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-   -   Grey Wolves Errata Report Thread. (https://www.subsim.com/radioroom/showthread.php?t=90882)

thyro 03-28-06 09:38 AM

Quote:

Originally Posted by Kpt. Lehmann

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.

:(

Pity!!!! Would be quite envolving if each uboat had its own interior and more compartiments were added.

Other question about GW

During WWII allieds made several raids and air-strikes to Axis ports. Would raids be somehow included in GW to have some action in friendly docks?

Issues to add to the list

- Career mode - At least I had one Mission (12th or 13th I can't remember) starting and finishing at Lorient where the patrol grid was null

- The channel from Kiel to Hamburg, all the docks/city names don't appear in the map. What makes a deadly trap for who sets an "autopilot" route through the channel. (Please include if possible the Scapa flow - SH3 original bug)

- On my 1st career mission I ran straight to a mine in a friendly port, killed 1/4 of my crew :damn: (can't they be referenced on the map instead of jpgs?)... suggestion WO/SO to identify them at short range and pin point the discovered ones on the map.

- Engagement... in one of the GW missions I torped 1x one medium merchant then I used the weapon to finish it... 5 minutes later I had 3 waves of friendly planes droping bombs on my target... I thought... great... interaction... they hit the target but didn't finish it and I kept hiting it with 8mm cannon... I finished it, it went down but no credits either log were recorded on "captain's log" (please could someone look at this)

Suggestions

- Planes are hard to be visually identified, I would suggest to make WO to recognize if the plane is friendy/foe.

- Periscope target identification, once the target identified, if is allied, it turns red in the map (instead of grey).

- Same for axis forces, once identified as friendly they turn blue and the WO stops mention them everytime that they pop out in his range (case of planes in friendly ports).

I'm sorry for the long post :)

But I liked what I saw in GW :rock: and I hope that it gets even better

thanks

Schani 03-28-06 04:23 PM

Is there an addendum coming out for the Grey Wolves mod in the future?

Kpt. Lehmann 03-28-06 04:28 PM

Quote:

Originally Posted by Schani
Is there an addendum coming out for the Grey Wolves mod in the future?

Yes :yep:

jasonb885 03-28-06 04:46 PM

The latest IC isn't included, yet.

:up:

Kpt. Lehmann 03-28-06 04:47 PM

Quote:

Originally Posted by jasonb885
The latest IC isn't included, yet.

:up:

Wellll... it wasthe latest not too long ago. Keep up the good work Jason. :up: :up: :up:

Schani 03-28-06 04:52 PM

Great! I figured there would be an addendum. Still new. Still running pretty much stock SH III. I'll consider this training until the addendum is issued. I heve everything downloaded and ready. Thanks much.

JonZ 03-28-06 05:32 PM

:shifty: double post :shifty:

JonZ 03-28-06 05:32 PM

I have attacks on ports lately starting in 1943-44 at Bergens... I can't remember if it was my IuB or GW tho...


They were attacking and bombing the Tirpitz :yep:

midshipsnake 03-28-06 06:52 PM

Hi,

I like the mod a lot, but deck gun is really aggravating.
It's too underpowered and slow that it's almost useless.
Also, gun crew is way too inaccurate. I'm in patrol, and
in 300 range, me and the other guy (tug boat) at 0 kts, only
1 out of 6-7 shots registered. I wrestled with this guy for 2 game
time hours then had to dive without finishing it because a destroyer
showed up. :hulk:

I agree that deck gun in stock version was overpowered, but
for gameplay sake, could the deck gun values be brought up more
closer to the original ones?

Please help, this is ruining my otherwise great gw experience.

SubSerpent 03-28-06 07:04 PM

Noticed in a patrol last night when firing tubes 1 2 3 at a C2, my first torp out of tube one detonated half way to the target and in deep water so I know it did not collide with anything. I wasn't playing with 'Dud torpedos' enabled so what happened here. The other 2 hit the C2 but she did not go down. Maybe if that third one had not self detonated :hmm:

SubSerpent 03-28-06 07:06 PM

What's the point of the dragable chronometer? It seems like a cool idea, but it doesn't work.

SubSerpent 03-28-06 07:14 PM

Isn't there suppose to be a report under Chief Engineer to "Go to Bed'? This was a cool mod and allowed the player to use the bed in a TII U-boat.

panthercules 03-28-06 08:10 PM

Quote:

Originally Posted by SubSerpent
What's the point of the dragable chronometer? It seems like a cool idea, but it doesn't work.

It is (IMHO) an awesome idea, and it does work but not as completely as would be nice. It is not "clickable" so you can't start/stop it by clicking on it. However, while you still have to start the watch going on the original screens where it is available (UZO and 'scopes), you can now keep it out on your nav map screen so you can see when 3min/15secs is up so you can easily make your speed plots.

Sounds like a small thing, but having to remember to switch back to the 'scope or UZO screen in time to notice when the 3'15" mark arrives and then switch back to the nav map to make the mark was always a pain, so this is a real boon for me. I also use it on the binocs screen while I'm scanning the convoy or horizon waiting for time to make my speed marks, and the TDC screen so I don't miss my time mark while I'm on there setting up my pre-set firing settings.

Awesome work JonZ :rock:

panthercules 03-28-06 08:24 PM

Quote:

Originally Posted by thyro

Kpt. Lehmann,

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

The Obs scope has lower magnification level than the attack scope, so it wouldn't be the one to use for that purpose - it's primary use seems to have been for quick scans before surfacing (wider field of view, so easier to quickly spot ships nearby, plus tilts up so easier to scan sky for possible airplanes nearby) - these are both modeled in the game. It also appears to have had better light gathering/transmission qualities so would make it easier to see at night (when it's larger size and therefore more noticeable wake also wouldn't be much of a problem, at least until advanced radars arrived), but I have not been able to detect whether this is modeled in the game, so I suspect not.

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.


So, does this mean that by using this fix (which apparently reverts to the stock camera.dat file) the attack scope magnification will be dropped back to its usual 6x instead of the new 10x? If so, I consider that a reasonable tradeoff to avoid having that see-through watch crew problem.

BTW - although I liked the idea of being able to see the flags a little better, I wasn't that keen on seeing the "10x" in the scope screen, when I knew it should only be 6x - in case there is another way to fix this see-through watch crew problem, would it possible to have the increased magnification visual effect without changing the "6x" graphic to "10x" in the scope?

Kpt. Lehmann 03-28-06 08:34 PM

Quote:

Originally Posted by Schani
Great! I figured there would be an addendum. Still new. Still running pretty much stock SH III. I'll consider this training until the addendum is issued. I heve everything downloaded and ready. Thanks much.

Ahhh! Load'er up and take the plunge!!! I think you'll like it.

midshipsnake 03-28-06 08:54 PM

Hi Kpt. Lehmann,

First of all, thank you for the great mode.

I don't know if you saw my earlier post, but
anyway, do you know how to bring deck gun
values up close to the original ones?

Can I do that by tweaking some numbers in cfg files?

Please help me. GW deck gun is really ruining
my game.

Kpt. Lehmann 03-28-06 08:59 PM

Quote:

Originally Posted by midshipsnake
Hi Kpt. Lehmann,

First of all, thank you for the great mode.

I don't know if you saw my earlier post, but
anyway, do you know how to bring deck gun
values up close to the original ones?

Can I do that by tweaking some numbers in cfg files?

Please help me. GW deck gun is really ruining
my game.

I can address this in a day or two... I am working on a more pressing issue at the moment. You can revert a couple of files back to stock... but it will kill the realism for you. (just my opinion)

What I can do when I get there is make a JGSME compatible mod reverting the DG back to stock. This way if you decide to remove it and go back to GW specs you can. Like I say though it will be a day or two.

Kpt. Lehmann 03-28-06 09:07 PM

I'll get to the other questions in a few minutes.

midshipsnake 03-28-06 09:18 PM

I read some posts complaining about it, and
I agree with them that it's not possible to sink
ship (already damaged or not) with gw deck gun.

I read a lot about real uboats finishing off damaged
ships with DG, and I don't think you can call gw DG realistic.

(I don't believe stock version DG is realistic either. I'm just
saying it was better gameplay wise.)

If anybody reading this ever sank a damgaged
ship with gw deck gun, please let me know.

wolfast 03-28-06 09:24 PM

I reinstalled the stock DG"shell" files.... Just HAD to. The ships still seem harder to sink than a 100% stock game, But not Imposible like 100% GW.... so It feels VERY right for some reason? It takes a good number of hits to sink a ship thats already had one Torp. in her side.... But with GW Shell files..... NEVER could I finish off ANYTHING!!!!
Great Mod BTW!!!!!!


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