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Old 06-11-07, 03:10 AM   #1
Reverie
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Default Coastal Command should have done so well

August '43. BE57. Lone Tramp Steamer struck with Type I amidships.
Steamer unarmed. Prepare to surface for gun action.
One round into the wheelhouse.
Radar detection warning. Twelve signals.
Twelve signals ?
Twelve PBYs.
A few more rounds to the steamer waterline, then to hell with it.
Crash dive.
Aerial bombardment with no regard for the steamer.
This smacks of unreality, and borders on the ludicrous.
And planes tend to do what is known as "spawn" rather than "originate".
Couldn't these things be regulated in quantity, and regulated in their travel time ?
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Old 06-11-07, 04:57 AM   #2
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What version are you playing? :hmm:
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Old 06-12-07, 04:40 AM   #3
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Hi, jimbuna.

SH3 DVD 1.4b US
GWX1.03
SH3Cmdr2.7
SH3Gen.082
SH3Weather1.5

Just placing myself in scenarios based on Date using SH3Cmdr. I've given up trying to run a realtime campaign until I find a mix of mods that work. With JSGME I'm using (all GWX - ) Capt Amer Officer Icons, Integrated orders, No medals on crew, Stay Alert v1c, and Reduced Buoyancy.

Is there a patch I've missed ? These planes don't seem to ring historic.
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Old 06-12-07, 04:46 AM   #4
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No, you didn't miss anything.

Airbases and the composition of what they spawn will be further adjusted in the upcoming GWX version 1.04.
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Old 06-12-07, 04:56 AM   #5
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One other thing that may or may not be related. While ending the sim to go to desktop and run SH3Gen worked normally, returning to SH3, my Saved Game would not reload completely. It would get all the way to the moment before "Not so long ago", but screen would stay black. Then the Microsoft "Send or Don't Send" error app would appear with the error being something wrong with the kernel32. But I found that restarting SH3Cmdr to restart SH3, and simply closing the pop-up window to "Generate" SH3Weather would allow the saved game to reload properly.

But there was never an apparent problem using SH3Weather when the Saved Game problem occurred. The Mission.dat (? or something like that) would state to be updated. My not generating the weather was just a routine process of elimination to solve the problem. And I got lucky first try.
But, I digress...the planes, jimbuna. The planes....
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Old 06-12-07, 05:01 AM   #6
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Hi, Kpt.
That's encouraging !
I have no idea what you're going through to Mod this software.
But as an afterthought, where does one go to submit ideas aka requests ?
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Old 06-12-07, 06:21 AM   #7
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Quote:
Hi, jimbuna.

SH3 DVD 1.4b US
GWX1.03
SH3Cmdr2.7
SH3Gen.082
SH3Weather1.5
The only thing I notice that might be missing is the Cfg file for SH3 Cmdr.

Quote:
But as an afterthought, where does one go to submit ideas aka requests ?
A bit late now I'm afraid...most of the work is either completed or well underway
Try a search and no doubt you'll come across numerous requests. Most areas have been covered apart from the AI turtles with limpet mines attached to their shells
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Old 06-12-07, 06:25 AM   #8
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Quote:
Originally Posted by Reverie
Hi, Kpt.
That's encouraging !
I have no idea what you're going through to Mod this software.
But as an afterthought, where does one go to submit ideas aka requests ?
Reverie
The GWX Sticky thread in the mods workshop is as good a place as any... Though we make no promises. Our plate is quite full with our current obligations.

Also, to address your savegame query: It appears your problem stems from the SH3 weathermod, not from GWX itself. I don't think the problem is related to SH3 Gen. GlobalExplorer's SH3 Gen program seems to be solid as far as I can tell. Unfortunately, due to my focus on the core GWX files, I'm not as familiar with some of the finer points of external programs. Dunno how to help you there.

Do check back here later though. Maybe someone else can shed some light on the issue.
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Old 06-12-07, 11:07 AM   #9
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You shouldn't ever see 12 of any flying boat. They hunted alone.
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Old 06-12-07, 01:53 PM   #10
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Yeah as Ktp said aircover is being revisited in 1.04
I can only guess your are in the area of more than one airbase to see that many as no airbase in GWX has anywhere near that amount of any aircraft in a squadron
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Old 06-12-07, 01:58 PM   #11
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Default I can hardly wait....

Quote:
Originally Posted by Kpt. Lehmann
Airbases and the composition of what they spawn will be further adjusted in the upcoming GWX version 1.04.
Wow, sweet!
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Old 06-12-07, 04:00 PM   #12
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Quote:
Originally Posted by Kpt. Lehmann
Though we make no promises. Our plate is quite full with our current obligations.
Take your time guys...I'm pretty darn sure it is worth waiting for!
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Old 06-12-07, 04:53 PM   #13
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Quote:
Originally Posted by Sailor Steve
You shouldn't ever see 12 of any flying boat. They hunted alone.
Maybe not 12 Steve, but read up on 201 Sqn RAF.

They flew Sunderlands during the battle of the atlantic and co-operative tatics were part of their repertoire.
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Old 06-13-07, 07:41 PM   #14
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What little there is of the war diary doesn't show them operating together.
http://www.rafcommands.currantbun.co...201/201WD.html
http://www.rafcommands.currantbun.com/Coastal/201C.html

Admittedly what I could find on the web is sketchy. What book(s)/site(s) would you recommend?
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Old 06-14-07, 01:51 AM   #15
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Quote:
Originally Posted by Sailor Steve
Admittedly what I could find on the web is sketchy. What book(s)/site(s) would you recommend?
I have read about several occasions that planes operated in groups so that they could attack from several angles in order to deceive the U-Boat's flak....

I'm pretty sure it was described at elast once in Iron Coffins, from H. Werner
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