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Have you set the proper compatibility options on the .exe? Windows 7 compatibility mode, run as administrator. |
Bad news
Widescreen covers a multitude of sins. GWX knights cross only runs at 1920x1080. 1366x768 has a slightly different aspect ratio and less pixels overall. There are clever ways of scaling screens to mimic higher resolutions but sadly the directX wrapper used by Knights Cross just tries to reset the graphics mode to 1920x1080 full screen and throws a tantrum if the display hardware can't do it.
There are other GUI mods that support 1366x768 but Knights Cross has done a lot of optimisation around the chosen resolution and the mod is unlikely to run without very heavy tinkering. i suggest you go back to an earlier version of GWX or NYGM and apply a 1366x768 GUI. I use Widescreen MaGui v3.4-SA on my Linux laptop along with NYGM ENHANCED STEEL COFFIN EDITION V3.5. Sadly these older mods are a lot harder to install! Read the instructions very carefully. ...or use an external display with more pixels, a 1080p TV will do it. |
Thank you all!
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A few observations:
1. Crew "Qualifications": There is a place in the program to assign a "Qualifications" upgrade (Torpedoman, Repairman, Radioman, etc) to sub crewmen after/before a patrol. But, a: this seems to be limited to Non-Coms and not ordinary seamen. And b. when one clicks on the "Qualifications" icon it limits the user to only one upgrade per patrol. That is, if you try to apply a specific specialty-qualification to a second seamen or more, you get "Must complete a patrol to be qualified." (or some such) However, I have tried to use this after 9 patrols and get the same limiting message although all the crewmen have been through the entire 9 patrols and, thus, all should qualify. Also, will ordinary seamen ever qualify for unique specialties? Or do they need to be advanced to Non-Com status to qualify? That does not seem realistic, but you are all better able to answer that than I. I have a hard time believing those German subs sent out, even in 1939, did not have a crew of sonarmen, torpedomen, engineers and repairmen (etc) who were identified and highly-specialized/qualified in their unique abilities. Certainly with time and sub/warfare complexity these roles were even more enhanced and defined. 2. However, the above may be merely nit-picking if the specialized qualifications have no effect on the performance of the specialty in the game. I mean: if one has a forward torpedo compartment fully manned by "Torpedomen", will the loading of torps be more rapid than one manned by a generic, non-specialize/crew? In real life, probably - in the program...I don't know. Perhaps the programming is too complex to realize this. I guess the same is true of the "Damage repair" party - is the time for repair shorter with "Repairmen" in the damage crew than with random sailors? Are "Sonarmen" more sensitive and accurate in reporting targets? I think the program is wonderful: The detail and adherence to the reality of the time is great (I especially like that if one runs too long at "Flank" you will burn out one or both engines and have to wait, slow down, until repairs are made.) I also think it is the role of those of us early users to bring up thoughts that we identify which could be more explored - or be totally ignored - by the developing OberCommandant and Crew. All will result in a better experience for the user - which is the reason for the entire enterprise. -=Archive1=- |
What about "Stiebler mods"? Especially about Minimum TC: https://i.imgur.com/pwkZFlr.png
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Uncompleted Russian translation. Lacks of some polishing, proper fonts.
https://drive.google.com/file/d/14hh...ew?usp=sharing |
Using Attack Scope Screen at night is really dark. I cannot find buttons for RAOBF wheel and recognition manual by using this UI cause it is too dark. How to switch on some light? Or which file to change in order to remove the dark UI overlay at night?
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I view it as the game's primitive way of giving the player some control and aims for perfecting their crew set-up to their own preferences, rather than suitable officers being handed to the player as and when required (obviously the game doesn't simulate having an officer cadet school training officers into the roles to fulfil the navy's needs at that time). It's a bit too simplistic but not something we can change drastically. After all, unlike UBOAT, SH3 was not really designed as a U-boat crew management simulator. We did do some work on a mod for crew composition, which perhaps we will resurrect for a future KC update :03: Quote:
With SH3 Commander, I think it's possible to assign qualifications to ordinary seamen, but it's just cosmetic i.e. has no effect in game other than to show the specialisation badge on that crewman's icon. SH3 Commander also has other functions for handing crew, such as awarding medals. So, when SH3 Commander is made compatible with KC, you'll be able to manage aspects of the crew that way. Quote:
In SH3, only officers can have more than one specialisation (up to 3). In real life, other members of the crew could also have more than one role, in ways that can't be modelled in SH3, e.g a telegraphist (radio/sonar) NCO would have basic medical training. ^ Furthermore on that point: it was not standard to have a fully qualified doctor or officer/PO designated primarily as a medic on board - that was sometimes arranged for very long patrols, and also for Type XIV "Milk Cow" crews. So having an NCO with a "Medic" qualification as a standard part of the crew, as is the case with SH3, is not realistic - but can perhaps be considered as a simple solution to compensate for not having other (realistic) options to deal with seriously injured personnel, such as: - Transfer to another U-boat that was heading back to port - Transfer to a supply ship - Transfer to a doctor's boat (a service provided in the vicinity of friendly ports) - Transfer to a neutral port There would also typically be at least one Fähnrich (equivalent to midshipman) - a recently commissioned officer cadet, who is basically on board to learn. So at least that aspect is present in SH3 (perhaps unintentionally by the SH3 devs) with the officers who have no qualification. Crew typically had multiple duties that aren't covered by SH3's simple qualification system. For example, one of the bosuns could be one of the deck gun crew, i.e. gunners would not sit around idle when not maintaining or manning their guns - they had other daily tasks and responsibilities. Also, my understanding is that crewmen were often encouraged to learn about other tasks (and would likely have the time to do so on long patrols), so that everyone could be useful in emergencies. Quote:
That green bar increases more when you add officers/POs with a qualification suited to that compartment (but that will be less if the officer/PO is tired). You can easily test this yourself in game after launching a torpedo and then checking the time to reload that tube on the information shown on the weapons/systems info panel (keyboard shortcut "I"); then add or remove one PO with the Torpedoes qualification, and then check the difference that makes to the reload time. This is actually explained in the SH3 manual: https://i.postimg.cc/cCt5NNb7/crew-roles-SH3-manual.jpg (may I suggest you consult this manual - and the GWX3 manual - as a reference for framing future queries about GWX KC) I suppose you could "roleplay" POs without qualifications in SH3 (who in reality would already have trained in specific job) as follows: - You select specific POs with no visible qualifications to have specific duties which they'd already have been trained to do in real life, and so you always assign them to specific compartments when not resting. - When they gain enough experience, you award that PO with a "qualification" for that role, but you could roleplay it as them becoming extra proficient in that role rather than "qualified". |
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Perhaps your screen or system brightness / contrast / gamma settings are set up to be too dark? Or maybe there is too much light in your room, or light reflecting in your screen? Fine-tuning the night darkness for the GUI cannot be done to suit everyone. The number of variations of screens / settings / ambient room light is infinite. More modern games usually have a gamma setting in their display settings which helps to deal with this problem, but we don't have that in SH3. If I make the GUI night mode brighter, it will probably be too bright for other players (the idea of making the scope screen dark is to help the player see better at night, without being distracted by bright areas on the screen). Maybe I will make an optional mod for people with this problem... |
Windows yuk
Since (I think) Windows Vista it has been possible to adjust the gamma setting of your Windows system. Unfortunately people who watch movies usually like this setting wound right up to give the pictures more "zing" and there's now a new thing called "Auto Color Management" to further screw things up.
Manually setting gamma can be used to make dark areas lighter. If you are careful you will hardly notice the effect in daylight scenes but it will make a big difference at night. You can even create a profile that is only activated when a particular application (e.g. sh3.exe) is running. https://helpdeskgeek.com/how-to-chan...amma-settings/ |
Viking Grandad:
I appreciate the time and effort you took in answering my queries. Thank you. A class act. Re: The Manual - somehow missed it. Yeah RTFM...I get it. -=Archive1=- |
Thank you GWX/GWX-KC Team!
Hello all, i am not as salty as some of you old dogs out there but i have been playing sub sims for the last 5 or so years starting with SH3 after watching wolfpacks videos and moved on to SH4 didnt try 5 i heard some not so good reports on other ppl that have played it. ive played quite a few mods for most of the sub games and man i just cant seem to want to play any other games/mods since i found GWX gold, i downloaded it and played the hell out of it. so last night i was just laying in bed bored and thought i wonder if theyre any new good mods and i found myself getting more and more excited and i read through the pages of the thread and come to learn you guys are making a new one!. i thought to myself i have to download this and play ASAP so thats what im doing i have got it all installed and its looking beautiful. All in all i just wanted to thank everyone at GWX/GWX-KC for all the hard work and the countless mindnumbing hours to get this work of art out to us.
"one torpedo, one ship." -Otto Kretschmer U-23 |
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It was a lot of work, but posts like yours there, make it worth every minute! Thank you my friend, your comments are much appreciated. Hope you Enjoy! :Kaleun_Thumbs_Up: |
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Happy hunting! -Flex:Kaleun_Salute: |
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:Kaleun_Salute: |
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