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Old 12-12-07, 07:12 AM   #1
JCWolf
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Default GWX 2.0 List of Most wanted Missing Mods !

For Now,
I miss on the emidiate first impresion the
Open Hatch Mods, it was one of the most
great developments achieved By DD and I do
not see it...

Thought I only tested a VIIC in the Academy play ground !


Is it compat. the DD Open hatch mods ?

I leave this reply for the GWX guys to make !

Is it safe to install Open hatch mods !?
Why was not included this Great Interior
Developements !?


Please,
This is for me the greatest loss in this GWX 2.0...

I guess with me it goes a lot of people that are
missing this detaille...:hmm:
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Old 12-12-07, 07:27 AM   #2
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JC, what's replaced the open hatch mod? Can you see anything different in the Command Room?

Which would you rather have?

Either way, DD has all the tools now and will no doubt (after suitable rest period) make his open hatch compatible.

EDIT - Sorry, the open Hatch Mod is NOT compatible.........yet!
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Old 12-12-07, 07:27 AM   #3
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I tried the open hatch for the VII and it seemed to work fine, but you lose the new interior that's in GWX. The new scope wells look too good to give up. Enable Open hatch via JSGME and look at the differences.
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Old 12-12-07, 07:36 AM   #4
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Quote:
Originally Posted by danlisa
JC, what's replaced the open hatch mod? Can you see anything different in the Command Room?

Which would you rather have?

Either way, DD has all the tools now and will no doubt (after suitable rest period) make his open hatch compatible.

EDIT - Sorry, the open Hatch Mod is NOT compatible.........yet!

Whats diferent and replaced !???

The Hatch opened mI friend !
Thats what I see diferent in the Command room !
Apart from the Periscope, I do want that Hatch opened again,
Now it's like we went back to stock command room again, it looks
like geting back on time mate !

I do like the periscope changes but I can't play no more without
that hatch opened !

just mi opinion !

For mi its a step back on the Interior look of the command room!:hmm:
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Old 12-12-07, 07:39 AM   #5
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I can understand why you want the Open Hatch back in mate.

However, until DD makes it compatible, do you really want to loose the Fixed/Correct U-Boat interiors?
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Old 12-12-07, 07:40 AM   #6
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My List:

LRT Lite (just got used to those, "Will it get fixed in time" moments)
Longer wakes (Your sub has a longer wakein GWX2, but I didn't notice any on other ships, yet).
Exhaust mod (gave it a try and it appears to work, just want to be sure nothing else got broken)
Flag and Pennant mod (Liked returning to port showing my ship sunk pennants)
SH4 Effects for SH3 (Waiting to compare the new GWX effects with this one, sounds like this may be a case liking parts of both)

Most of the others are graphics and sound changes that should be no problem

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Old 12-12-07, 07:42 AM   #7
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@ Samwolf

All the items on your list will break/replace/affect GWX. We have 'played' with all those files. Those mods need to be updated. They may be working but you don't know what you have disabled from GWX. Just a heads up.
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Old 12-12-07, 08:03 AM   #8
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U-Jagd tools
Racerboy's HUD for milkman
Ducimus's Flavor to taste mod(sepecially the basic.cfg file)
Tomi99's VIIC and VIIC/41 mod
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Old 12-12-07, 08:13 AM   #9
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Quote:
Originally Posted by danlisa
@ Samwolf

All the items on your list will break/replace/affect GWX. We have 'played' with all those files. Those mods need to be updated. They may be working but you don't know what you have disabled from GWX. Just a heads up.
Thanks, the only one I've tried so far is the exhaust mod. I'm waiting for updates on the others.
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Old 12-12-07, 08:18 AM   #10
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I don't know if it's a matter of missing mods, it seems to be more of a case of folks wanting the game modded to personal taste. I think that it is more the latter, just an observation.

One thing I have learned with this series is that just when you think your set-up is complete, somebody comes along and puts out a mod that you just got to have, so the experience is always changing That being said, you need a great base mod to begin with, and from what I have heard, 2.0 gives you this.


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Old 12-12-07, 08:18 AM   #11
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Quote:
Originally Posted by Samwolf
My List:

LRT Lite (just got used to those, "Will it get fixed in time" moments)
Longer wakes (Your sub has a longer wakein GWX2, but I didn't notice any on other ships, yet).
Exhaust mod (gave it a try and it appears to work, just want to be sure nothing else got broken)
Flag and Pennant mod (Liked returning to port showing my ship sunk pennants)
SH4 Effects for SH3 (Waiting to compare the new GWX effects with this one, sounds like this may be a case liking parts of both)

Most of the others are graphics and sound changes that should be no problem
Longer wakes - I think the wakes over GWX 2 are very good actualy !

Exhaust mod - We should wayte for RB to make them Compat. Agree with you
Hads a extra inmersion on the eyes !

Flag and Pennant mod - The old version ( Not GWX 2 compat ) never whent past
one sub type ! Don't miss it cause never used the one in
active , maybe we have the all types now developed !:hmm:

SH4 Effects for SH3 - Agreed, this mod brings a lot more on the athmosfere and
effects to the game, however it countains a lot of tweaks
like the explosion effects that I think were exaggerated to
point of mass exaggeration !
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Old 12-12-07, 08:23 AM   #12
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In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement. The open hatch mod is not complete and would completely remove the historically accurate interiors in GWX 2.0.

Also, DivingDuck adjusted the lighting in all our subs.

Most people don't understand the open hatch mod fully. When the radio room was moved closer to the control room in 3D space... many of the object controllers could not be moved with the radio room... resulting in only partial function... and loss of many functions... and deep camera position problems.

Loss of functionality, is very confusing to most players and should be avoided at all costs.

(I am not bashing the open hatch mod... but instead I am trying to explain why it has never been completed... and why it is not, and likely will not be fully compatible with SH3.)

Also, if you use the open hatch mods... the historically accurate 3D interior mods in GWX 2.0... that were completed by DivingDuck after he joined the GWX dev team... will be removed in the process of applying the open hatch mods.

Like never before, the interior of the Type VIIC... looks like U-96 in 'Das Boot' and using the open hatch mod would completely remove the new interiors in GWX 2.0. These interiors are correct against actual U-boat blueprints.
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Old 12-12-07, 08:44 AM   #13
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I miss the longer wakes, especialy for torps.

I hope there will be a fix for the massive moon to bring it back down to scale too.
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Old 12-12-07, 08:44 AM   #14
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Quote:
Originally Posted by JCWolf
Quote:
Originally Posted by Samwolf
My List:

LRT Lite (just got used to those, "Will it get fixed in time" moments)
Longer wakes (Your sub has a longer wakein GWX2, but I didn't notice any on other ships, yet).
Exhaust mod (gave it a try and it appears to work, just want to be sure nothing else got broken)
Flag and Pennant mod (Liked returning to port showing my ship sunk pennants)
SH4 Effects for SH3 (Waiting to compare the new GWX effects with this one, sounds like this may be a case liking parts of both)

Most of the others are graphics and sound changes that should be no problem
Longer wakes - I think the wakes over GWX 2 are very good actualy !

Exhaust mod - We should wayte for RB to make them Compat. Agree with you
Hads a extra inmersion on the eyes !

Flag and Pennant mod - The old version ( Not GWX 2 compat ) never whent past
one sub type ! Don't miss it cause never used the one in
active , maybe we have the all types now developed !:hmm:

SH4 Effects for SH3 - Agreed, this mod brings a lot more on the athmosfere and
effects to the game, however it countains a lot of tweaks
like the explosion effects that I think were exaggerated to
point of mass exaggeration !
Flags and pennants: Used it on the VIIB, missed it for the other boats, hopefully they'll get done some day.

SH4 Effects for SH3: I agree the bodies were overdone, but I liked the gun hit effects, debris, flares and sounds.
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Old 12-12-07, 08:47 AM   #15
Samwolf
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Quote:
Originally Posted by Kpt. Lehmann
In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement. The open hatch mod is not complete and would completely remove the historically accurate interiors in GWX 2.0.

Also, DivingDuck adjusted the lighting in all our subs.

Most people don't understand the open hatch mod fully. When the radio room was moved closer to the control room in 3D space... many of the object controllers could not be moved with the radio room... resulting in only partial function... and loss of many functions... and deep camera position problems.

Loss of functionality, is very confusing to most players and should be avoided at all costs.

(I am not bashing the open hatch mod... but instead I am trying to explain why it has never been completed... and why it is not, and likely will not be fully compatible with SH3.)

Also, if you use the open hatch mods... the historically accurate 3D interior mods in GWX 2.0... that were completed by DivingDuck after he joined the GWX dev team... will be removed in the process of applying the open hatch mods.

Like never before, the interior of the Type VIIC... looks like U-96 in 'Das Boot' and using the open hatch mod would completely remove the new interiors in GWX 2.0. These interiors are correct against actual U-boat blueprints.
Thanks for the explanation Kpt. Lehman. I was wondering why since DD did the interior that the open hatch wasn't also included. IMHO, the interior looks great.
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