SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Grey Wolves Errata Report Thread. (https://www.subsim.com/radioroom/showthread.php?t=90882)

Firebird 03-26-06 11:31 AM

Razman, there is an optional 'stock sea floor' mod included with GW, you can use it to replace the high-res one. Check the documentation & optional mods folder...

Razman23 03-26-06 03:51 PM

Quote:

Originally Posted by Firebird
Razman, there is an optional 'stock sea floor' mod included with GW, you can use it to replace the high-res one. Check the documentation & optional mods folder...

Oh.

I guess I could do that. :oops:

Well, you know how guys are......dont ask for directions, dont read directions, and dont know how to repond to the age old "does this make me look fat?" question from the better half. :hmm:

baxter 03-26-06 06:21 PM

One (minor) thing...in RUb 1.45 if you were at the attack scope or uzo station and you pressed "0" on the keypad you would go directly to the conning tower. It was a nice feature that somehow got lost in Grey Wolves.

LGN1 03-26-06 06:37 PM

Hello,

I just had an idea about the NYGM Damage Mod problem. Imagine the ship you have attacked starts to sink. Now, for SH the ship is not yet destroyed because it still has many hitpoints left. It is just sinking. I guess that during sinking these hitpoints are reduced until the ship is destroyed. But if the ship hits the ground in shallow water very early perhaps the hitpoints 'survive' and thus the ship is not counted as destroyed. Might this be true? This would also explain why it sometimes happen in the stock game. There it is also possible to sink ships without reducing the hitpoints. So, maybe the problem exists just in shallow water or depending how fast the 'depth' destroys the ship.

Anyway, until this problem is solved you can just reduce the hitpoints of the ships a little bit. That is what I have done since I think that (even if I always hit the same spot) a small ship cannot take more than 4 or 5 Torpedos.

Regards, LGN1

Kpt. Lehmann 03-27-06 06:00 PM

I will be posting a fix for the trawler in a few hours. :cool:

Razman23 03-27-06 06:18 PM

Quote:

Originally Posted by Razman23
Second, There is an 'bug' with the sound files. When I issue an order, I get a 'Preparing a solution for a stern shoot' type response after the correct verbal response. I cant remember which command key in does this. I will have to go back into the game and find out which key in causes that.


Ok, found out when this happens.

It happens right when I get picked up by the DD while I am submerged.

Dont know why this does this though.

Kpt. Lehmann 03-27-06 06:21 PM

Quote:

Originally Posted by Razman23
Quote:

Originally Posted by Razman23
Second, There is an 'bug' with the sound files. When I issue an order, I get a 'Preparing a solution for a stern shoot' type response after the correct verbal response. I cant remember which command key in does this. I will have to go back into the game and find out which key in causes that.


Ok, found out when this happens.

It happens right when I get picked up by the DD while I am submerged.

Dont know why this does this though.

I am beginning to suspect that some files I added from "More sounds by Hoshi" are causing the problem as they re-assign priority for different verbal crew responses in an effort to re-enable some broken ones.

SubSerpent 03-27-06 08:26 PM

Camera view on the bridge is messed up. Head can rotate upside down and it gets off alignment and you have to use the UZO or Bincos to get the camera view back to normal.


I don't care for the micromanagement of the crew. It's a pain for a Captain to have to put all his sailors into the bunks and tuck them end considering most of them do a piss poor job of detecting anything. If this is how it's suppose to be then even the player(Captain) should have to sleep. The way I see it is - If I am awake on this patrol, so should the crew!


Trawlers are industructable and can take a full load of torps from an VIIb and still it won't sink. Why are'nt the Brits using these to transport supplies?

Framerates are struggling leaving port but I notice that when I hit CTRL+ALT+Del and then close down the task manager and enter back into the game they go way up.

The same thing when submerging and using the scope with the water coming over the lens. My framerates reduced to 1 FPS, but CTRL+ALT+DEL and closing the task manager and entering into the game boosted my FPS to a WHOPPING 65 FPS during the water over the lens for the rest of the patrol. I am not sure what happens after entering a port and going on another patrol if I will have to do this again, but it's no big deal as long as it works. The game must have some memory leakage?






ALL in ALL I would say this was the best built 'SUPER MOD' considering it utilizes the best of the best 'mini mods' and somehow manages to improve not only the gameplay but also the FPS. For some reason the graphics now look spectacular compared to before (especially underwater), the distance to the horizon seems even more realistic(haze effect looks wonderful), and hundreds of other tiny little improvements overall and now the game even runs faster. I have gotten an overall FPS boost all around. The menue screen are faster and the mouse moves quickly around the screen, and where I used to get about 65 FPS in open seas on flat water and about 35 FPS on rough or choppy water, I now get 150 FPS on flat and 100-120 FPS in rough seas.

It's incredible and will save me from upgrading to an ATI800XT 256MB and keep my 9800Pro 128MB a bit longer. Perhaps I will upgrade my card in the fall or winter of this year.


BOTTOM LINE..........OUTSTANDING MOD GUYS............ :rock: :up: :up: :rock:

SubSerpent 03-27-06 08:52 PM

Oh before I forget, Please get rid of the grandfather clock sound in future patches for this mod. At first I thought that I might get used to it, but later just began to find it irritating. Tick Tock Tick Tock Tick Tock. Am I suppose to be Captain Hook or something?

SMEE!!!! Where's that bloody Crocodile at? I know he wants me other hand!!!! SMMMEEEEEEEE!!!!! :gulp:

panthercules 03-27-06 09:31 PM

I fixed the clock noise by opening the clock.wav file in Windows' soundrecorder applet and hitting the reduce volume menu choice several times, then saving it back down - blissful quietude with only the faintest hint of a clock ticking somewhere now :)

However, I am now experiencing a wierd graphical anomaly with Grey Wolves - see through watch crew on my Type IXB - see below for screenshot:

http://show.imagehosting.us/show/126...-1_1263291.jpg


I'm running an ATI Radeon X800XL with Catalyst 6.3 drivers - no other known video/graphic problems with this card/driver. I don't know if this is GW-related, but I wasn't getting this wierdness when I was running NYGM-TW or IUB before that with this same card/driver combo.

Any ideas what this is and how to fix it?

Tonnage_Ace 03-27-06 09:36 PM

Man that's creepy, I can see he's using Crest White Strips.

thyro 03-27-06 09:44 PM

Quote:

Originally Posted by panthercules
I fixed the clock noise by opening the clock.wav file in Windows' soundrecorder applet and hitting the reduce volume menu choice several times, then saving it back down - blissful quietude with only the faintest hint of a clock ticking somewhere now :)

However, I am now experiencing a wierd graphical anomaly with Grey Wolves - see through watch crew on my Type IXB - see below for screenshot:

http://show.imagehosting.us/show/126...-1_1263291.jpg


I'm running an ATI Radeon X800XL with Catalyst 6.3 drivers - no other known video/graphic problems with this card/driver. I don't know if this is GW-related, but I wasn't getting this wierdness when I was running NYGM-TW or IUB before that with this same card/driver combo.

Any ideas what this is and how to fix it?

The image glitch is due to the location of the player view on the tower of the sub. That glitch also happens on VIICs in certain ocasions.

In GW the player point of view (in the tower) is almost on top of the observatory periscope (gyro) a step back from the "watch officer".

The SH3 original game, the point of view is side-by-side the watch officer. That is the reason of the problem... if the point of view were in the original position, you would see the crew member in front of you and not his interior. ;)

Just to add...

GW view does a complete 360 degress rotation (vertical and horizontal) which is also a bit odd for a human to do that... but if someone prefer, then can play the game with the SH3 world upside down :)

panthercules 03-28-06 12:50 AM

Quote:

Originally Posted by thyro
The SH3 original game, the point of view is side-by-side the watch officer. That is the reason of the problem... if the point of view were in the original position, you would see the crew member in front of you and not his interior. ;)

Well, in the stock game and every Mod combo I've tried before GW, in the binoculars view the guys who would be in front of you have always disappeared/moved out of the way for me before, so I would never actually see anyone in front of me when looking through the binoculars - yet in GW, I am seeing various parts of the guys (that screenshot was just the wierdest/funniest of the bunch) in this sort of see-through mode - it is very distracting and immersion-killing. Is this really a function of GW and can it be fixed/eliminated?

panthercules 03-28-06 01:47 AM

Woohoo - fixed - apparently, this has something to do with the changed camera position adopted by GW - see this thread for the fix that I stumbled onto over in the mods forum:

http://www.subsim.com/phpBB/viewtopic.php?t=50341

I D/L'ed and tried the JSGME version of the mod/fix that jcwolf came up with as noted in that thread, and just ran a brief test in my Type IXB - no see-through watch crewmen anymore :)

Thanks jcwolf - that as driving me crazy. :rock:

Kpt. Lehmann 03-28-06 02:02 AM

Quote:

Originally Posted by panthercules
Woohoo - fixed - apparently, this has something to do with the changed camera position adopted by GW - see this thread for the fix that I stumbled onto over in the mods forum:

http://www.subsim.com/phpBB/viewtopic.php?t=50341

I D/L'ed and tried the JSGME version of the mod/fix that jcwolf came up with as noted in that thread, and just ran a brief test in my Type IXB - no see-through watch crewmen anymore :)

Thanks jcwolf - that as driving me crazy. :rock:

Just so you know, we didn't alter the camera position. (at least Marhkimov never said he did.)

I believe the effect is due to the binocular magnification being too high. It's on my list of stuff to fix and will be in the GW update.

In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher.

Kpt. Lehmann 03-28-06 04:09 AM

There will be a slight delay on the armed trawler damage profile while I confer with Rubini about its naming in the sea folder.

(The armed trawler "NTRW" seems to be PCTrawler in the GW campaign and roster folders... but seems to have no corresponding "PCTrawler" entry in the "Sea" folder)

thyro 03-28-06 04:49 AM

Quote:

Originally Posted by Kpt. Lehmann
In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher.

Kpt. Lehmann,

I got no way to confirm this with real UBoats... but shouldn't be the function of the observation periscope (auxiliar scope)?


btw would be excellent if more interiors could be added to allow walking through different compartments (beside SH3 original share some of the interiors with different uboat models which seem not correct) Anyway, here it is some :up: photos that I just found

http://uboat.net/gallery/index.html?...995A&img=7

Kpt. Lehmann 03-28-06 06:49 AM

Quote:

Originally Posted by thyro
Quote:

Originally Posted by Kpt. Lehmann
In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher.

Kpt. Lehmann,

I got no way to confirm this with real UBoats... but shouldn't be the function of the observation periscope (auxiliar scope)?


btw would be excellent if more interiors could be added to allow walking through different compartments (beside SH3 original share some of the interiors with different uboat models which seem not correct) Anyway, here it is some :up: photos that I just found

http://uboat.net/gallery/index.html?...995A&img=7

3D modelling for further interior compartments in player Uboats was never completed by the Ubisoft devs. Furthermore it would likely require the use of the SDK which they said they would give us but did not.

Montbrun 03-28-06 07:14 AM

Quote:

Originally Posted by thyro
Well, I'm sorry to be here again, but this will be my last post under GW topic.

The damage mod has a serious issue that need your attention.

GW is going be moved out from SH3 until I see some note regarding solving the issue.

For me a game is meant to be funny and not a pain. I praise all devs that build the GW package. Because they made SH3 alive and a bit more realistic in certain ways. Realism that I always wanted to see in this game, but this issue have been testing my patience... and I'm about to give it up.

Meantime let me share my last experience that took me several hours dodging DDs to get my sub into the right position and then this...

A Large Tanker received 11 torps across its right side. All spread from ships rear to its front.

After 18 hours (game time at 32 speed) the ship remained in the same state (floating), engines stopped, with water washing its right deck. (my sub without torps left)

I'm sorry but this is far from real and this kind of "realism" isn't working for me.

Usually a tanker contains... fuel and usually fuel ignite with flames (explosions). So what would I need to have/do to pin down this ship?

I suppose that 11 torps spread all over one of its side is well beyond the acceptable... I am facing again one unsinkable ship, beside I can't fire the 12th torp because my sub ran out of them.

by-the-way, I'm playing in career mode (if this makes any difference)

Anyway... to recap the issues that are happening in my GW game:

1) unsinkable ships (like above example)

2) almost unsinkable ships which take several hours to go down, once they land on seabed there are no credits and the sunk isn't recoded in "Capitain's log" (now if this is related or not to damage mod I don't know!)

<---- GW player now bit disapointed (due to damage mod issue) and waiting for next version of GW (or any patch that solves this issue) :(

Many thanks for your attention.

Bye

Don't give up on this excellent MOD. You just had some bad luck. I have experienced the same thing. I had 1 ship take 12 hours, and another take over 20 hours to sink - in a row - just incredibly bad luck - this hasn't happened since then. Ships sink within 2 hours max. After re-reading the NYGM manual, I realized that TB has factored in "Dud Rates," which are not accurately reflected in the game. Dud Rates, especially early in the war, ran 50-100%. Just think of it this way - 8 of the 11 Eels you shot at that ship were Duds - very plausible.

Montbrun

thyro 03-28-06 09:00 AM

Quote:

Originally Posted by Montbrun
Don't give up on this excellent MOD. You just had some bad luck. I have experienced the same thing. I had 1 ship take 12 hours, and another take over 20 hours to sink - in a row - just incredibly bad luck - this hasn't happened since then. Ships sink within 2 hours max. After re-reading the NYGM manual, I realized that TB has factored in "Dud Rates," which are not accurately reflected in the game. Dud Rates, especially early in the war, ran 50-100%. Just think of it this way - 8 of the 11 Eels you shot at that ship were Duds - very plausible.

Montbrun

Weren't the case of dud torps (I had the dud option switched off at that time). All torps had impact the target leaving a nice black spot on target's hull from its front to its rear (All torps were set for impact).

This issue happened to me quite often but I need to mention the damage mod also worked other times like it should.

For those unsinkable ships (that I faced) I recurred to reload the savegame made before the attack... and the issue simply disapeared with game reloaded, the same target that was unsinkable before sink after the reload. For this reason that I believe that is something wrong with damage mod or somewere between.


All times are GMT -5. The time now is 02:07 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.