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GWX 2.1, some changes I noticed
Hi, Ive been playing the GWX 2.1 mod for 2 days now and here is the things I noticed different, and somethings Im having trouble with:
1.- Opening the torpedo hatches has a new sound 2.- Im using a Type IIA and noticed it has a MUCH larger range now 3.- Ships can take a lot more damage. I havnt sunk anything with one hit yet, not even going for the known weak spots. Everything is taking 2-3 torps to sink now, even the small merchants. If someone could provide advice on where to aim on a small merchant and a small passanger/cargo to get a one hit kill, please provide it will be very helpfull 4.- Im getting far less renown. Using the same realism settings as I did on GWX 2.0, Where I would be getting about 700-1000 renown for a similar patrol im only getting about 100-150. anyway I love the mod :up: I guess next career im starting out with a VIIB because of the renown hit. |
umm, you're comparing to GWX 2.0 ?
in that case: 1 yes 2 ranges were adjusted somewhat for most boats 3 Not that I've noticed, nothing changed to the damage model as far as I know, might be you'll have to wait a bit longer for them to sink, but I can consistently sink most merchants with 1 eel in GWX 4 ? don't know about that, also haven't noticed that problem might you be using additional mods that could cause some of these strange effects? |
1 I believe they changed the sound for the tubes.
2 I think subs actualy had a option to put fule in a extra tank the stock game and 2.0 didnt simulate. 3 They changed damage model to make it more realistic/ some of it is a stock bug (with small merchents). 4 took out the get to grid and get 500 points thing. ;) |
Ranges were increased slightly IIRC as the SH3world is larger than the real one
Yes a new sound for the torp doors :up: There were no changes to merchant damage models Armed trawler had some changes to stop it blowing its racks off but that was it IIRC Renown was removed for reaching and patrolling your grid Us easily modded back in So many have done so already |
Yep.
The NTRW or Armed Trawler had it's zones adjusted. The rest? I put down to bad aiming. I'm probably the worst shot you ever want to meet! But I have no problems with one or two shot kills. Infact? It may have been a standing order to do a spread shot on all ships. Was it not? :hmm: |
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There you go!!
The EXPERT has spoken!! I'll now go bother others. :rotfl: I seem to recall Steve saying something about a liar sheep? |
I don't know about the Type IIA specifically, but if its range was increased by a large amount it would be realistic, because there were only six IIAs, and the biggest difference with the IIB was its increased range.
@ Privateer: If you don't stop spreading rumors about me I'm going to tell 'em all about the shoe fetish.:p |
:stare: I really dislike small merchants. It takes them forever to sink no matter if it was a torpedo attack or destroyed by artillery. Usually i leave them alone..
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Merchies in 2.1 sink just as nicely if you hit them forward.
Small merchies have always been a pain. Their tonnage sucks. I miss Tanker Alley and the Spanish Gold Coast.:cry: |
Ah, but Brag, BBW can't be everywhere at once to divert shipping away from you, there's still plenty of other spots that are almost as good for hunting :D
*cough* am36 *cough* |
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http://www.subsim.com/radioroom/showthread.php?t=141804 |
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