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Kpt. Lehmann 03-21-06 08:41 PM

Quote:

Originally Posted by andy_311
I just loaded it in went in Naval acadamy to try it out,my fps in external view drops to 17fps underwater it's 40fps everywhere else it's 140fps did the nav training sailed through it, gunnery passed that, flack training shot the lot down, torpedo training fired my first fish and hit external view and it ctd.Don't know why I have a clean instal of the game and no other mods installed can anyone help?

Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)

andy_311 03-21-06 08:46 PM

will do thanks

ironkross 03-21-06 08:47 PM

Quote:

Originally Posted by Anachronous
0 FPS in port. Career mode.

Is ok in navigation map view, and if i head out of port its fine. Though if i turn the camera around to look back in the direction of the port I just left. Then its 0FPS again.

Default GW mod. No atmosphere mods.

Follow Kpt. Lehmann's solution
Quote:

Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable.
. This will resolve your problem. I had the same thing occur and changing the text files fixed everything.

ironkross 03-21-06 09:00 PM

Quote:

Originally Posted by Kpt. Lehmann
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)

I didn't do this tho. I just copied the data file from "Stock SeaFloor Mod" into the SHIII directory. Will this mess anything up? Things seem fine so far.

Kpt. Lehmann 03-21-06 09:39 PM

Quote:

Originally Posted by ironkross
Quote:

Originally Posted by Kpt. Lehmann
Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable. This should help your underwater FPS :O)

I didn't do this tho. I just copied the data file from "Stock SeaFloor Mod" into the SHIII directory. Will this mess anything up? Things seem fine so far.

No I don't think so.

You might get a warning when you disable GW with JGSME though because a file was overwritten in the way that you did, but it isn't really a big deal.

Once Terrapin's site is back up go try out the lower resolution versions of Tanker IV's seafloor mod too. You should get good performance and still be able to get rid of the boring stock seafloor mod in the process. :|\

Kpt. Lehmann 03-21-06 09:58 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.")

ooby 03-21-06 10:37 PM

anyone else take a real hit in frame rates?
 
Like this mod very much but my frame rates have dropped to almost a slide show when submerged or in harbour compared to RUB.
GEForce 5900XT - 128mb
drivers = 84.21
Windows XP
Athlon XP1500

ironkross 03-22-06 12:00 AM

Re: anyone else take a real hit in frame rates?
 
Quote:

Originally Posted by ooby
Like this mod very much but my frame rates have dropped to almost a slide show when submerged or in harbour compared to RUB.
GEForce 5900XT - 128mb
drivers = 84.21
Windows XP
Athlon XP1500

Follow Kpt. Lehmann's solution
Quote:

Go into C:/Program Files/Ubisoft/SilentHunterIII/GW Documentation and Optional Mods and paste the "Stock SeaFloor Mod" into your JGSME folder and enable.
. This will resolve your problem. I had the same thing occur and changing the text files fixed everything.

BTW- this seems to be happening a lot.

ironkross 03-22-06 12:04 AM

Quote:

Once Terrapin's site is back up go try out the lower resolution versions of Tanker IV's seafloor mod too. You should get good performance and still be able to get rid of the boring stock seafloor mod in the process.
I will do that. I am interested in more realism even if it's at the bottom of the ocean. :rotfl: [/quote]

Kpt. Lehmann 03-22-06 12:04 AM

Re: anyone else take a real hit in frame rates?
 
Quote:

Originally Posted by ironkross
BTW- this seems to be happening a lot.

Yes it does appear that way.

(There's a couple of Grey Wolves on my SUb saying "I told you so Kpt. Lehmann")

In our update patch we will have the lesser version of the Tanker IV Seafloor mod as default and the Hi-res version as an optional mod.

Rough edge identified and fixed! :know:

Hey Ironkross, thanks for your help answering GW questions sir! :rock:

There isn't enough of me to go around lately and your help is much appreciated!

ironkross 03-22-06 12:20 AM

Quote:

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."
I noticed that. Is there extra ammo for HE or do we just loose the amount that was carried as AP?
Also when trying out GW after restoring the Seafllor text I played the naval flak gunnery exam. I really seemed much harder to bring down aircraft now. I still passed but didn't get all the aircraft shot down as I usually do. And my 20mm would stop firing sometimes before I emptied the mag. It was like it jammed or overheated. After a few seconds it was back up and firing away again. Whatever it was it seemed more realistic than a weapon that fires everytime you pull the trigger. And the stock version of the deck gun is effectively more like one of the Navarone heavy artillery guns. I'm for decreased deck gun power.

ironkross 03-22-06 12:29 AM

Quote:

Hey Ironkross, thanks for your help answering GW questions sir!
Not that I know why it works, but I know it works. Glad to help out. Now that I'm using GW I may have to change my siggy from INITIALIZING to Not so long ago. :rotfl:
I LOVE the new main menu screens, I just sat and watched the movie, and listened to that great music. The only thing I found wrong w/ this mod is J'attendrai (my fave WWII era song) was not in the grammaphone file. (easily corrected tho.)

Kpt. Lehmann 03-22-06 12:42 AM

Quote:

Originally Posted by ironkross
Quote:

Hey Ironkross, thanks for your help answering GW questions sir!
Not that I know why it works, but I know it works. Glad to help out. Now that I'm using GW I may have to change my siggy from INITIALIZING to Not so long ago. :rotfl:
I LOVE the new main menu screens, I just sat and watched the movie, and listened to that great music. The only thing I found wrong w/ this mod is J'attendrai (my fave WWII era song) was not in the grammaphone file. (easily corrected tho.)

Thats freakin cool to hear! :rock: (in more ways than one) I get lots of problem fixing duty... and generally don't get to hear the outcome after the answer is supplied.

Just make sure that any gramophone file is recorded at the same bit-rate as all the others or it (whatever MP3 you added) may only play for 30 seconds before going to the next track.

supersloth 03-22-06 01:36 AM

i think there should be a update that allows the single contacts to be removed from the nav map like in nygm. it still seems like there are too many contacts popping up.

outrageously awesome mod btw. :up:

Kpt. Lehmann 03-22-06 03:59 AM

Quote:

Originally Posted by supersloth
i think there should be a update that allows the single contacts to be removed from the nav map like in nygm. it still seems like there are too many contacts popping up.

outrageously awesome mod btw. :up:

Which in-game year are you playing?

Montbrun 03-22-06 07:54 AM

WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."

Now for some observations.

Programming:

1) 24-hour Alternate Fatigue MOD: There are definately some tweaks needed here. The crew gains a "Red Exclamation Point" after about 3 hours. IMHO, this should happen after about 16 hours. They also lose fatigue very quickly until about 50%, then it decreases very slowly. This should be more uniform, based on the compartment they are in. Finally, and this is a deal-killer, there doesn't seem to be a "Neutral Zone" where the crew neither gains or loses Fatigue. This is critical to resting the crew in "Watches," especially the Officers. I have used both the Hollywood and NYGM fatigue MODS (I prefer the latter), and would like to see something similar, or just go ahead and incorporate one of these.

2) Using SH3 Commander (and I always will!), I am unable to start a Career in 9/39. I am not given the option of a choice of boat, or boat number. All was fine after I chose 10/39 as a starting date.

3) The NYGM Ship Damage MOD: I have another install with all of the NYGM stuff, and have never seen this behavior before, after running about 8 patrols using it. During my first patrol using GW, I didn't see the following behavior.
a) Last night, on my second patrol, I first encountered a Large Merchant. I maneuvered into position, an hit her with 2 Torps with magnetic pistols. She slowed, and finally stopped. I maneuvered to the other side of the boat, and hit her with 1 Torp set with impact pistols. The ship was now listing heavily to starboard, with the stern deck awash. She would not sink. I then pumped 48 deck gun rounds into her, about 60% hitting the water line in various places on the ship. My first 2 Torps hit at 01:22. She finally sank at 09:31, 8:09 hours later....
b) My second encounter was with a Small Merchant. I fired 1 Torp with impact pistols set, thinking that this ship should be much easier to sink than the first. She slowed to a stop, and was listing heavily to starboard, with her bow decks awash. I then proceeded to pump 62 deck gun rounds into her, concentrating on an area for awhile, then changing areas. She absolutely refused to sink. My Torp hit her at 12:06, and I finally left the area at 09:00 the following day. That's 20:54 hours later. I continued my patrol, and later returned to the area, and she was gone, apparently, finally sinking, with no credit awarded.
I'm all for realism, but this isn't realism, it's sadism. A balance needs to be made between "Realism" and "Playability." As I have said, I've not experienced this with the "straight" NYGM MODs, so I'm wondering if something has been "tweaked" for GW. I can see 2-3 hours GT for a large ship to sink, on a 10% probability, but this is absurd. I only have 2-3 hours of RT to play in the evenings, and I can't be waiting for an hour of RT for a ship to sink....

Other MODs:
I'm wondering if I can enable a couple of my favorite MODs, without screwing something up.
1) Captain America's Generic Officer Icon MOD.
2) Integrated Orders (enables more Officer Orders, and makes the icons for these orders appear in the lower left screen, at a reduced size - used by IUB).
3) I'd like to find and incorporate the strategic map showing the convoy routes, used by IUB.

I'm looking forward to more GW, and especially the combined "GW-NYGM-RUB-IUB-HT, etc., etc." MOD.

Great Work Guys! - Major Kudos!

Thanks,

Montbrun

Rubini 03-22-06 09:07 AM

Montbrun,

Try to hit one more torpedo on that ships:

~3 torps for the large ships
~2 torps for the small merchants

Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???

Rubini.

Montbrun 03-22-06 09:13 AM

Quote:

Originally Posted by Rubini
Montbrun,

Try to hit one more torpedo on that ships:

~3 torps for the large ships
~2 torps for the small merchants

Then finish (if needed) with deck gun...
And GW only/also have last NYGM ship damage, so no differences here..!!???

Rubini.

Thanks for the reply. I'll try your suggestion tonite. Maybe I was just incredibly unlucky...

ref 03-22-06 09:31 AM

Quote:

Originally Posted by Montbrun
I maneuvered into position, an hit her with 2 Torps with magnetic pistols.

Try using impact pistol at about 3mts depth, check the NYGM readme about magnetic pistol, for what I've understand the only posibility to achieve a critical chance hit (ship explosion) is with impact torpedoes.

Ref

JonZ 03-22-06 10:48 AM

Quote:

Originally Posted by Montbrun
WOOT! I'm finally up and running with this MOD! I'm now officially "GW-ized."
3) The NYGM Ship Damage MOD: I have another install with all of the NYGM stuff, and have never seen this behavior before, after running about 8 patrols using it. During my first patrol using GW, I didn't see the following behavior.
a) Last night, on my second patrol, I first encountered a Large Merchant. I maneuvered into position, an hit her with 2 Torps with magnetic pistols. She slowed, and finally stopped. I maneuvered to the other side of the boat, and hit her with 1 Torp set with impact pistols. The ship was now listing heavily to starboard, with the stern deck awash. She would not sink. I then pumped 48 deck gun rounds into her, about 60% hitting the water line in various places on the ship. My first 2 Torps hit at 01:22. She finally sank at 09:31, 8:09 hours later....
b) My second encounter was with a Small Merchant. I fired 1 Torp with impact pistols set, thinking that this ship should be much easier to sink than the first. She slowed to a stop, and was listing heavily to starboard, with her bow decks awash. I then proceeded to pump 62 deck gun rounds into her, concentrating on an area for awhile, then changing areas. She absolutely refused to sink. My Torp hit her at 12:06, and I finally left the area at 09:00 the following day. That's 20:54 hours later. I continued my patrol, and later returned to the area, and she was gone, apparently, finally sinking, with no credit awarded.


ahhh the beauty of the uncertainly and random situation. Don't you love it :rotfl: it like reading an history book :rock:

Hope you guys realise there's a fun part in the unfunny moments :sunny:


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