Thanks for the kind words guys here's some addl posts from WAW.
One question put to me earlier this week at the WAW forum was:
Does GWX also recreate random running depth variances? I don't believe it does, which is strike two in my book.
My answer;
I just went into the NYGM files and found the dials.cfg which control the randomised depth settings. I'm going to bring them over to GWX and see what happens. Funny thing tho- they exist up to feb 28 1942 with an 80% probability. On a recent NYGM patrol I experienced numerous depth issues, some firing at a static target in port and the date was late 42-odd.
Later;
Good news on this...so far at least. I copied the Dials.cfg out of the NYGM randomised events cfg file and plugged them into the GWX randomised events cfg. at the top, right above the TL files.
First I ran a couple baseline tests with stock GWX- Dec 1941, static ship in harbor, U boat dead stop, calm seas. Using the outside view and observing point of impact it seems like all torpedo's run straight, hot and true.
Then, using the exact same mission, only launching with SH3 Commander and allowing it to issue random files, shooting at the same target:
test 1, 4 fired, 1 impact 3 run low
test 2, 4 fired, 2 impact 2 run low
test 3, 4 fired, 1 impact 2 run low 1 dud
test 4, 4 fired, 0 impact 4 run low
(this pretty closely mirrors the given percentages)
I then ran the exact same test 1 year later and all eels ran normal as the random dates expire Feb 1942. As it stands, at least for me anyway, I think this concern regarding GWX has been answered.
This does nothing to change the settings switch itself. The player must still manually set the detonation mode. Impact or Magnetic, however a fish set on magnetic will still detonate on impact if I'm not mistaken.
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Some more feedback guys.
Ok , I finally got into a scrape that I wasn't looking for(sort of). Off the north west coast of England waiting for a convoy to head out. In very rough seas, during daylight metox warned me of a radar contact heading in my direction. I stayed surfaced to see what would happen. A Fletcher DD(I think) with a very different paint scheme came sniffing around. Finally at about 4300m he was able to catch sight of my boat and the chase was on. I turned tail and ran thru the seas at Flank speed. At 4000m he began firing his fwd guns. My boat took one round to the fwd torpedo compartment and before pulling the plug I let loose a TIII acoustic in his direction(about 3800m range). The torpedo did it's job, tracked right to the source of the noise and blew off both props. 45minutes (yes, real time they were unuseable) later the bow torpedo tubes were repaired and ready, we went to pd. The DD had been sitting there now for nearly an hour showing slightly down at the stern. I manuevered the boat to within 700m and put a g7e into him below the stacks. Ship broke in two and slowly went down. Once the boat disappeared I resumed course, increased speed and ordered surface. No sooner than the tower broke the surface we began taking damage. I immediately ordered CD and used the f12 key to see a Sunderland had just mg'd us. Apparently the DD had called for help, turns out we surfaced right under the plane. The damage reports said the the wintergarden and flak guns required 31 hours, the fwd deck another 3+ hrs and the control room and main pump over 3 hrs. By moving qualified, fresh men around I got the zentrale fixed in 48 minutes. I surfaced the boat 1 1/2 hrs later to find ac still circling the area and had to cd once again under a pair of twin engine planes which were unfamiliar.
Ok, after playing this since the weekend, this action is basically no different(aside from the drastically better repair times) than one which I've become accustomed to in NYGM. The sights and sounds make it a whole lot more interesting but as far as difficulty goes, I see no difference.
As for the gradual positive bouyancy thing, yes the boat does rise ever so slowly, however it never brakes the surface and it takes awhile before you notice it, certainly more than a minute or so. For some reason the boat stops rising at between 15 and 20 meters. One odd thing I experienced was that in the GWX model, when the player sets a depth manually-say 20m the boat will stop at 2-3 meters less. Don't know why but it does. If you want a desired depth you must add 2-3 m to be sure-odd but not a deal breaker. Overall, after four days of this I'm pretty impressed. I'm looking forward to P14.
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Nuke 'em till they glow!
Last edited by HEMISENT; 01-05-07 at 09:25 AM.
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