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-   -   (RELEASED) Official GWX - Knight's Cross Edition v1.0 (https://www.subsim.com/radioroom/showthread.php?t=252967)

Kpt. Lehmann 02-25-25 02:07 AM

Quote:

Originally Posted by Doolar (Post 2945380)
Ok, I'll be the first to admit that I was set up on a Merchant. I switched back to the Attack Scope View. I went to raise my scope and accidentally punched off my #1 torpedo. Mess'n up my shot. Won't do that again.

I've done the same at least once in testing. Those levers are a lot of fun. Their appearance is also based properly on the real life levers.... as a great deal of the GWX - KC new GUI is.

Doolar 02-25-25 02:19 AM

Re
 
I do love the levers myself

VikingGrandad 02-25-25 04:03 AM

Quote:

Originally Posted by rik007 (Post 2944444)
Thanks for the dial illumination button! Very smart!


Glad to hear you like it! Thanks! :)

Nippelspanner 02-25-25 06:08 AM

I'm also very fond of the new GUI gizmos. Very creative and fun. Love the switch to darken the dials especially, it really helps at night.
Would it be possible to darken all of the UI with that switch perhaps, not just the dials bottom right? Every bit helps when the nights are dark and full of merchants.

Also, complete and comprehensive manual when, Todd? :D

VikingGrandad 02-25-25 06:23 AM

Quote:

Originally Posted by Nippelspanner (Post 2945393)
I'm also very fond of the new GUI gizmos. Very creative and fun. Love the switch to darken the dials especially, it really helps at night.

:Kaleun_Cheers:

Quote:

Originally Posted by Nippelspanner (Post 2945393)
Would it be possible to darken all of the UI with that switch perhaps, not just the dials bottom right? Every bit helps when the nights are dark and full of merchants.

Potentially feasible. I did consider it, as it would be useful. Would most likely require adding one or more extra switches though, which is one of the reasons why I held off doing it, as there were other priorities I needed to work on. It's on my "backburner to-do" list, so maybe one day I'll look into the feasibility in more depth.

Ktl_KUrtz 02-25-25 06:33 AM

Is there the option in the future for the depth, speed and navigation dials, bottom right to "slide away" when not in use?
It really adds to the immersion.
Many thanks if you can help.
:Kaleun_Thumbs_Up:
KUrtz

VikingGrandad 02-25-25 06:47 AM

Quote:

Originally Posted by Ktl_KUrtz (Post 2945396)
Is there the option in the future for the depth, speed and navigation dials, bottom right to "slide away" when not in use?
It really adds to the immersion.

Using the keypad's ". / Del" key effectively does the same job of hiding and showing the dials, etc. - so I think adding a separate method which achieves the same thing is perhaps overkill, even if a slide-up/down method could be a little more convenient to use. There are several other priorities I need to focus on (...and I really would like to take a rest from GUI modding...! :))

Nippelspanner 02-25-25 09:23 AM

Quote:

Originally Posted by VikingGrandad (Post 2945395)
:Kaleun_Cheers:


Potentially feasible. I did consider it, as it would be useful. Would most likely require adding one or more extra switches though, which is one of the reasons why I held off doing it, as there were other priorities I needed to work on. It's on my "backburner to-do" list, so maybe one day I'll look into the feasibility in more depth.

Yeah that's reasonable. If it would be more than one switch, it would start to defeat the purpose of quickly switching to dark. If in doubt, I just hide the HUD anyways, but that new feature is fun.


I have zero experience with GUI modding in SH3, but would it be possible to create invisible "ghost switches" that are triggered by the one switch only, so in the end the user would just use one switch but in the background you'd have shenanigans going on as a workaround?


Just a quick thought.

Ktl_KUrtz 02-25-25 09:58 AM

Quote:

Originally Posted by VikingGrandad (Post 2945404)
Using the keypad's ". / Del" key effectively does the same job of hiding and showing the dials, etc. - so I think adding a separate method which achieves the same thing is perhaps overkill, even if a slide-up/down method could be a little more convenient to use. There are several other priorities I need to focus on (...and I really would like to take a rest from GUI modding...! :))

Many thanks and congratulations on your excellent work!
KUrtz

Von Vorbork 02-25-25 06:27 PM

I have been following this thread for some time now... looks great and cant wait to give it a try.



I have installed GWX KC following the install directions, ran the game gave it a test run and noticed a few issues. I do have a fresh copy of sh3 on a separate drive.



1. The large compass is upside down, 180 degrees out of phase. the outer outside ring of the compass reads, 180 at the top and 0 at the bottom.


2. I have activated the following mods with JSGME:


1. GWX KC enhanced.
2. No metals on crew.
3. No swastika.


when I run the game I see the mods are not activated. Is there a fix for this or could it be my system? Thank you for any help.

derstosstrupp 02-25-25 06:51 PM

Quote:

Originally Posted by Von Vorbork (Post 2945534)
I have been following this thread for some time now... looks great and cant wait to give it a try.



I have installed GWX KC following the install directions, ran the game gave it a test run and noticed a few issues. I do have a fresh copy of sh3 on a separate drive.



1. The large compass is upside down, 180 degrees out of phase. the outer outside ring of the compass reads, 180 at the top and 0 at the bottom.


2. I have activated the following mods with JSGME:


1. GWX KC enhanced.
2. No metals on crew.
3. No swastika.


when I run the game I see the mods are not activated. Is there a fix for this or could it be my system? Thank you for any help.

The compass repeater issue is by design. The original daughter compasses were designed to be used within an attack disc overlay, and so the outer bearing ring had 180° at the top, just like the outer bearing ring on an attack disc.

derstosstrupp 02-25-25 06:58 PM

https://www.subsim.com/radioroom/pic...ictureid=13691

Raf1394 02-26-25 12:46 AM

I played a couple of games mid war. 1941-1942. It seems once the enemy escorts are pinging you (asdic) its really hard to escape from it.

I used tactics i learned from other subsims (UBOAT, Wolfpack)
basic evasive maneuvers, like they also did in real life.
If the escort is right on top of you. And they are dropping depth charges or during the depth charge attack, going flank speed ahead. Sudden hard turn to port or starboard. Changing depth if possible. Going as deep as possible, laying on the seabed. Things like that.

But it seems they always get me again with pinging. Its good that its that hard. This makes you avoid being detected a priority :Kaleun_Applaud:

Tabris 02-26-25 01:27 AM

OBS issues
 
Anyone have any advice on streaming this mod? I can stream SH4 at 60 frames in full HD without issue, and NYGM at about 30 frames but with exactly the same settings I can't stream this mod at all, it just stutters. There's clearly something different about GWX but I'm at a loss for what it might be. Using the suggested Nvida profile makes no difference either way.

Arno Ditter 02-26-25 04:45 AM

Hi, First of all thanks to everyone who did a great job on this mod. I noticed an anomaly in the texture and light intensity of the flames at night. The flames are dull and gray whereas during the day they are completely normal. Is there any way to fix this please ?

Arnaud

:Kaleun_Cheers:


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