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

Wulfmann 04-11-06 01:52 PM

G-U, send my a PM with your email add and I will send it to you. You would need the hospital ship.

I tried to PM you but when I send a PM it moves to the outbox but does not show up in the sent box.
Is their a problem with PMs or mine in particular???

Wulfmann

snakech 04-11-06 01:57 PM

Quote:

Originally Posted by vodkajello
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?

its not the perfect solution, but its works ok http://www.subsim.com/phpBB/viewtopi...r=asc&start=25 scroll down to the last post.

Georg_Unterberg 04-11-06 02:12 PM

@ Wulfmann

I got your PM, please check your inbox!
:)

vodkajello 04-11-06 04:27 PM

Pre made fix for the loud clock ticks is up at u-boot.realsimulation.com in the GW section of SH3 downloads.

Wulfmann 04-11-06 05:02 PM

Quote:

Originally Posted by vodkajello
Pre made fix for the loud clock ticks is up at u-boot.realsimulation.com in the GW section of SH3 downloads.

Thanks V, I thought I was going to have to track down the alligator and kill it!

I should add regarding my RND statements that GW did most of their work to improve play in the SCR.mis files which have some super modding and very nicely done.

Wulfmann

Kpt. Lehmann 04-11-06 07:37 PM

Quote:

Originally Posted by Wulfmann
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

Regarding the GW RND file... "Weak" compared to what? Compared to stock it is anything but weak and includes the improvements made by JasonB885 just prior to his returning to modding and updating of the same file.

True, most of the energy in modding the campaign files went to the SCR layer, but the GW RND file was anything but left out. The GW RND file is key to the improvement of many of GW's improvements in the Western regions of the SH3 map.

Regarding the RND layer you speak of, why don't you upload it and post it for all to see.

From the GW v1.0 readme: (Rubini's notes)

"3. We now have a completely new campaign in place for the Americas and Africa's Atlantic coast. This includes new random ships and convoys, many new ports, traffic, and allied patrols. No more empty western and South Atlantic scenarios! Your long range patrols (maybe with milk cows resupply's) will be now be much more fun! Obviously with attention to historical accuracy. OPERATION DRUMBEAT IS ALIVE!!!

4. We also now have a completely reworked Mediterranean campaign with exclusive Italian warships. The new Italian forces include a battleship, heavy cruiser, and light cruiser (these are only clones..for now) These are included on the Random and Scripted Italian campaign and a new exclusive Italian unit: MAS torpedo boat (thanks NoLine!).

8. I made many additions and adjustments in the RND layer to make a better game experience... all the while being historically minded. Spawn probabilities were raised in some empty areas like South America, Africa, the Atlantic Coast, and the Gulf of Mexico. NOTE! Radio report probabilities weren't touched, so hydrophone checks will be needed. I also double checked all the new port traffic and defences in order to not blockade potential random groups.

Regarding the Corvette appearing too early. I will check into that.

Regarding depth/sea-keeping qualities... the GW team has done nothing to mod the sea-keeping qualities of a U-Boat at periscope depth. In rough sea-states near the surface though you will be influenced by wave action as in stock SH3.

Regarding the "enemies being pansies"... underestimate them at your own peril in GW. Their aggressiveness, especially late in the war, is greatly improved over Stock SH3 and the old laser guided DC's are a thing of the past. (All evidence is pointing to confirmation that we nailed these issues.)

To be crystal clear, I am not offended by your statements and accept them as constructive criticism... and your opinion.

I am however glad that you are enjoying The Grey Wolves Supermod freeware file package.

To all a reminder! Permission is NOT GRANTED to use any file or part of a file in The Grey Wolves Supermod for works yielding profit.

That is all.

zzsteven 04-11-06 07:49 PM

Needed: The amibient sounds of the crew transfering external torpedoes while up on the bridge.

Did first xfer at 0kts, usually do at 1-2kts, and it was so peaceful listening to the waves lap at the side of the boat. One could forget there was a war going on somewhere. Almost fell asleep listening to the waves. :lol:

zz

Kpt. Lehmann 04-11-06 07:57 PM

Quote:

Originally Posted by zzsteven
Needed: The amibient sounds of the crew transfering external torpedoes while up on the bridge.

Did first xfer at 0kts, usually do at 1-2kts, and it was so peaceful listening to the waves lap at the side of the boat. One could forget there was a war going on somewhere. Almost fell asleep listening to the waves. :lol:

zz

When you figure out how to add new sounds PLEEEZZZZZ let me know... there's lots of stuff I'd like to add that is broken or absent altogether in stock SH3.... like the sound of torpedos being transferred from the sea-deck to the torp rooms.

Regarding the changes in the "ambience" of stock SH3 made by GW... I STILL can't believe how much better things are... and this is going to get even better as we smooth the rough edges.

zzsteven 04-11-06 08:04 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by zzsteven
Needed: The amibient sounds of the crew transfering external torpedoes while up on the bridge.

Did first xfer at 0kts, usually do at 1-2kts, and it was so peaceful listening to the waves lap at the side of the boat. One could forget there was a war going on somewhere. Almost fell asleep listening to the waves. :lol:

zz

When you figure out how to add new sounds PLEEEZZZZZ let me know... there's lots of stuff I'd like to add that is broken or absent altogether in stock SH3.... like the sound of torpedos being transferred from the sea-deck to the torp rooms.

Regarding the changes in the "ambience" of stock SH3 made by GW... I STILL can't believe how much better things are... and this is going to get even better as we smooth the rough edges.

Forgot about that. :(

zz

Kpt. Lehmann 04-11-06 08:22 PM

Quote:

Originally Posted by zzsteven
Forgot about that. :(

zz

Oh come on now! There is only 8 jillion things to remember! :P

panthercules 04-11-06 08:50 PM

Quote:

Originally Posted by Kpt. Lehmann
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.

I was afraid there might be something like this going on in SH3, sorta like the AI planes and flak gunners seeing through clouds in the IL-2 series (probably the one greatest flaw in an otherwise awesome single-player experience, IMHO), although I must say that until this first patrol with GW I haven't really experienced any problem with the escorts in this regard (but maybe that was just because they were ignoring me in general?, or more likely because I usually don't try to attack convoys in the fog ever since a C3 almost rammed me in my first attempt all those months ago).


The weather finally broke last night, and I was able to attack the convoy in short-range vis (4,000m) - since it was daylight I decided to submerge at max visible range, so the escorts did not appear to see me and I was able to get off 3 torps (sank a C2, hit something else with no major effect, and missed with one) before the flanking escort drew a bead on me and I dove under the convoy to try to escape. After about an hour or so of fairly determined (though not very effective) depth charging by a couple of the escorts, I managed to sneak away and am shadowing the convoy again, hoping for one last shot at it with my few remaining torps.

BTW - I've seen some posts above about some possible problems with the 16km mod, but I'm using the 16km dark version with GW with no apparent problems that I know of at least, and really liking it, so I hope you can keep it in GW going forward.

Thanks to you and the whole GW team for all this great work :up:

VON_CAPO 04-11-06 09:31 PM

Quote:

Originally Posted by vodkajello
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

Thank you. :rock: :rock: :rock:

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

Quote:

Originally Posted by Kpt. Lehmann
Quit picking on fishing boats youuuuu!!! :stare:


WhiteW0lf 04-11-06 11:32 PM

Some problems I see playing GW for the first time are:

1. Little metal piece at the top of the screen on every screen, what the hell is that?

2. 3D outside deck of the conning tower you are too high compared to the watch crew members and you can also do flips which will make you too low.

3. Lame ya sound from ONE guy when you hit a target.

4. Need to add the Merchant Variety pack to the mod to add more varitety to the surface vessels.

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

Quote:

Originally Posted by WhiteW0lf
Some problems I see playing GW for the first time are:

1. Little metal piece at the top of the screen on every screen, what the hell is that?

2. 3D outside deck of the conning tower you are too high compared to the watch crew members and you can also do flips which will make you too low.

3. Lame ya sound from ONE guy when you hit a target.

4. Need to add the Merchant Variety pack to the mod to add more varitety to the surface vessels.

1. Its a draggable chronometer... just grab it by clicking on it with your mouse and drag it wherever you want.

2. Don't know what the heck you are talking about

3. It's really a lot better to play GW using German speech

4. Already have


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