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)
-   -   GW vs RuB (https://www.subsim.com/radioroom/showthread.php?t=90875)

Old Dog 03-19-06 10:49 PM

Danke

Old Dog

Kpt. Lehmann 03-19-06 10:51 PM

If you haven't read-up on it... make sure you do... that one program might turn you into a modding maniac. :up:

Kpt. Lehmann 03-19-06 10:53 PM

http://www.subsim.com/phpBB/viewtopic.php?t=48760

Here you go Old Dog! :|\

Kpt. Lehmann 03-19-06 11:05 PM

Quote:

Originally Posted by JScones
That's not necessary. SH3Cmdr *only* changes the LostConcactTime value in SIM.CFG, nothing else. It will not overwrite any other setting.

If changing this value does cause a conflict, the fix is simple - just set the LostContactTimeUpper and LostContactTimeLower values in SH3Cmdr's "Miscellaneous.cfg" to be whatever value GW expects.

I would have been happy to clarify this during development but was never asked...

My apologies JSCones, in the whirlwind of everything going on that issue became buried in my notes and lists of things to do.

I had decided to wait until recently to speak to you about it since SH3 Commander had gone through several evolutions since we began working on GW. Based on the workload lately it was a mistake to wait.

You actually just clarified everything for me and I will adapt the GW readme to suit. Compatability with SH3 Commander has been a requirement from day one, five months ago.

JScones 03-20-06 02:04 AM

Quote:

Originally Posted by Kpt. Lehmann
In the same vein of providing for choice within the community, I have agreed to facilitate a merger which would incorporate/share common ground with the NYGM mods for those who are interested.

(The Grey Wolves-Tonnage War... its gonna be a hell of an awesome thing!)

Pls though, when you create this merger, don't make us download the entire mod again!!! ;)

Kpt. Lehmann 03-20-06 02:16 AM

Quote:

Originally Posted by JScones
Quote:

Originally Posted by Kpt. Lehmann
In the same vein of providing for choice within the community, I have agreed to facilitate a merger which would incorporate/share common ground with the NYGM mods for those who are interested.

(The Grey Wolves-Tonnage War... its gonna be a hell of an awesome thing!)

Pls though, when you create this merger, don't make us download the entire mod again!!! ;)

That will be the tricky part. (I think) It needs research.

By the way, GW Users only need to select "Stock SH3" to use the GW fatigue mod no?

I need to send that to you too I guess. (Sorry, am on duty soon. I will have to do that on Tuesday when I have time to look at what needs to be copied and in what format etc.)

JScones 03-20-06 02:20 AM

Quote:

Originally Posted by Kpt. Lehmann
By the way, GW Users only need to select "Stock SH3" to use the GW fatigue mod no?

Assuming you are talking fatigue models, users just need to untick the "Use fatigue model" option in SH3Cmdr to take advantage of the GW model. If users physically select the "Default SH3" model, then the GW model will be overwritten by default SH3 values.

Kpt. Lehmann 03-20-06 02:21 AM

Thank you sir! :up:

ref 03-20-06 07:01 AM

Re: GW vs RuB
 
Quote:

Originally Posted by vodkaphile
The only thing I saw that I didn't really like -- changing AS zoom to 10x? Were there 10x scopes?

This questions reminds me when I was playing Falcon 4, one of the mods changes the size of the objects by 1.5x, and there where a lot of people saying it wasn't realistic, the answer was simple, in real life you're not limited to 1024x768 pixels, or 8km radius visibility sphere, You can see in a clear day a smoke stack over the horizon line up to 20 or more miles, there wheren't 10x optics on subs in ww2, but you need to compensate for the limit's that the current computer hardware has.

Ref

Rubini 03-20-06 09:44 AM

Yes, Ref,

And the 10x is to compensate the poor resolution and light at night on SH3 (in truth a computer limitation here) - in real life it's possible to see and identify the flags more easily than in SH3.... GW was made to meet the historical behaviour, not necessarily the hardcore realism. Alas, I should like to say only one word about GW: GW was build with the playability in mind. We need and want more fun, more eye candy, gorgeous sound and obviously a great historical behaviour. This is GW and this is the main (and small) difference from RUB...We want to play and be happy with the game! :up:


Rubini.

vodkaphile 03-20-06 11:48 AM

Only thing about the 10x zoom won't it mess up manual range calculations?


I never use the little in-game range thing, I use the hash marks on the periscope then do the math myself.

Won't a higher zoom throw that off?

JonZ 03-20-06 11:54 AM

I'm questioning about that myself. Do captains were able to spot smokes at very good distance with the scope with all the waters bluring the vision and the mirroring mechanism? I doubt it. But I largely agree that the visual distance on the bridge should be clearer. I think it would have been better to add more range on binoculars than the scopes.

That's my honest opinion.

Rubini 03-20-06 01:44 PM

vodkaphile,
JonZ,

I don't notice any problem with "manual range calculations". All continue to works well.

In my GW installation all the optics have now 10x (attack periscope, binocular and UZO). I only don't mess with observation periscope.
I think that this is a way to compensate that "computer self limitations" on SH3. And somebody here have the real info about the power of the optics on the Uboats? Just curiosity...:hmm:


Rubini.

Georg_Unterberg 03-20-06 04:26 PM

Thanks Rubini for clearing things up with 10x magnification :up:
I was wondering myself, if the calculation is correct.

For the GW team: Here's a small list of things that I feel should be tweaked in GW - at least everybody can do for himself:

- Add Wazoo's fantastic Nomograph (/data/Menu/Gui/StrTactMap.tga - it's in the NYGM mod :D ). You simply can't leave home without it!
- Remove auto-ship-ID when moving sights over it - now how was that done in good old RUB??
- Add Stieblers fixed battery ranges (fixed *.SIM files in /data/Submarine/NSS***)
- ENTER still fires Torp! Not for english people, but for germans like me. The commands_de.cfg must be copied from stock, modified manually and added in GW, where it is missing

And we need some info about SH3Commander and the settings that should be used for GW1.0 (what about TC, Crew, Wave height, reload times .....???) Will we mess up GW with the wrong settings??

Thanks a lot!! This Mod is AWESOME! :sunny:

Montbrun 03-20-06 05:00 PM

Quote:

Originally Posted by Georg_Unterberg
Thanks Rubini for clearing things up with 10x magnification :up:
I was wondering myself, if the calculation is correct.

For the GW team: Here's a small list of things that I feel should be tweaked in GW - at least everybody can do for himself:

- Add Wazoo's fantastic Nomograph (/data/Menu/Gui/StrTactMap.tga - it's in the NYGM mod :D ). You simply can't leave home without it!
- Remove auto-ship-ID when moving sights over it - now how was that done in good old RUB??
- Add Stieblers fixed battery ranges (fixed *.SIM files in /data/Submarine/NSS***)
- ENTER still fires Torp! Not for english people, but for germans like me. The commands_de.cfg must be copied from stock, modified manually and added in GW, where it is missing

And we need some info about SH3Commander and the settings that should be used for GW1.0 (what about TC, Crew, Wave height, reload times .....???) Will we mess up GW with the wrong settings??

Thanks a lot!! This Mod is AWESOME! :sunny:

Quote:

I have done a clean install of SH3, SH3 Commander, and JSGME. I deleted the "Career" folder under "My Documents." I then installed GW v1.00, 16km Atmosphere Light MOD, and GW 24 Hour Fatigue Model. I then ran SH3 Commander. I ran through all of the settings I like to use, but left the "Fatigue Model" option unchecked. At first I chose "Standard SH3 Crew," not knowing what the GW crew might look like. I get the following error message:

Quote:

Unable to write to C:\Games\SH3\data\Menu\en_menu.txt
I then backed out, and tried the "Realistic Crew" option (which I prefer), but to no avail.

Help!

Thanks,

Montbrun
I'm having some issues with SH3 Commander too, but I'm sure that it is something easily fixed by one of the "Gurus" here....


All times are GMT -5. The time now is 09:11 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.