.

I needed all six torpedos, since I saved right outside of Dover, which was full of ships (Fiji, Dido, Passenger Liner) and minimal escorts defence; hard to choose... :cool: Air cover was non-existing. I went to periscope depth less than 8 kms away from the port entrance.

thyro 04-05-06 07:41 PM

Deck Gun issue

The deck gun crew does not distinguish what is Foe from what is Neutral.

Once they finished the assignment of destroying a Foe then they automatically start firing at the closest ship. All fine if the closest ship is Foe... but not fine when the closest ship is Neutral.

Please could you look into. Thanks

Kpt. Lehmann 04-05-06 07:53 PM

Quote:

Originally Posted by thyro
Deck Gun issue

The deck gun crew does not distinguish what is Foe from what is Neutral.

Once they finished the assignment of destroying a Foe then they automatically start firing at the closest ship. All fine if the closest ship is Foe... but not fine when the closest ship is Neutral.

Please could you look into. Thanks

This occurrance has to be a stock SH3 bug. The GW team did not alter SH3 target selection aspects.

thyro 04-05-06 07:57 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by thyro
Deck Gun issue

The deck gun crew does not distinguish what is Foe from what is Neutral.

Once they finished the assignment of destroying a Foe then they automatically start firing at the closest ship. All fine if the closest ship is Foe... but not fine when the closest ship is Neutral.

Please could you look into. Thanks

This occurrance has to be a stock SH3 bug. The GW team did not alter SH3 target selection aspects.

Cheers :up:

Nothing can be done then...

Kpt. Lehmann 04-05-06 08:09 PM

Quote:

Originally Posted by vodkajello
I'm not sure if this is a stock SH3 bug or a GW error, but I've only seen it while playing GW.

My WO keeps giving inaccurate weather reports. It's been pouring rain for 5 days straight with heavy fog and 15k winds. Every time I ask he claims that there is no precipitation. Very strange. It might warrant some checking. Maybe the text for the rain got overwritten with a 'no rain' string? I can't see why GW would change the weather report text though....

Cheers Vodkajello,
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.

Dutch 04-06-06 04:18 PM

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.

Kpt. Lehmann 04-06-06 04:26 PM

Quote:

Originally Posted by Dutch
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.

Hi Dutch,

You can also find part 2 on FileFront.com

Check the GW sticky thread first post in the mods workshop for the link. :ping:

pythos1 04-06-06 04:26 PM

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.

Dutch 04-06-06 04:29 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by Dutch
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.

Hi Dutch,

You can also find part 2 on FileFront.com

Check the GW sticky thread first post in the mods workshop for the link. :ping:

Can't dl from filefront.........its takes 3 hrs on my cable where on the rubsim site it take 10 mins. I tried the Euro link and it was even longer.

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.

Kpt. Lehmann 04-06-06 04:38 PM

Quote:

Originally Posted by Dutch
Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by Dutch
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.

Hi Dutch,

You can also find part 2 on FileFront.com

Check the GW sticky thread first post in the mods workshop for the link. :ping:

Can't dl from filefront.........its takes 3 hrs on my cable where on the rubsim site it take 10 mins. I tried the Euro link and it was even longer.

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.

Okay cool. Let me know if you still have a problem getting the stock seafloor mod and if necessary I will upload it separately.

Cheers!

Dutch 04-06-06 07:59 PM

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:

pythos1 04-07-06 02:27 AM

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.


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