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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...
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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: |
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.
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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 |
I will be posting a fix for the trawler in a few hours. :cool:
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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. |
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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: |
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: |
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? |
Man that's creepy, I can see he's using Crest White Strips.
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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 :) |
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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: |
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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. |
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) |
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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 |
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Montbrun |
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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. |
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