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-   -   Grey Wolves Errata Report Thread. (https://www.subsim.com/radioroom/showthread.php?t=90882)

JonZ 03-21-06 06:56 PM

Wasn't this a feature that if you run the game below a certain TC (ie x128), the crew will rest/fatigue?

I did not read the docs but it from GouldGJ, so I assume it the same principle of Hollywood Damage fatigue model.

JCWolf 03-21-06 07:45 PM

Quote:

Originally Posted by JonZ
Wasn't this a feature that if you run the game below a certain TC (ie x128), the crew will rest/fatigue?

I did not read the docs but it from GouldGJ, so I assume it the same principle of Hollywood Damage fatigue model.



:o :o Excuse me???? :o

:o What???? :o

Explain that to me Pls.!!! :damn: :damn: :up:

Kpt. Lehmann 03-21-06 07:58 PM

JC Wolf I have answered your fatigue question in the GW sticky thread page 6 in the mods workshop. :yep:

IMPORTANT!!! :ping:

Also, at 64x TC in GW, crew fatigue and recovery STOPS until below 64x TC again.

vodkajello 03-21-06 08:50 PM

With the GW mod loaded you can't kill the medium cargo ship in the gunnery training course. I emptied my entire payload of 88 ammo into that thing, didn't put him down.

Has the armed trawler 'invincibility' bug been confirmed by a GW dev?

My problem with the low res textures was fixed by redownloading and installing GW over another fresh SH3 install. I don't know how it screwed up the first time. No corrupted zips were reported. So no missing files there! Problem solved.

vodkajello 03-21-06 08:58 PM

K.L. would you like me to keep a tally of unresolved issues from this thread in the first post?

Kpt. Lehmann 03-21-06 10:01 PM

Quote:

Originally Posted by vodkajello
K.L. would you like me to keep a tally of unresolved issues from this thread in the first post?

What I would prefer is a list of resolved problems so we can refer visitors to them. :yep: :up:

Kpt. Lehmann 03-21-06 10:01 PM

HEY, KPT. LEHMANN!!! HOW COME THAT SHIP WON'T SINK!!!

Read on... very important!

GW incorporates the NYGM ship damage model beta 0.1.39
It is a work of GENIUS on Teddy Barr's and the NYGM team
efforts. Ships now sink by flooding and take varying times to
sink. Sometimes this means 15 minutes, sometimes this means
hours.

It also removes the certainty of knowing whether or not you
have caused enough damage to sink a vessel... this is a good
thing and can cause all kinds of interesting situations!!!

It is also still a work in progress and things will get better
given a little time.

If I need to I will reduce hit-points and create a patch that
will be included in the first GW Update. This would be a
"bandage" of sorts that for certain ships would mean basically
nullifying the NYGM damage model, but for most ships this will
be unecessary.

The GW Team will stay up to date with the NYGM ship damage
model inasfar as is possible and as long as the GW mod is
supported.

No ship is "unsinkable" in GW or in the NYGM ship damage
models. Some ships like the small tanker are very hard to sink
at the moment. The hit points for all vessels in GW have been
raised in line with the NYGM ship damage model. Once again I
will review the .zon files before releaseing an update patch
for GW.

Also, in line with realistic modelling aims GW has reduced the
damage potential of the deck guns which is explained below.

Armor piercing rounds have been removed from the GW mod as our
research indicates that typically the only type of round
carried by the U-boats was "HE" or "High-Explosive."

Furthermore, the crew when ordered to the deck gun takes time
to load the first shell... instead of the instant BANG you got
in stock SH3.

A little compromise we made too was including 20 starshell
lumination rounds per boat and extended the range of the
starshell closer to the range of a standard HE round. In real
life you can shoot one just as far as the other... I've done
it.

A side effect of this is found in the Academy Naval Artillery
missions. You don't have enough ammunition to pass the test.
This was a trade-off that may get better with the GW update in
a few weeks. (If I come up with a good temporary band-aid for
this problem I will upload it for everyone early.)

There has been no other mod that has even approached the
sinking time issues that Teddy Barr and the NYGM team are
successfully addressing. I am CERTAIN that many many hours
went into its development. Like Captain America's gauge fix
mod, using it for the sake of common sense becomes mandatory
in light of the utterly fake way that ships sink in stock SH3.
We ditched our own entire custom ship damage model and much
hard work as a result.

Even more... the NYGM ship damage mod
in my opinion has successfully NULLIFIED the deck-gun reload
time debate by making it a matter of ammunition/damage output
totality instead of any worry of posessing an "uber" deck gun.

I have been a proponent of this for some time and have been
chastised by someone before who completely dismissed my seven
years of artillery and heavy weapons experience as totally
irrelevant. Though I was not a U-Boat deck gunner myself,
general artillery concepts DO apply!

Also,you must inderstand that U-boat deck guns are LIGHT
artillery weapons. I think that people in general do not
fully understand what it would mean to shoot-up a great big
ship with what amounts to a pop-gun. (22 rifle versus
floating garbage can if you will... it will sink but will take
some time to do so.)

In GW and NYGM you really need to consider the deck gun to be
a SUPPLEMENTAL weapon used to sink small vessels and/or assist in sinking ships that have been damaged by torpedos already.
(Make sure you aim below the waterline... hits above the
waterline will reduce the hit points of the vessel... but not
assist in its "rate of sink" or "floatability.")

Kpt. Lehmann 03-22-06 12:28 AM

Quote:

Originally Posted by Fangschuss
Come on GW Team

I´m 2 week´s on partol Feb´42 near Gibraltar PQ CG

run at max. TC128, never see any airplane !!! :nope:

only 3 ships sighted and all neutral (Brasil) !!! :damn:

the crew moral is completely down !!! :down:

If you are using the 24 hour fatigue mod, try switching back to the default GW 8 hour fatigue mod.

Are you doing hydrophone checks? In 1942, single merchant traffic drops considerably. You have to actually hunt to find them. This is a matter of historic accuracy.

Regarding aircraft attacks... you may just be getting lucky. Things are much worse in 1943 as well. 1942 was the year of transition from being the hunter... to being the hunted.

If you are using SH3 Commander, leave the fatigue model option UN-CHECKED to use the GW default 8 hour fatigue mod.

Fangschuss 03-22-06 02:42 AM

Thx for reply

Using Sh3-Commander , fatigue unchecked, runing the default GW 8 hours fatigue

Quote:

Are you doing hydrophone checks? In 1942, single merchant traffic drops considerably. You have to actually hunt to find them.
Yes i now, make every 6 hours hydrophone checks so i found the
4 Neutral ship :hmm:

Kpt. Lehmann 03-22-06 03:46 AM

Quote:

Originally Posted by donut
Gray Wolves,produced:The most enhanced mod.for the community.

A NEW :/\rlz: THANK YOU ALL! For consentrated,focused effort,& Alapha release.
QUESTIONS:
#1 Where are my binoculars,wo/crosshairs.This Q?,maybe absentminded of me?

#2 Capt.wants weather report,before surfacing.

#3 WO.,to run"O"& Attack Scopes, :up: :down: would be a nice feature.

#4 Harbors: At Brunsbuettel Rendsburg,& Kiel-Holtenau;without piers,causeing hazzard to navagation.Houses,would be a nice touch also. Is this a Mod yet? Link please.

I will answer as best as I can, I am having difficulty understanding part of your post. :oops:

1) Regarding binocular crosshairs... there should not be crosshairs in your binoculars in GW. If you have crosshairs present... You have either missed downloading one of the 6 GW portions or you have installed a mod over GW that changes the same file. (1024.cfg) If you have done the latter, you are probably also missing the draggable chronometer, the detailed F1 help screen, and the NaviMap mod.

2) You can't get a weather report under water in GW. You must surface and place your watch officer on the bridge. You will then see that the weather report icon belongs to him. Weather reports that used to be given by the Navigator using the same icon... must be done via the Watch Officer

3) I don't understand your question. I am sorry.

4) I am not familiar with these locations in GW. If I recall correctly, these places have not been modded by us. Maybe Rubini can give a definitive answer to this question.

I hope that helps if only a little bit. :-?

Kpt. Lehmann 03-22-06 03:49 AM

Quote:

Originally Posted by Fangschuss
Thx for reply

Using Sh3-Commander , fatigue unchecked, runing the default GW 8 hours fatigue

Quote:

Are you doing hydrophone checks? In 1942, single merchant traffic drops considerably. You have to actually hunt to find them.
Yes i now, make every 6 hours hydrophone checks so i found the
4 Neutral ship :hmm:

Fangschuss... I believe that this may apply in your case:

1) Regarding binocular crosshairs... there should not be crosshairs in your binoculars in GW. If you have crosshairs present... You have either missed downloading one of the 6 GW portions or you have installed a mod over GW that changes the same file. (1024.cfg) If you have done the latter, you are probably also missing the draggable chronometer, the detailed F1 help screen, and the NaviMap mod.

donut 03-22-06 05:03 AM

Kpt. Lehmann Sir,I canot find my binoculars view.#3 & #4,were just coments.#2 was suggestion to consider a change.#3 is operational in IUBv1.02 :damn: I sure hope I can learn to explain to this forums expectations,65 & failing still at english,typeing,H&P,distracts my ability to spell.I guess you might say ,I am challenged in this area.

Einzelganger 03-22-06 06:33 AM

Very happy with the total package as i already mentioned in the other thread but i just have a small question which i hope someone can answer for me.

How can i get back the crosshairs in the UZO/binoculars and restore the hydrophone lines and contact colours on the NAV map to their orginal SHIII values ?

I've been tinkering with it somewhat myself but with little succes so anyone's help would be appreciated.

Brdgs
Einzelganger

Syxx_Killer 03-22-06 10:12 AM

I didn't notice this before. It is quite subtle. When viewing through the periscope at night, the red layer seems to be slightly misaligned revealing the layer used in daytime. I took a screenshoot that shows what I'm talking about. You can see it at the top and right edges of the screen. It is harder to see in the screenshot than in the game.

http://img48.imageshack.us/img48/901...71460yo.th.jpg

JonZ 03-22-06 10:21 AM

Quote:

Originally Posted by Syxx_Killer
I didn't notice this before. It is quite subtle. When viewing through the periscope at night, the red layer seems to be slightly misaligned revealing the layer used in daytime. I took a screenshoot that shows what I'm talking about. You can see it at the top and right edges of the screen. It is harder to see in the screenshot than in the game.

http://img48.imageshack.us/img48/901...71460yo.th.jpg

It from stock Sh3. You can't really see it with the default periscope but it there. The bordinstrumente silver round just make a clearer area that make te square mask visible.


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