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-   -   GWX VERSION 2.1 Update Build Underway (https://www.subsim.com/radioroom/showthread.php?t=128097)

TS13 02-29-08 09:37 AM

It would be cool to be able to see the nationality of sunken ships on the captain's log. Is this possible?

mariuszj1939 02-29-08 09:52 AM

Please advice - should I start new patrol or wait for version 2.1 still in the port ?
As nobody knows when Your final update to excellent product:sunny: is expected !

BTW - Are you planning to incl. Armed Trawler CTD fix into v.2.1 ?
I don't want to change anything what can be done automaticly.

BellJack95 02-29-08 10:49 AM

Quote:

Originally Posted by mariuszj1939
Please advice - should I start new patrol or wait for version 2.1 still in the port ?
As nobody knows when Your final update to excellent product:sunny: is expected !

BTW - Are you planning to incl. Armed Trawler CTD fix into v.2.1 ?
I don't want to change anything what can be done automaticly.

mariuszj1939 - I found this list on the first page of the thread that lists the items the GWX2.1 will fix. To see the full description of the comments please go to the first page of the post. Cheers!

-----
(edited from first page of post)...

Other things on the 'radar' to be adjusted assuming testing is successful:

*Armed Trawler CTD's soon after it depthcharges itself:
This fix is downloadable in JSGME format at the bottom of this post.

*Updated version of the GWX manual

*British and Russian AI sub drafts to be adjusted

*SH3 Commander 'sabotage-malfunctions' option generated random CTD's and affects some users. FIX DOWNLOAD below

*U-boat conning towers may be adjusted (nothing to worry about guys... graphic in nature)

*Two multiplayer missions containing CTD causing agents will be corrected. ('Bismarck Breakout' and 'Carribean Convoy')

*Inclusion of Open Hatch optional mod by Diving Duck


*Mediterranean Axis aircraft skins optional mod more appropriate for those who like to sail in that operational area.


*Sergbuto's Camera Mod following refinement to retain dozens of other GWX camera settings. (Effort to make fully compatible.)

*Maximum elevation fixes for some guns in GWX.

*Location of anchor on player Type IID U-boat correction

*Directional 'tails' will not be reintroduced on contacts... as you are able to see the shape and heading of vessels on the map AFTER you close to visual range and zoom in on said map. Contact tails yield overly precise information for distant 'radio contacts' that is often obsolete following interceptions by the player anyway... as a result of random waypoint and speed changes enabled for ships/convoys in the GWX campaign files anyway. (Where is the fun in plotting a successful intercept 100% of the time? For many, too much success is a serious 'immersion killer.' Half the fun is the uncertainty of the HUNT!:arrgh!: )


Addenda: 1/14/08 ALL destination based renown removed from GWX. You will now only get renown for sinking stuff. (This also makes sense in relation to operational areas outside the Kriegsmarine grid system in GWX. In SH3, renown is not awarded for reaching destinations outside the KM grid anyway.)

---------

PeKe 02-29-08 11:00 AM

Ok, I read the first post when it first apeared, but didnt actually noticed this one:

"Addenda: 1/14/08 ALL destination based renown removed from GWX. You will now only get renown for sinking stuff. (This also makes sense in relation to operational areas outside the Kriegsmarine grid system in GWX. In SH3, renown is not awarded for reaching destinations outside the KM grid anyway.)"

I do like the idea, but then another idea that strikes me, is it possible to get reknown for hits? (with a torpedo) I mean even if I dont manage to sink the ship, if I hit it, it would most likley be out of servive for weeks irl, well worth some reknown. :)
(I know it is too late to have in the 2.1, but I'm just curious)

Ruzbasan 03-02-08 06:18 PM

Names of Victims
 
It would be very cool if GWX included the actual historical name of the ships you sink in the Captains Log.

I realize that no additional items will be added to GWX 2.1. Also, the research for this would probably take years to complete, but adding the actual historical ship names would be an interesting feature.

bigboywooly 03-02-08 08:52 PM

Quote:

Originally Posted by Ruzbasan
It would be very cool if GWX included the actual historical name of the ships you sink in the Captains Log.

I realize that no additional items will be added to GWX 2.1. Also, the research for this would probably take years to complete, but adding the actual historical ship names would be an interesting feature.

SH3commander does such a thing
Within the limitations of the game\program

http://i60.photobucket.com/albums/h2...nter_377-1.jpg

Chisum 03-02-08 10:29 PM

About the sound.

Since I play SH3, I don't understand why the "amb_SubmarineInterior.wav" is so sweet and so quiet.
Normaly(except maby during destroyer attack) the noise level should be more important especially at the level of engine noise when cruising in surface.
Would it be possible for the next release to get a sound reworked and including its engine noise and if possible, according to their rpm ?

(I tried to mix with Submarine_diesel_exterior.wav but it's not really good...).

Madox58 03-02-08 11:06 PM

You just had to do that.
:nope:
I never really paid to much attention to this sound issue.
But you got me to looking (or listening) to/at it.
:damn:
Now it just GLARES at me!!

No promises but I'll do some testing.
If it works out?
We'll see where it goes.

Wolfehunter 03-02-08 11:18 PM

I don't know if this has been mentioned but VIIC/2 conning tower has graphic glitches.

http://i240.photobucket.com/albums/f...VIIC_MK2_2.jpg

The other side is even worse in front of the spot lights. You can see right through the hull where to layers meet.

I'll try to get some better pics later.:yep:

CRM114 03-03-08 02:00 AM

First time back around these parts in a while so apologies if this is a stupid question:

What are the odds of seeing a lifeboat mod as part of GWX any time in the near future?

Chisum 03-03-08 03:07 AM

Quote:

Originally Posted by privateer
You just had to do that.
:nope:
I never really paid to much attention to this sound issue.
But you got me to looking (or listening) to/at it.
:damn:
Now it just GLARES at me!!
No promises but I'll do some testing.
If it works out?
We'll see where it goes.

Many thanks Privateer.
;)

Maby a good solution is to copy the sound in the movie Das Boat(when the Captain is in the engine room to talk with Johan) and modulate it.
But the great difficulties for me is according de noise engine level with the real regime of the engine.
Cause if in the command room we ear the engine for exemple at 400 rpm and after we cut engines, noise must be cutted too...

I don't know if it's possible.
;)

Captain Nemo 03-03-08 05:58 AM

Quote:

Originally Posted by harzfeld
I don't know if this was mentioned before, but the suggestions here that 2.0 needs to be fixed in 2.1 patch;

S-class in convoy bug, when there a S-class in convoy, I noticed all ships been sailing crazy 8s during my stalking for 2 days, not in formation, but they got to sail in proper formation after I sunk that sub. Also there was Southampton class in convoy, I sank it, and it could be part of this reason because of its being longer than average ships that didn't give its room between the ships in front and back.

On my current patrol in Sept 39 I am attacking this convoy. Not noticed any crazy manoeuvres by the ships. On first attack sunk the Southampton Class then a Large Merchant followed by an Ore Carrier. Second attack several hours later sunk a two Large Merchants. On both attacks ships remained in formation. I am now in the process of overtaking the convoy again for a third attack.

There is a bug that rears it's head occasionally, where if you save and exit near a convoy, on reload the ships lose their waypoints and sail in all directions sometimes colliding with each other. Only seen this once and that was in stock on a single mission. However, you say that the ships in the convoy resumed normal formation after you sunk the S-Class, which seems to rule out the save game bug.

Nemo

irish1958 03-03-08 11:40 AM

Quote:

Originally Posted by Chisum
Quote:

Originally Posted by privateer
You just had to do that.
:nope:
I never really paid to much attention to this sound issue.
But you got me to looking (or listening) to/at it.
:damn:
Now it just GLARES at me!!
No promises but I'll do some testing.
If it works out?
We'll see where it goes.

Many thanks Privateer.
;)

Maby a good solution is to copy the sound in the movie Das Boat(when the Captain is in the engine room to talk with Johan) and modulate it.
But the great difficulties for me is according de noise engine level with the real regime of the engine.
Cause if in the command room we ear the engine for exemple at 400 rpm and after we cut engines, noise must be cutted too...

I don't know if it's possible.
;)

The electric engine noise in the hydrophone station is graded with the speed of the engines.

ahaseurus2000 03-04-08 12:59 AM

My Thanks
 
Just want to give my thanks to the team of GWX... I switched from vanilla to GWX a few months ago and have had the time of my unterseeboote life since! Thank you all :arrgh!: :rock: :D

Jimbuna 03-04-08 07:39 AM

Pleased to hear your enjoying it http://img522.imageshack.us/img522/9708/piratebf4.gif


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