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Well either way I'm sure that whatever the GWX crew do it's for the best. :yep:
And irish that's partly true :rotfl: |
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Glad to see this issue is being addressed. One question: How far away is far enough? 50 kilometers, the auto-return to port distance? Or further? |
I personally don't save while I'm within 300km of any scripted vessels. (read port traffic). This is probably overkill however, I would rather do that than return to port and see this bug.
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Stupid question here....so while on patrol and its time to get back to Real Life...what is your procedure for shutting down SH3. I have SH3+1.4b+GWX1.02+SH3 Commander.
Wilcke |
I make sure there are no enemy or neutral or friendly...oh, heck NO ships anywhere in sight, and just save the thing. I've never had a problem doing that.
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And never save submerged either:up:
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Nemo |
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In my own modding, I have added a few ships docked in Kiel (for eye candy reasons!) When I'm returning from patrol, following my navigated route through the North Sea and Kieler Kanal, then last place I save before entering Kiel or the Kieler Kanal, is in the middle of the North Sea, which should be pretty much enough long way from docked traffic in ports! Back in Kiel, I have seen this phenomenon too, with both the scripted GWX ships plus my own scripted ships. However, in 3D the ships are halfway sunk/deck awash, but on the map (F5), they still exist as floating above water line! :huh: So I wonder about two things: Is it at all a problem in campaign_SCR? Or elsewhere? Does this only happen in Kiel? I usually play from Kiel always, so I wonder if anyone normally playing from Wilhelmshaven could confirm, if it happens there as well... |
It happens anywhere
Have run numerous tests lately Try attacking a convoy then breaking off Sail at least 50 km away from that convoy then attack it again Then you will see the same as is noticed at Kiel The liners are among the worst and are not even in the convoy when you return They are usually some distance behind at low or 0 speed half submerged The problem started with stock in some ships and as those ships have been used for building new ones the problem has carried over , some of the changes made by GWX seem to make the problem more noticable too This is a stock T3 in the stock game under the same test conditions http://img117.imageshack.us/img117/3...nter277rg9.jpg The longer the time between first and second contact the lower the ships sink The small merc and tramp steamer are fine The tug and trawler arent Varies with ships |
Hmmm, the Stock T2 & T3 tankers are scripted to be low or high in the water depending how much oil she's carrying. Pay attention to the Captain's log and a low water line Tanker will show more tonnage than one that was higher in the water.
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Now I know the reason for this pic as I 'saved' just before entering NY harbor 1940:doh:
http://i4.photobucket.com/albums/y11...Ididntdoit.jpg |
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No they are not You cant set the depth and trust me the game aint that clever to recognise whats in it :rotfl: Oh I needed that BTW what mod is that pic from |
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The pic had only SH 3 Commander 2.7 , harbor traffic 146 and JSGME. I see you do not pay any attention to your "Captains log". March 2005 I think thats correct ? Anyway one of the SH3 Devs quoted that. I've sunk probably 20 of the T2 & T3 Tankers in SH 3 stock, this and that mod whatever and allways the same since I purchased the game when it first hit the shelves, a low water lined tanker will show more tonnage in the captains log than one with a high water line. These water lines are noted before any damage is done to the tanker of course. A good route to test this out is "New York-Gibraltar" "Pord Said-Oran-New York" or UGF,UGS on the SH 3 map in 1942/1943. Of course I have not used the GWX mod either, Hmmm maybe thats the prob. although I doubt it. |
The tanker in that pic above was at normal water line when I first met convoy
After sailing over 50 km away then coming back it had settled lower in the water Explain that then ? that was in the stock game and using the Happy Times mission A stock included mission If you use SH3commander your tonnages are varied Quote:
Pardon me if I dont believe a word of what the Dev said there I and many more have spent a lot more time on the campaign files than any of the Devs and the devs record on unfinished features ingame is second to none If what you say is true then why would Rowi have made a mod to simulate empty and full takers ? Why would ppl test out lowering ships draft so simulate empty and full convoys Just had a look through the stock campaign files [RndGroup 703] GroupName=USRNDPatrol_40_05 Category=0 CommandEntry=0 Long=-9770720.000000 Lat=1074260.000000 Height=0.000000 - every single entry is set the same throughout the Rnd DelayMin=60 DelayMinInterv=1440 SpawnProbability=40 RandStartRadius=0.000000 ReportPosMin=-1 ReportPosProbability=100 Heading=0.000000 Speed=14.000000 ColumnsNo=1 Spacing=500 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19400411 GameEntryTime=100 GameExitDate=19411220 GameExitTime=0 NextWP=0 [Unit 918] Name=US DD Clemson#7 Class=DDClemson Type=4 Origin=American Side=0 Commander=0 CargoExt=-1 CargoInt=-1 CfgDate=19380101 DeleteOnLastWaypoint=false DockedShip=false GameEntryDate=19420215 GameEntryTime=100 GameExitDate=19430903 GameExitTime=0 EvolveFromEntryDate=false Long=-8874140.000000 Lat=4833550.000000 Height=0.000000 every entry in the Scr is set at this setting Heading=59.172337 Speed=25.000000 CrewRating=3 DelayMin=0 ReportPosMin=-1 ReportPosProbability=100 RandStartRadius=0.000000 NextWP=0 So there is no height adjustment on the stock files Different cargo makes a slight difference to the tonnage of the ship Add that to SH3commander variations |
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