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Originally Posted by Subcomfreak
Hello, I'm what I would call a "new-old head" 'n here's the obligatory rambl'ns
Having said that, WolfPack's live stream last night showed off a new mod and I'm going to play it! Got it downloaded and it seems to be working fine.
HOWEVER I HAVE A FEW QUESTIONS:
1) What does this edition change in comparison to OneAlex other than just the UI? It's a bit unclear.
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Well, for clarity it should be stated clearly that OneAlex built his mod over the top of GWX and greatly benefited from our old work in that way. Much was placed on top of that in the Onealex mod with variable success.
GWX - Knight's Cross edition is a total upgrade and rebuild of our older works. Though I have yet to attempt to write out the miles-long document that would be required to write out what has been done in GWX - KC, the differences are vast in terms of content and approach to that content.
For starters, stability was our first priority as it always has been on the old original work... and with new tools available to us for deep scanning and the like, that mission has been accomplished in a far more efficient way than was done in the OneAlex GWX clone.
The player U-boat is the star of the show in GWX - Knight's Cross edition. It is after all a U-boat 'simulator' and it is good and right that the player U-boat exterior appearance should receive more attention than other matters.
This was done in SPADES and I will write about this in more detail when I feel up to doing so. (And I will)
Suffice it to say, without any arrogance or sense of superiority, it is a factual matter that by far, we have the most accurate and detailed player U-boats available in any 'megamod.' They are simply the best, and several of our team worked our butts off to be able to say that.
We do not have the most ships, (Though we certainly have loads/plenty.) but one of our primary missions was to replace old ships one-for-one with new or upgraded models. We took a very difficult and uniform approach to this, and it shows.... via the very high percentage of upgraded vessel models and weaponry models used in GWX.
We implemented what we call "The GWX-KC Great Campaign" which unifies all of the campaign code in GWX-KC into one integral, rock-solid campaign fileset that requires no thought to enable. It is all there for you all the time. Ten's of thousands of lines of code were scanned and managed by propbeanie using Hebe Vollmaus' scanning tools as well as our own in-house tools, to merge them all and to produce the stability that the GWX work is known for.
Quote:
Originally Posted by Subcomfreak
2) Is there a guide for how to use or what all the charts are usedful for? I haven't played the game in quite a while and I'm a bit rusty. Some charts I remember, others I do not. How do I use that fancy stopwatch? I have a manual for the attack disc, but I don't have one for the inner periscope ring, or for the charts. IS THERE A GUIDE AND A MANUAL FOR THESE THINGS?
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At the moment, no. However, on the up side, most of those charts are easy to figure out. You can also take out your cell phone and convert German to English if you have some question. Just don't Alt-tab out of the game to run your browser. SH3 doesn't like that.
There are also a number 'how-to' Youtube videos for the attack disk and the RAOBF wheel, and various internet articles relating to the use of both, and other U-baot items as well.
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Originally Posted by Subcomfreak
2.5) While messing around I found something quite queer: The numbers above the bearing markers on the periscope weren't the actual bearing (as they appear like they should be that)! Instead they are something else... IS THIS THE GYRO ANGLE??? Additionally, it appears as if one can only, as would be closer to reality, set the TDC information when angle tracking is disabled, this is correct, right? DOES THE NOTEPAD DO ANYTHING / CAN I USE IT?
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Yes it does differ from the bearing indicator reading. That is indeed the gyro angle IIRC.
Yes you can only set the TDC info when the angle tracking is switched off.
The notepad works in the same way that it always has.
There may be maximum range restrictions for information setting such as at the hydrophone station.... There the user can only select information if the contact is 7000 meters or closer. That is an SH3 issue.... NOT a GWX/GWX-KC issue.
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Originally Posted by Subcomfreak
3) I fear the answer is no, but with faith perhaps it will be yes... is there a way to not have to individually move all my boys around the boat? Will a macro maker work?
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You can right click on a compartment with men inside and then left click onto the compartment you want them to go to.... (or is it vice-versa)
In any case, one of those combinations works, to the degree that there is space for men in the compartment that you are transferring them to.
Quote:
Originally Posted by Subcomfreak
4) Is there anything else I should do to my install? For example, I remember some sort of Career manager that did something with One Alex, but, again, I didn't really play it much so I can't recall.
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At the moment no, there is nothing else you should do to your installation apart from noting the DOCU_GWX-KC folder in the root file structure. There is some documentation in there.
Also, you should look at your included copy of JSGME and the list of included optional GWX-KC mods found there. They are also basically self explanatory.
Eventually, I will write up a fair bit of it all, and I will certainly be creating at least a partial features list for everyone.