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Enjoying your hard work immensely. Don't mind the ticking. Gramaphone selections--great, as is the morse code.
Having a time with a new learning curve--I used to rely on counting rpm to determine speed. Now, all of those rpm's have changed, i.e., a C2 traveling at 9 kn. used to count 32 rpm, now its more like 50 rpm. Whoa!! I'll need a refresher course. best rgds, |
Pentium 3.4 256 6800 Nvidia and 1G RAM. No framerate problems. Using SHIII Commander. Appears very stable.
Kudos to the team. Am very picky what I download and use and spent many online sessions trying to find the mods that didn't download **** onto my computer (some sites gave some unwelcome packages that Spybot and Norton found, thank you very much) so it was with some hesitation that I did the Greywolves right out of the gate. Took some time and had to follow the instructions closely but - no issues, clean and very stable it appears. I am not a techie by any stretch so fully support the modders willing to do this for the community and the uneducated masses like me. I also look down on the Ubisoft's of the world who appear to ignore modders and give support to the likes of X1 instead. With the highest respect, :sunny: |
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Just to get back on topic, I managed to spend a little more time with GW last night - really just enough to clear Lorient and the Bay of Biscay. I love the sound for radio transmissions being received, especially when I'm TC'ing it out toward my patrol zone - it helps me realize something has happened and I've dropped out of TC. And the sounds and sights leaving the harbor, with the sunken ships and the engine and wave noise (much improved) and all, were so cool I actually enjoyed just leaving port again. I did load up the stock sea floor part of the extra mods, which seemed to help with the frame rates near port (I never use external views or look through my scopes underwater, so any sea floor detail is really wasted on me anyway). Again - so far so good both operationally and perception-wise - great job GW team :up: P4 3.2GHz WinXP Pro 2Gig Ram Radeon X800XL 256mb GW 1.0 and Sh3 Commander 2.4, with just my Historic Aces Faces Mod and a few of my other personal small music and sounds added in |
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Anyway, my only "adjustment" to GW was to remove the sea floor textures as I have the external camera off (have since day 1), so couldn't see the rationale in keeping them. Without them my FPS never falls below about 60 at 1024 TC, even near port. So no gripes there. I do have a few little niggles with the highlighting on the main career menu and after patrol screens, but that's about it. I think what impresses me the most is that on first glance Grey Wolves appears very well integrated and robust and would appeal to the masses "straight out of the box". Well done! :up: |
Very nice package, and I tend to hate packages.
P4 2.8 1GB 5600 Nvida Stock Seafloors 16k Light Atmosphere A few personal keybaord and other tweaks, less murky water Negs 1. Tick Toc 2. Some odd internal sounds I havnt pinned down. Maybe lack of sleep involved ;) 3. Camera oddities - occasional off center ship view. 4. General darkness, I have old eyes. Major Pluses 1. NYGM Damage - was actually happy with a personal collection of simple mods based on the NYGM zon files. IMO the most important mod of this game since release. 2. 16k - so much less arcade 3. NO ORANGE NUMBERS (red/green deficient) 4. NO ORANGE NUMBERS !!! 5. Imersion factor is now a factor. 6 Much much more. Outstanding :up: |
Just a slight hijack to mention that I was able to solve the "problem" of getting the stock (unboxed) stopwatch graphic back for the JonZ draggable chrono in Grey Wolves - thanks so much to the GW team for commenting the menu_1024_768.ini file so well that it made this a breeze. Anybody interested in the solution can check out my post in JonZ's thread here:
http://www.subsim.com/phpBB/viewtopi...=475724#475724 And by the way - thanks to whoever it was a few posts back that suggested just lowering the volume of the "clock.wav" file using the Windows soundrecorder applet - sure enough - I had to hit the "reduce volume" menu dropdown item several times before I could really notice the reduction, but doing that several times and then saving it back down was all it took to get rid of the annoying ticking. Awesome work, GW Team :rock: :rock: :rock: |
Big thanks to GW team! :up:
Meanwhile, I have a few questions, and some observation. (played only single missions for about 12 hours) 1. How do I change sub skins back to stock ones? 2. Are there anyways to make waters look less dark and murky without using SH commander? 3. DD's are way too inaccurate DC and guns wise (stock model was just fine for my taste). I just had a running gun battle with 3 battleships(around 2000m range) and some DDs(around400m range) in Barham single mission, and I counted only 4-5 hits on my sub, and it took about 40 min (game time) and 2 rammings for them to finish me. In other missions, DC attacks were pretty inaccurate but when they exploded close enough, damages were too little. (i'm playing with everything on except manual targeting and external view). Other than that, the game looks and sounds like a new game. (though I brought back some sound wavs to suit myself, big engine sound, muzzle flash, etc and got rid of clock.wav - this solved ticking noise) Anyway, big big thanks to GW team! I would've paid for this if I had to. :D |
Just downloaded it last night using utorrent (I like that it didn't install anything else like bit torroent wanted to do). Actually, I started it last night and forgot it was running til I got home tonight so I booted my PC up (had shut it down) and finished downloading while I was watching CSI. :up:
Install was flawless, just as it was detailed in the readme file RTFM! :rock: I installed on a fresh SH3 install. I had NYGM Tonnage installed and others so I renamed my program files\sh3 folder and my dox\sh3 folder to ensure clean files. Booted up the game, ran it, exited, loaded SH3 Commander and got the game rolling. So far, absolutely flawless. The harbor traffic is great except for those damned skimmer captains trying to helm their boat while drunk. I've already had 1 collision and 1 near miss and I was going in a straight line! Patrol was good. Left Kiel in sun and elected to sail around to the north instead of taking the river. I was headed for BF 73? I burned my orders after setting my plot just in case I were to be captured. Lots of radio traffic in the first few days there and finally, after rounding the northern tip, the water was deep enough for some drills. The crew threw themselves in to it and we ran submerged for a while. Surface traffic was non-existant so we porpoised a little bit as we headed for the assigned grid. Hans picked up a sound contact, slow screws, but the weather was very poor, lucky to see 400 meters if anything, so I ordered an intercept and we found it to be a Norwegian fishing trawler. Good excercise for the crew in any case. Proceeded on to the designated grid staying submerged as much as possible to conserve fuel and to keep an ear out. Finally, as we neared the grid, I found another contact which we tracked and found to be a french merchant. Orders were to leave the frogs alone for now so we continued for our patrol. The patrol was uneventful and went very fast. I thought maybe we could pop in on a nearby Englischer town and we cruised past it, looking at their gun emplacements. I'm sure the KdU will be interested in the information. We sailed south, 60% fuel, full load of fish. Finally got a sound contact and tracked it. Weather was clearer, no rain, but choppy seas. Found the contact to be a Large merchant! I estimated it at four and a quarter tons but Helmut, my CO, said it looked closed to 4500. No matter, it was a target and that radio message earlier that warned of the magnetic settings seemed to have been well timed. After a couple hours, we were in position and only 1300 meters off her beam. Schacht, the Weapons Officer, did the math and found a solid solution. My math is very poor and I only glanced at what he had set, hoping he was right but looking as though I were checking the measurements. Opening the doors and firing the fish was a lot louder than I remember in training. Perhaps it was because I wanted to be quiet. Both those fish sailed to the side of that merchant but only one exploded. Damn it! She hardly even slowed. We fired our third and, looking forward to see when another tube would be loaded, I saw that the entire boat as awake. Well, says I, if you're all awake, GO LOAD THE DAMNED FISH! and like lightning, the forward room was filled with men anxious to get a sinking. Somehow, when you're loading, those 8 minutes seem to take 30. We still had a good position so Schacht took my visual sighting and we fired again. A solid hit to her engines! I could hear some crackling, like the sound of ammo exploding. She didn't break up or sink though! Damn it, those English must be using a new alloy. She was slowing though. That must have crippled her. She was dead in the water. The crew cheered, knowing that now it was only a matter of time. I didn't have a good position for another shot, but the merchant wasn't going anywhere fast so I moved to position and fired again. Our last fish was being loaded. Schacht and I had agreed upon a hit just forward of her command deck and that's where it hit. The cargo was aflame! As I watched, she began to list, very slowly. It was obvious she was taking on water but at this rate, her crew could swim to shore before she sank. They might even repair her! This would not do. Wilhelmshaven was only a couple days away. I made the call and we fired our final fish. A hit! Well, it took that damned ship an hour and a half before her decks were awash. We saw the surviving crew in a lifeboat. I suppose that's good; my war is for Germany and killing civilians is not a hero's path. We surfaced after three quarters of an hour and the crew came up to watch the wreck sink. Karl had brought a camera which he passed up to me before running back to the engine room before Iwan clocked him for leaving the engines. All I could do was smile and take a photo. We returned by way of Wilhelmshaven. We only stayed the night so no shore leave; I wanted to get back to Kiel and ride through Kiel on my new BMW R5 while KdU figures out where to send me and my crew next. I think, if they send us towards the Englischers again, we'll travel through the river. I always enjoyed sailing on it as a child. --- Yeah, Grey Wolves. :up: :rock: :arrgh!: :yep: Love the new music too. No Bir Mist Du Schon though. |
Midshipsnake, I'll be back on Monday to address your problems... please re-paste your post on one of the GW technical threads.
Great post Killamon... sounds like everything is working pretty much as intended!!! I'm glad you like it. :rock: :rock: :rock: To all: please remember to post your problems in GW technical help threads. This thread serves to give me an idea of success to problem ratio. Thanks to all who have posted here. I know it might look like a cheerleading thread, but it is yielding other very important information as Cdr Gibs stated earlier here. Cheers all! See you Monday! |
As we discussed in another thread I am enjoying this mod after replacing the seafloor text w/ stock files. I will continue to play it this way until the seafloor patch is up. Good, no, great work on this mod.
Happy to be a GWizzer. |
lol @ G Wizzer :rotfl:
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I do not have this mod installed so I don't have a reference to the loudness of GW. However, the enignes were actually very quiet inside the sub as well as when surfaced. if the engine room doors were closed, the sound of the engines was barely audible throughout the sub and almost silent on the surface. Especially if the hatch was closed. One would be able to tell what speed the engines were set to by the amount of vibration on the bridge more than the actual sound of the engines. If the engine room doors were open then the sound would of course be louder. There are a few quiet scenes in Das Boot were this is noticeable, the diesel sound is just background noise.
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Extraordinary experience - redefines the game
I started my first GW campaign recently in 1939 in a Type IIA out of Kiel. The harbor was bustling, and for the first time, I felt like I was inhabiting a world.
This morning, I made my first attack on a lone British tramp steamer. I have never enjoyed the hunt so much! I felt a thrill unlike even my most successful convoy attacks in my big Type IXD2 with all her torpedoes and power. From nervously trying to I.D. the ship to launching my one eel to the outrageous flames that engulfed her on impact, it was pure joy. The sound of the torpedo leaving the tube was shocking and so much more realistic than the stock game - I was sure they must've heard it in Downing Street! I love everything about this mod; the ticking clock that bothers some others just adds to the tension for me. The very first time I played, I experienced two severe lags, both when I went to targeting optics for the first time. It happened at the UZO and again at periscope. I thought I was frozen, so I brought up the task manager. When I saw that the app was still running, I switched back to it and the problem was gone. I had to do this once for both stations, then it never happened again. My machine is a P-4 2.4 with a gig of RAM and a 256-MB ATI graphics card. I turn off all unnecessary programs and services before I load the game. Questions: I'm playing at 100% realism and I noticed the update map contacts option is selected by default. Is the game intended to be played this way, or should I turn that off? Also, has anyone tried a night surface attack in GW yet? I quit even trying in the unmodded game, as it was nearly impossible to do without getting spotted (truly annoying, since it was, historically, a favored tactic). Thanks to an outstanding team of developers for an outstanding contribution. In my opinion, Grey Wolves is a must-have. :up: |
2nd Patrol U-123
We departed Wilhelmshaven 15 Dec 1939 and headed towards our
assigned patrol grid AN25 at 07:57 hrs The harbor was full of traffic as normal with numerous aircraft patroling the skies. After 2 days cruise we reached our patrol grid at 00:30 Hrs. I ordered a dive to periscope depth to check for any long range hydrophone contacts. The sonar operator called out a contact moving slow at 275 so i surfaced the boat ran towards the bearing for a visual. after a few minutes the WO spoted a Tramp Steamer heading due south. I ploted an intercept course and made flank speed to get in postion on her. 35 minutes later we had made it into position and started a high speed surface torpodeo run at her. We closed to 800 meters at 17 knots, I ordered tube one fired and engines to slow. The steamer crew never saw us! The torpedo found it's mark with a large explosion, but my solution was a bit ahead of where i wished to hit. the steamer was still afloat! I ordered hands to the deck gun for a gunnery engagement. fired 4 shells into her and she started to list hard to port and was getting low by the bow. We watched by the firelight of the steamers cargo as she sliped below the waves. we have resumed our serach pattern looking for more contacts. Overall a excellent Mod! I've noticed most of the bugs/nitpicks already mentioned so i wont restate them. Thanks to the whole team for this beauty |
No Problems what so ever!
Great FPS & no crashes! System: WinXP Pro SP2 AMD 64 4000+ San Diego s939 Asus A8N-SLI Delux Motherboard SATA Maxtor 250 GIG HDD 7200RPM Winfast PX7800GTX 256MB Forceware 84.21 Drivers 2048MB RAM Great MOD guys!!!! :rock: :rock: :rock: :rock: :rock: |
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