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

d@rk51d3 03-25-25 12:44 AM

Quote:

Originally Posted by Archive1 (Post 2950423)


I have yet to find an F1 chart for all the commands. Have I missed something?
-==Archive1=-

There isn't one.

I think there was a PDF that listed them all. Located in the installation folder I think.

propbeanie 03-25-25 09:18 AM

Quote:

Originally Posted by Archive1 (Post 2950423)
...
I have yet to find an F1 chart for all the commands. Have I missed something?

When in the boat in the game, press the F1 key for "Help", and the chart is in there. It is NOT a complete list. A bigger shoehorn is needed to get the missing keypress combinations in the file...

CaptBones 03-25-25 10:05 AM

My fear realized...
 
Quote:

Originally Posted by propbeanie (Post 2950411)
Nip file not liking your set-up?? It was created on a similar machine though. One previous user reported issue with it, and you would be the 2nd - if that's what it is, though I doubt it. The nip would impact more than that particular single mission. :hmmm:

Thanks again propbeanie. What I was apprehensive about did materialize. I started a career in Kiel on 1 August, in Type IIA U-6. All went well transiting through the Kanal until I was at TC 64 and decided to go from the nav chart to the bridge to look around and...CTD.

Started over with new boat, U-2, same crew of course, and going well until entering the Kanal at TC 8 and decided to go from the nav chart to crew management and move the guys in the torpedo room to crew quarters to keep them rested and fresh to relieve the watch later on...CTD.

Then decided to try to start a career in 7th Flotilla, U-53. All went well getting underway, until I went to the nav chart to set some waypoints for exit to the Baltic. Set the waypoints, navigator acknowledged, and I clicked on the conning tower to go up and look around...CTD.

So, maybe it's a nip-file conflict as you surmised. I guess maybe I'll have to uninstall the whole thing and re-install but w/o the Profile Inspector and nip file? Any suggestions would be appreciated.

BTW, going to try to start a career on the old Area 51/Win7 machine and see what happens. I've still got GWX Gold/SH3CDR working on that machine and I'm currently running a career in LSH3/SH3 CDR there; maybe I'll have better luck with KCE on that rig.

Kal_Maximus_U669 03-25-25 04:46 PM

Capitaine Bones ctd...
 
I find your problems strange... you have a war machine...
Personally, I have no CTDs to complain about... the mod is very stable, the Nvidia NIP installed, etc.
I have an ALIENWARE laptop... very good configuration with Windows 11. I'll try it this weekend... I use it very little, it will be an opportunity to dust it off...
Personally, I think the Kpt Lehmann Team has done a remarkable job... I've already tried to fault this mod... I can guarantee you... It holds up very well.
Time compression can be a factor in CTDs, especially when exiting or entering the port. I recommend not exceeding x16 to x32...
Another thing, if you play missions, I recommend doing a dedicated install so as not to impact your campaign.:arrgh!:

propbeanie 03-25-25 10:58 PM

Quote:

Originally Posted by CaptBones (Post 2950483)
Thanks again propbeanie. What I was apprehensive about did materialize...

I have the modded game running on a Core 2 quad 9550 with 8gig RAM, a 2TB 7200rpm HD, and an nVidia 560Ti - nary a hitch. It takes about 7:30 to load a 1944 Brest start, which is the toughest of the tough to get going in SH3, but it runs fine, and I have no issues. One thing I don't do is 64x TC in the canal, even when I've zoomed all the way in to set my waypoints. In most places, the canal is only 200m across. You usually have a tough time getting over 4x TC in there because of land proximity. I can only hazard a guess at what you're doing, but check the SysTray for too many background apps, especially 32-bit 'helper' apps. You do not need all of the Dell stuff running when doing SH. Do NOT shell-out to Windows while running the game, and do not add to or subtract from the game configuration, unless you know what you are doing. I have watched Wolfpack345 stream - that's LIVE stream - the KC modded game twice, and the 'strangest' thing he had was a damaged, burning ship encounter (a neutral) in the Irish Sea in 6ms winds, which is not that unusual in SH3... how you are getting CTDs, especially early war in a Type II is beyond my comprehension. That is the lightest load of the game. Again, run JSGME, choose "Tasks...", then "Export activated mods list to..." and then either "Clipboard" to paste the info right away, or "Text file" to copy and paste later into your next post.

Raf1394 03-26-25 01:22 AM

Maybe a stupid question, but are there "hedgehogs" as enemy weapons in the GWX mod?

I never really searched it up. Allied hedgehogs were pretty effective against uboats (late war)

Depth charges were dangerous too. But hedgehogs were effective too.

blackswan40 03-26-25 08:47 AM

Hi Raf1394 Hedgehog Launchers are present in GWX and GWX KC from 1943 onwards.
In the early days of the battle of the Atlantic escorts would loose asdic contact
of a Uboat as they closed and passed over the Uboat the Hedgehog was a game changer
a forward firing anti Uboat weapon with contact fuses unlike Depth Charges that exploded
when at a certain depth escorts would know if they had got a good hit on a
Uboat because as the Escort passed over the Uboat the escorts bow would be lifted out
of the water as a result of the uboat breaking up and escaping air from the Uboat.
in GWX KC the escorts are like blood hounds on steroids and they share
info on your location pinpointing your Uboat like the escorts did in the battle
of the Atlantic.
If you ever find yourself in this situation go hard to port at flank speed
turning to starboard would be a bad call because the other escort would turn
on to you at speed and give a ten charge pattern B for Baker ouch even more
so if you already have flooding and need time to repair your damages.

https://www.subsim.com/radioroom/pic...ictureid=13710

GWX KC

https://www.subsim.com/radioroom/pic...ictureid=13711

The World at War Documentary Series maybe over 50 years old but still Great full of
insight the men the tactics and inovations a very good watch

Wolf Packs

https://www.dailymotion.com/video/x3p7bjc

CaptBones 03-26-25 10:44 AM

Quote:

Originally Posted by propbeanie (Post 2950564)
I have the modded game running on a Core 2 quad 9550 with 8gig RAM, a 2TB 7200rpm HD, and an nVidia 560Ti - nary a hitch. It takes about 7:30 to load a 1944 Brest start, which is the toughest of the tough to get going in SH3, but it runs fine, and I have no issues. One thing I don't do is 64x TC in the canal, even when I've zoomed all the way in to set my waypoints. In most places, the canal is only 200m across. You usually have a tough time getting over 4x TC in there because of land proximity. I can only hazard a guess at what you're doing, but check the SysTray for too many background apps, especially 32-bit 'helper' apps. You do not need all of the Dell stuff running when doing SH. Do NOT shell-out to Windows while running the game, and do not add to or subtract from the game configuration, unless you know what you are doing. I have watched Wolfpack345 stream - that's LIVE stream - the KC modded game twice, and the 'strangest' thing he had was a damaged, burning ship encounter (a neutral) in the Irish Sea in 6ms winds, which is not that unusual in SH3... how you are getting CTDs, especially early war in a Type II is beyond my comprehension. That is the lightest load of the game. Again, run JSGME, choose "Tasks...", then "Export activated mods list to..." and then either "Clipboard" to paste the info right away, or "Text file" to copy and paste later into your next post.

Thanks again shipmate. I'm thinking it's the TC in the Kanal that crashed the "Kiel" career starts, I use the Navigator's "Kiel outbound" way point plot instead of plotting the course myself and it does result in "automatic" reduction of the TC most of the way through the Kanal. But as you say, 64X is still a little too much. It might also explain the CTD in the 7th Flot career start, I was also at 64X TC approaching Pillau, when I clicked on the conning tower and the crash happened. But that doesn't explain the "Barham" CTD's while the mission is still loading.

I haven't done any of the packaged MODs through JSGME, yet, and haven't made any changes to h.sie options either. I don't touch anything other than the game's interface objects and controls while running the game. But I do have all those "helper" apps running and will definitely try to shut them down...permanently if possible. I use an old app called "Game Booster" on my Area 51/Win7 machine and it does stop all of the unwanted background "junk" when I run my games and sims...flight sims, RR sims and subsims.

Well, I haven't tried to run a KCE career on the old machine yet. As I mentioned, I did all of the Naval Academy Exam missions and both the "Barham" and Courageous" without any problems. We'll see what happens.

CaptBones 03-26-25 10:57 AM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2950546)
I find your problems strange... you have a war machine...
Personally, I have no CTDs to complain about... the mod is very stable, the Nvidia NIP installed, etc.
I have an ALIENWARE laptop... very good configuration with Windows 11. I'll try it this weekend... I use it very little, it will be an opportunity to dust it off...
Personally, I think the Kpt Lehmann Team has done a remarkable job... I've already tried to fault this mod... I can guarantee you... It holds up very well.
Time compression can be a factor in CTDs, especially when exiting or entering the port. I recommend not exceeding x16 to x32...
Another thing, if you play missions, I recommend doing a dedicated install so as not to impact your campaign.:arrgh!:

Thank you Kal_Max...you and propbeanie both mention the TC situation and that will be something that I am more careful of in the future. You also mentioned something that I had read or heard of a long time ago, regarding playing both Single Missions and Careers in the same game installation. I need to go back to my LSH3 installation and read the "Manual". IIRC, it specifically instructs users to do exactly what you wrote...a separate installation for running the Single Missions. That might be a good practice for any "megamod", including KCE as well...worth trying it out that way. :up:

Raf1394 03-26-25 01:53 PM

Quote:

Originally Posted by blackswan40 (Post 2950587)
Hi Raf1394 Hedgehog Launchers are present in GWX and GWX KC from 1943 onwards.
In the early days of the battle of the Atlantic escorts would loose asdic contact
of a Uboat as they closed and passed over the Uboat the Hedgehog was a game changer
a forward firing anti Uboat weapon with contact fuses unlike Depth Charges that exploded
when at a certain depth escorts would know if they had got a good hit on a
Uboat because as the Escort passed over the Uboat the escorts bow would be lifted out
of the water as a result of the uboat breaking up and escaping air from the Uboat.
in GWX KC the escorts are like blood hounds on steroids and they share
info on your location pinpointing your Uboat like the escorts did in the battle
of the Atlantic.
If you ever find yourself in this situation go hard to port at flank speed
turning to starboard would be a bad call because the other escort would turn
on to you at speed and give a ten charge pattern B for Baker ouch even more
so if you already have flooding and need time to repair your damages.

https://www.subsim.com/radioroom/pic...ictureid=13710

GWX KC

https://www.subsim.com/radioroom/pic...ictureid=13711

The World at War Documentary Series maybe over 50 years old but still Great full of
insight the men the tactics and inovations a very good watch

Wolf Packs

https://www.dailymotion.com/video/x3p7bjc

Thank you very much Blackswan :up:

amethystzhou 03-28-25 03:04 AM

I'm having some trouble getting this to work with widescreen. Here's what I have tried so far:


I have the Steam version of the game, which is installed in the Steam directory. I downloaded the GWX KC file from this thread and installed following the instruction (unzipped to a separate folder and changed the compatibility settings). I also changed the nVIDIA profile using the tool and the .nip file. When I launched the game, it's in Windowed mode in 1024x768 resolution and the main menu is cropped so I can't see the "settings" button.


I then tried to install the ARB WideGUI mod, following its instruction from the thread. I patched sh3.exe with the TychoSH3 patch, installed and enabled TychoPatch via JSGME. Then installed the main files from ARB. But it seems to do nothing, and the game still launches in Windowed 1024x768. I tried installing the ARB mod by copying the files to the game folder and overwriting existing files, which didn't work. I deleted everything and installed ARB as a JSGME mod the second time, which also didn't work.


I'm on Windows 10. Does anyone know what I'm doing wrong? How do I get HD or widescreen to work on GWX KC? Thank you very much!

Screenshots:

Cropped main menu in a 1024x768 window

If I edit the resolution in "d3d9.ini" to 1024x768 the main menu works

propbeanie 03-28-25 06:21 AM

It doesn't matter which version of the base SH3 game you have, so long as your computer has the required Windows Registry entries and the DirectXv9.0c dll and codec files. After downloading the mod, put the 7z file inside a game folder / directory (it is advisable to not put the 7z file in the 'root' of a drive), such as (example) "C:\MyGames \GWX-Knights Cross Edition v1.0.7z" and extract it there. You should end up with a folder structure "C:\MyGames \GWX-Knights Cross Edition v1.0 \..." Do NOT put the modded game in any Program Files folder, including the Steam Library folder on your C: drive, unless it is outside of Program Files.

Once you have the modded game extract, set the "Compatibility" tab's settings on the "Properties" dialog of the SH3.exe file to match what your computer needs. On one of my computers, I only have it running under Windows 7 compatibility and "Run as administrator. On the other computer, I have those two plus "Disable fullscreen optimizations" and "Change high DPI settings" button properties page set to "... override" and "Application". These are computer and hardware dependent. After that, run the game.

Do NOT change the SH3.exe file in any other way. The H.sie and other patches are already applied. If you attempt to add the Stiebler 'fixes', you must rebuild the whole thing from a stock SH3.exe. Do not attempt any memory management applet, such as 4Gig Patch, because it is already set on the SH3.exe file by the H.sie 'fixes'. Do not attempt to add a different WS GUI, else you will trash practically the entire UI that VikingGrandad built, and potentially add CTD issues. Do not edit the d3d.ini either. It is set for the dll file included. SH3 is an OLD game, and you cannot easily change the screen resolution for it without deep knowledge and proper tools. It is for 1920x1080 and that's it. You can run it on a higher resolution system, but not lower... There are other, numerous warnings. Just unzip the game, set the compatibility for your computer, clear the Save folder or make a new one with MultiSH3 (in the game folder), and run the game. No user surgery required other than that. :salute:

Ktl_KUrtz 03-28-25 07:01 AM

:Kaleun_Cheers:
KUrtz

amethystzhou 03-28-25 08:13 AM

Quote:

Originally Posted by propbeanie (Post 2950884)
It doesn't matter which version of the base SH3 game you have, so long as your computer has the required Windows Registry entries and the DirectXv9.0c dll and codec files. After downloading the mod, put the 7z file inside a game folder / directory (it is advisable to not put the 7z file in the 'root' of a drive), such as (example) "C:\MyGames \GWX-Knights Cross Edition v1.0.7z" and extract it there. You should end up with a folder structure "C:\MyGames \GWX-Knights Cross Edition v1.0 \..." Do NOT put the modded game in any Program Files folder, including the Steam Library folder on your C: drive, unless it is outside of Program Files.

Once you have the modded game extract, set the "Compatibility" tab's settings on the "Properties" dialog of the SH3.exe file to match what your computer needs. On one of my computers, I only have it running under Windows 7 compatibility and "Run as administrator. On the other computer, I have those two plus "Disable fullscreen optimizations" and "Change high DPI settings" button properties page set to "... override" and "Application". These are computer and hardware dependent. After that, run the game.

Do NOT change the SH3.exe file in any other way. The H.sie and other patches are already applied. If you attempt to add the Stiebler 'fixes', you must rebuild the whole thing from a stock SH3.exe. Do not attempt any memory management applet, such as 4Gig Patch, because it is already set on the SH3.exe file by the H.sie 'fixes'. Do not attempt to add a different WS GUI, else you will trash practically the entire UI that VikingGrandad built, and potentially add CTD issues. Do not edit the d3d.ini either. It is set for the dll file included. SH3 is an OLD game, and you cannot easily change the screen resolution for it without deep knowledge and proper tools. It is for 1920x1080 and that's it. You can run it on a higher resolution system, but not lower... There are other, numerous warnings. Just unzip the game, set the compatibility for your computer, clear the Save folder or make a new one with MultiSH3 (in the game folder), and run the game. No user surgery required other than that. :salute:




Thank you for your help! I was able to resolve the problem. I launched the vanilla SH3 from the Steam installation, which created the /Documents/SH3 folder. I didn't change this in MultiSH3.exe and that caused the resolution problem. I created new dedicated save folder for GWX in MultiSH3 and that fixed it.

Archive1 03-28-25 10:44 PM

Propbeanie:
You are correct. I just started pressing F1 for each screen and there it was. Would be nice to be able to Ctrl+C and copy it to a Word-type file to print out. There are some differences there from other lists I have. Need to accommodate. What's new, eh?

I'm going to bring up something that may raise some hackles for (at least) the developers...and I hope that it is not taken as some criticism of their work, which I admire.

In SH3 and in LSH3 contacted ships are color-coded upon contact: Red, Blue, Green - obviously Red for enemy ships, Green for friendly and Blue for neutral...I believe that is correct. Here that is not done - all are uniformly grey/black. Of course, this coding would not be available to any 1939-1945 Keleun on patrol...and I do not want an arcade game, but...Using F12 and soaring away like a drone to close the target and identifying the flag of the contact and then returning to the sub to set-up one's attack is equally not "realistic" - but then it is a game, not real life. Not spending time identifying the flag of the target and spending more time on strategy appeals to me most. Can this contact color be a modification for the user to activate or not?

There I've said it...now let the attacks commence!
-=Archive1 :Kaleun_Cheers:


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