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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 |
Is there an addendum coming out for the Grey Wolves mod in the future?
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The latest IC isn't included, yet.
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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.
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:shifty: double post :shifty:
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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: |
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. |
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:
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What's the point of the dragable chronometer? It seems like a cool idea, but it doesn't work.
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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.
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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: |
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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? |
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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. |
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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. |
I'll get to the other questions in a few minutes.
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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. |
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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