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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. |
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:o :o Excuse me???? :o :o What???? :o Explain that to me Pls.!!! :damn: :damn: :up: |
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. |
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. |
K.L. would you like me to keep a tally of unresolved issues from this thread in the first post?
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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.") |
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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. |
Thx for reply
Using Sh3-Commander , fatigue unchecked, runing the default GW 8 hours fatigue Quote:
4 Neutral ship :hmm: |
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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. :-? |
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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. |
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.
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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 |
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 |
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