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-   -   The Grey Wolves Supermod (official thread) (https://www.subsim.com/radioroom/showthread.php?t=90874)

Kpt. Lehmann 04-11-06 10:10 AM

Quote:

Originally Posted by snakech
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

Are you using one of the 16km Atmospehere mods?

If your answer is "yes" it apparently has considerable problems.

In the coming months I will attempt to make corrections to it.

However, the designer (Marhkimov) is the real expert on this matter and unless he can fix it, I cannot guarantee continued support of the 16km mod for GW.

Kpt. Lehmann 04-11-06 10:12 AM

Quote:

Originally Posted by LGN1
Hi,

Could someone please tell me which values I have to change in the scene.dat file to get the stock wave height and not the ones from GW (using timetraveller's tool)? Thanks a lot for the help!

Cheers, LGN1

GW uses stock wave heights to begin with.

However, you can use JSCones' wonderful SH3 Commander program to alter your wave-heights and you can even make them seasonal!!! :up: :up: :up:

geralt 04-11-06 10:24 AM

Quote:

Originally Posted by Kpt. Lehmann
... I cannot guarantee continued support of the 16km mod for GW.

the 16km mod is one of my vital mods I'd like to stay with GW, please don't give up supporting it

Kpt. Lehmann 04-11-06 10:25 AM

Panthercules and JSCones,

Regarding enemy escort crewmen having infrared vision capability in fog, storms, and low-light night conditions... this has always been a problem with stock SH3.

As was done in RUb at CCIP's suggestion, the enemy sensor "fogfactor" value relating to enemy watch crews was doubled to "2" in order to allieviate the problem known as "Vampire-Vision"... but it is still an issue when you are surfaced.

If you recall the DD sensor and DD pinpoint-drop threads and the improvements of DD behavior as a result... the two detection methods are totally different issues.

I am not sure what can be done about this.

It is good to know though that the DD's are being agressive more often than not. A very large chunk of effort expended in building GW went to this area.

Kpt. Lehmann 04-11-06 10:25 AM

Panthercules and JSCones,

Regarding enemy escort crewmen having infrared vision capability in fog, storms, and low-light night conditions... this has always been a problem with stock SH3.

As was done in RUb at CCIP's suggestion, the enemy sensor "fogfactor" value relating to enemy watch crews was doubled to "2" in order to allieviate the problem known as "Vampire-Vision"... but it is still an issue when you are surfaced.

If you recall the DD sensor and DD pinpoint-drop threads and the improvements of DD behavior as a result... the two detection methods are totally different issues.

I am not sure what can be done about this.

It is good to know though that the DD's are being agressive more often than not. A very large chunk of effort expended in building GW went to this area.

snakech 04-11-06 10:52 AM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by snakech
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

Are you using one of the 16km Atmospehere mods?

If your answer is "yes" it apparently has considerable problems.

In the coming months I will attempt to make corrections to it.

However, the designer (Marhkimov) is the real expert on this matter and unless he can fix it, I cannot guarantee continued support of the 16km mod for GW.

yes i am using the 16km mod, so i go back to the 8km Version.
thanks
snakech

LGN1 04-11-06 10:55 AM

Thanks for the reply. I had the impression that the waves were bigger in GW than in the stock version.

Is it possible to have more than one crew member on the conning tower of an AI sub? Up to now I have always seen just one at the AA gun in GW but in other mods I have seen more. How can one change this?

Thanks for the help and the fantastic mod!!!! I enjoy it very much!

Cheers, LGN1

Kpt. Lehmann 04-11-06 11:30 AM

Quote:

Originally Posted by LGN1
Thanks for the reply. I had the impression that the waves were bigger in GW than in the stock version.

Is it possible to have more than one crew member on the conning tower of an AI sub? Up to now I have always seen just one at the AA gun in GW but in other mods I have seen more. How can one change this?

Thanks for the help and the fantastic mod!!!! I enjoy it very much!

Cheers, LGN1

Rgr that. We did change the "waves attenuation factor" which in my opinion improves the appearance of the waves while decreasing their number and thereby help the FPS meter.

Kpt. Lehmann 04-11-06 11:32 AM

To all:

Hopefully this coming weekend there will be an update to GW that corrects or improves several issues and adds some neat tid-bits.

... and NOPE I'm not gonna tell-all now. :P

snakech 04-11-06 12:14 PM

Quote:

Originally Posted by snakech
Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by snakech
hello @all
i have an question regarding the clouds. i have no clouds in the sky?

Are you using one of the 16km Atmospehere mods?

If your answer is "yes" it apparently has considerable problems.

In the coming months I will attempt to make corrections to it.

However, the designer (Marhkimov) is the real expert on this matter and unless he can fix it, I cannot guarantee continued support of the 16km mod for GW.

yes i am using the 16km mod, so i go back to the 8km Version.
thanks
snakech

i think i have an solution for the moment regarding the cloud problem in combination with 16km mods.

i use the Atmosphere Mod 16 km version 2.0 LIGHT and the IuB 1.03 16Km fix http://files.filefront.com/IuB_103_1.../fileinfo.html and it works.

http://img137.imageshack.us/img137/7...41156yy.th.jpg

http://img137.imageshack.us/img137/2...41283pj.th.jpg

http://img291.imageshack.us/img291/1...45091hm.th.jpg

Angrykirill 04-11-06 12:42 PM

Quote:

Originally Posted by Kpt. Lehmann
To all:

Hopefully this coming weekend there will be an update to GW that corrects or improves several issues and adds some neat tid-bits.

... and NOPE I'm not gonna tell-all now. :P

:D Awesome! Can we get at least some teasers? :P

Wulfmann 04-11-06 01:01 PM

Only got it a few days ago (I am dial up)

Fantastic, a great piece of work.

One, why does my boat act uncontrollable holding its depth. I can go from 8 meters to 20 up and down in a bad sea.
A good chief would not allow this (Iron Coffins) how can that be fixed?

Two, how can I stop that damn ticking clock. I feel like Kaleun Hook in Peter Pan.

Three, very weak RND file. Fortunately for me; my personal one is so generic it works perfect for GWs and my enemies are not pansies anymore.
This is way too good a mod for such a poor RND.

Love the air attacks while leaving St Nazaire and the patrolling hunter killers off NW Portugal, sweet.

There are so many great things in this mod it is hard to list them and fortunately the worst thing was easily replaced, the RND. Replacing the RND file automatically corrects all the wrong dates for escorts which are way off (There were no Flower or Hunt classes until early summer 1940!)

If I may suggest an addition to this.

Make a number of ships class=3. Ships like V&W, HUNT (all 3) and then only use “3” instead of “4” as convoy escorts (with 0-1-2s) so the fleet destroyers don’t show up in convoys (4 would then be with the task force groups) Then add the early type 2 Sloops (called frigates in SH3) to the Black Swan roster so those would be (like they were) the early escorts with the trawlers)

Just some thoughts on historical accuracy.

Wulfmann

Georg_Unterberg 04-11-06 01:23 PM

Quote:

Originally Posted by Wulfmann

..........
Three, very weak RND file. Fortunately for me; my personal one is so generic it works perfect for GWs and my enemies are not pansies anymore.
This is way too good a mod for such a poor RND.

Love the air attacks while leaving St Nazaire and the patrolling hunter killers off NW Portugal, sweet.

There are so many great things in this mod it is hard to list them and fortunately the worst thing was easily replaced, the RND. Replacing the RND file automatically corrects all the wrong dates for escorts which are way off (There were no Flower or Hunt classes until early summer 1940!)

............
Wulfmann

Wulfmann, can you upload your RND somewhere and post the link here? Sounds most interesting - I'd like to try it.

Thanks man!

.... and regarding the clock ticks from hell - you should open the file \data\Sound\clock.wav with a wave-editor (like Audacity) and reduce volume. Resave as PCM, Freq: 44100, Channels:1, 16 Bit.

vodkajello 04-11-06 01:46 PM

Quote:

Originally Posted by snakech
hello @all
is its possible to became back the color of the contacts on the map, (green, red and black), now they all black.
thank in advance
snakech

solved

How did you fix this?

vodkajello 04-11-06 01:50 PM

Quote:

Originally Posted by VON_CAPO
I want to share my experience about the deck gun and a fishing boat.
After 47 shells and more than 200 shoots from the flak gun, I got just a little fire on board of it.
So, I decided to use the "Run Into It" method. It sunk instantly.
Damage to my Boat = none.


With the fix that brought the deckgun ammo and firing reload times back to stock a fishing boat is totally easy to kill with the gun.

I did one last night. It took about 20 shells I'd say.

So use this patch:
http://files.filefront.com/Stock_Gun.../fileinfo.html


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