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

sixfingers 05-22-06 09:11 AM

Quote:

1. Will there be any future updates that include 1 degree intervals on the periscope/UZO? If not, is there a mod which can be used in unison with gw that would add that?

I dont know what you mean with this 1° interval, but im sure others do.

I mean, currently when looking through the periscope or UZO you see the bearing in 5 degree intervals example....

360 | 10 | 20 | 30



1 degree intervals would look more like....

360....|....10....|....20....|....30

Just allows you to be more accurate. Are there any mods that will do this that can be used with GW, or will you guys be adding this at some point?



Quote:

2. I'm not clear on the radio messages I sometimes receive giving four digit coordinates. I know there were a few messages somewhere in this enormous thread discussing it, but I just didn't understand. Could anyone clarify how those work.

Do you mean something like "Position BE2412"? Well, in SH3 theres just the simple version of this great system. the last both numbers are a new area inside the BE24... understand? hard to explain with my poor english (i hope you was talking about that...)


Yes thats what I mean! Still not sure how to equate those in the game however.



Quote:

b. Also, on the same topic, I was given orders during a patrol to attack in "area B", while other U-boat's were given different letters for areas to attack. How do I determine where these areas are? Where is area B....lol


Messages of this kind are original messages from the war, but it dont happen in sh3, or is relevant for the game, so dont listen. its just for athmosphere, so that youre not so lonely anymore

I see....and here I was pulling my hair out looking for area B.....lol




Thanks for taking time to answer these!

Nippelspanner 05-22-06 09:50 AM

Quote:

Originally Posted by sixfingers
Quote:

1. Will there be any future updates that include 1 degree intervals on the periscope/UZO? If not, is there a mod which can be used in unison with gw that would add that?

I dont know what you mean with this 1° interval, but im sure others do.

I mean, currently when looking through the periscope or UZO you see the bearing in 5 degree intervals example....

360 | 10 | 20 | 30



1 degree intervals would look more like....

360....|....10....|....20....|....30

Just allows you to be more accurate. Are there any mods that will do this that can be used with GW, or will you guys be adding this at some point?



Quote:

2. I'm not clear on the radio messages I sometimes receive giving four digit coordinates. I know there were a few messages somewhere in this enormous thread discussing it, but I just didn't understand. Could anyone clarify how those work.

Do you mean something like "Position BE2412"? Well, in SH3 theres just the simple version of this great system. the last both numbers are a new area inside the BE24... understand? hard to explain with my poor english (i hope you was talking about that...)


Yes thats what I mean! Still not sure how to equate those in the game however.



Quote:

b. Also, on the same topic, I was given orders during a patrol to attack in "area B", while other U-boat's were given different letters for areas to attack. How do I determine where these areas are? Where is area B....lol


Messages of this kind are original messages from the war, but it dont happen in sh3, or is relevant for the game, so dont listen. its just for athmosphere, so that youre not so lonely anymore

I see....and here I was pulling my hair out looking for area B.....lol




Thanks for taking time to answer these!

1. Maybe, would be a nice idea. but i would prefer a "original" periscope, how was it at the original periscopes, anyone knows that?

2. it doesnt matter for the game too, because it only use 2, not 4 numbers... too bad, i know...

Quote:

Thanks for taking time to answer these!
youre welcome ;)

PULSEOX 05-22-06 05:58 PM

great mod!
 
Add me to the ranks of those who had stopped playing SH3 and was just waiting for SH4 to be released. After I received a email update from SUBSIM I browsed the forum and became curious as to what Greywolves was all about.
All I can say is "Magnificent!" My hat's off to all you guys for the time and effort you put into this-it really is a "work of art."
Our community is very lucky to have such talented folks always improving on things. Thanks to all of you!

I have one question-as I'm truly a "grey" wolf (58)-I find the new guages, compass, etc so very small and hard to read. Is there a mod anyone knows of that is compatible with GW that would help me without messing anything up? Thanks!

Pulseox-San Diego, CA

Umfuld 05-22-06 06:16 PM

I'm new to GW and like it as well. I'll have to read this thread sometime. 30+ pages, hmmm, maybe later. I'm sure a lot of questions I have are in here though, so I should.

Overall I'm like a kid in a candy store, as this is my first use of any mods on any game. Great stuff. Like I said, I should take the time and read up on it, but I'm enjoying playing too much right now.

Har har. Hee hee.

U-Bones 05-23-06 11:06 PM

I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...

U-Bones 05-24-06 07:11 PM

Quote:

Originally Posted by U-Bones
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...


While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this.

Kpt. Lehmann 05-24-06 09:22 PM

Quote:

Originally Posted by U-Bones
Quote:

Originally Posted by U-Bones
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...


While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this.

The first part of what you are referring to has come to be known as the "Vampire Night Vision" buglet in SH3. It is difficult to get correct night-time visual spotting/tracking behavior without screwing up the daytime aspects of the same.

Months ago there was a 22+ page thread dealing with this and we took what we learned from that and applied it in a conservative fashion. There ARE improvements in this area in GW over stock... but we do not consider it a closed chapter.

Regarding sensor modifications... I am going to go with the short answer. We went with the best information available at the time of release... and this is also not a closed chapter.

Getting accurate results in these areas is difficult because of inconsistent test data... and the "cascade effect".... When you fix one thing... you risk breaking another in the process.

Then again... we aren't done!

U-Bones 05-24-06 09:52 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by U-Bones
Quote:

Originally Posted by U-Bones
I have tired of having my crew spot ships at night that I simply can NOT see. For starters, they are spotting at the same range that they do in the day. I am using GW 1.1 16K light version. What I am noticing is that all implementation of 16k atmosphere that i have looked at basically doubled the light factor over stock .8 in cfg/sensors.cfg
Visual light factor =1.6 ;1.5

There is a lot I do not know about this, but this is what I found by tinkering...

raising to 3.0 basically was no change. night spotters see ships at 17k
dropping to .3 was better - night spoting dropped to 5-8K in a very limited test, but once spotted, they can be locked/tracked out to 12k or so.

Due to the way these several 16k packages are commenting sensors.cfg, and the values that were commented out - I strongly suspect they are all clones.

Can anyone shed light on what the reasoning for 1.6 is, and why the factor should not be less than 1, and in fact exactly what setting these factors modify. I assume it is a bit in library/sensors.dat...

I appreciate any light that can be shed on this !
-------
Edit - Further testing at a still lower .25 and i just spotted a pitch black swann at 14k ;( now I am even more confused...


While I am on this topic, why is sensors.cfg identical even in the default 8k version ? (as opposed to being left at default) I was suprised to see this. I guess there is a lot I don't understand - still hoping someone can enlighten me on this.

The first part of what you are referring to has come to be known as the "Vampire Night Vision" buglet in SH3. It is difficult to get correct night-time visual spotting/tracking behavior without screwing up the daytime aspects of the same.

Months ago there was a 22+ page thread dealing with this and we took what we learned from that and applied it in a conservative fashion. There ARE improvements in this area in GW over stock... but we do not consider it a closed chapter.

Regarding sensor modifications... I am going to go with the short answer. We went with the best information available at the time of release... and this is also not a closed chapter.

Getting accurate results in these areas is difficult because of inconsistent test data... and the "cascade effect".... When you fix one thing... you risk breaking another in the process.

Then again... we aren't done!

OK I can accept that, and would actually kill for a search feature that was semi useful. Also please note that the .25 above was NOT active, and I was mistaken. I am actually getting good and consistant results with .25 on light and am thinking about using .15 next patrol. At .25 I am night spotting at 5k-9k and losing at 10-11k. A little closer in and I can actually see wake and such myself, so .15 is next.

On another note, I am STILL noting a total lack of aircraft in 1.1- I just lapped Ireland on the surface as much as possible at 256 and not even a sniff. Every radar emission was ship borne. This was Apr 43. This has been ongoing for weeks.

Kpt. Lehmann 05-24-06 10:24 PM

The GW mod has not modified the number of airbases in the vicinity of Ireland from stock.

Even using 256x TC can reduce the number of AC contacts you may have.

Though it cannot be completely attributed to the GW mod, we did reduce the probabilities of airstrikes against the player via the Airstrike Cfg.

When you combine the computational challenges presented to the SH3 engine during the use of TC... and bad luck... you get few AC contacts.

We are going to raise the probabilities in our next evolution.

However, in the Bay of Biscay... I'd be ready to crash dive in a heartbeat if I were you.

If you aren't happy with the current arrangement, you might compare the stock Airstrike Cfg and go with something in the middle.

Without re-writing every airbase in the region... this is the only real option available.

U-Bones 05-24-06 10:28 PM

Quote:

Originally Posted by Kpt. Lehmann
The GW mod has not modified the number of airbases in the vicinity of Ireland from stock.

Even using 256x TC can reduce the number of AC contacts you may have.

Though it cannot be completely attributed to the GW mod, we did reduce the probabilities of airstrikes against the player via the Airstrike Cfg.

When you combine the computational challenges presented to the SH3 engine during the use of TC... and bad luck... you get few AC contacts.

We are going to raise the probabilities in our next evolution.

However, in the Bay of Biscay... I'd be ready to crash dive in a heartbeat if I were you.

If you aren't happy with the current arrangement, you might compare the stock Airstrike Cfg and go with something in the middle.

Without re-writing every airbase in the region... this is the only real option available.

Thank you, I will look in the cfg - I was thinking this was entirely in Campaigne.
Edit: The original airstrike.cfg resulted in the immediate and dramatic re-appearance of the RAF. I applaude the upcoming adjustment and appreciate the help.

Syxx_Killer 05-27-06 05:52 PM

I've got SH3 Mini Tweaker and recently downloaded SH3 Color Inspector V2. I was wondering, which file do I need to change in order to decrease the murkiness? Which one of those would make it easier to change the murkiness? I think I like a little more clarity for just messing around with the camera under water. :-j

JScones 05-27-06 06:20 PM

Quote:

Originally Posted by Syxx_Killer
I've got SH3 Mini Tweaker and recently downloaded SH3 Color Inspector V2. I was wondering, which file do I need to change in order to decrease the murkiness? Which one of those would make it easier to change the murkiness? I think I like a little more clarity for just messing around with the camera under water. :-j

If you use SH3Cmdr, just set the water density to 20. That should be enough for what you want to do.

Otherwise, in scene.dat, change the "UnderwaterFogEnd(Fog)" entry to a value between 1 (opaque) and 20 (transparent).

There are other fancier methods (like changing colours and such), but you may be happy with this quick fix.

Syxx_Killer 05-27-06 06:38 PM

Thanks, JScones. That's what I was after. :up: :up:

likif 05-27-06 10:20 PM

Beautiful mod, thanks.

I have the 'screeching' problem, though I would prefer to call it a looping problem. I have noticed it starts only when I use time compression while submerged. Quite quickly, one of the new hull pressure sounds starts looping, and I have to save and reload to get rid of it, which takes oodles of time on my PC.

Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. etc.

I have a separate sound card, a good one. Don't think it's hardware, since I never had this problem with stock SH3 or any other massive mod.

gouldjg 05-28-06 04:34 AM

Quote:

Originally Posted by likif
Beautiful mod, thanks.

I have the 'screeching' problem, though I would prefer to call it a looping problem. I have noticed it starts only when I use time compression while submerged. Quite quickly, one of the new hull pressure sounds starts looping, and I have to save and reload to get rid of it, which takes oodles of time on my PC.

Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. Krrrr-ga-chnk. etc.

I have a separate sound card, a good one. Don't think it's hardware, since I never had this problem with stock SH3 or any other massive mod.

Yep I have the same,

In next update I suspect this will be looked at in next version/update.

Possible short term solution I did

In the sounds folder, I have replaced all the creeks_level sound files with the defaults from stock and problem went away. I have soundblaster audioligy but also have onboard sound card.

Some of us get it and some do not.

Just shout if you have problems replacing files, I sometimes presume we all know what to do


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