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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Torpedoman
![]() Join Date: Mar 2005
Location: Louisiana, USA
Posts: 115
Downloads: 64
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I figured this topic would draw more attention...:P
Anyway. How does GW compare to RuB as far as realism, difficulty...etc? The screenshots look good, the campaign changes, etc look nice but how realistic is it all? The only thing I saw that I didn't really like -- changing AS zoom to 10x? Were there 10x scopes? Thanks in advance..
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-VP Missing targets since 1990. |
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#2 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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Yes, I'd like to know this too.
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#3 |
Navy Seal
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Not really a good comparison because GW includes pretty much all of RUb, and then adds on top of it. It should, on the whole, be an improvement over RUb - the only concer is that it's very new and, even after beta testing, could end up showing rough edges like RUb did in many of its earlier versions.
The more relevant comparison right now is between GW and NYGM, but it's also rather speculative; I lean more toward NYGMs list of realism-related features, many of which are based on very 'cutting edge' modding approaches, but GW isn't too shabby either. :hmm: |
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#4 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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Thanks CCIP. I must admit I have a partial soft spot for RUb. But it may be time to let go... Or perhaps wait for a Grey Wolves Tonnage War mod.
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#5 |
GWX Project Director
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I am writing up a document entitled GW Concepts that covers this issue and other "Why did we do that?" topics.
The problem is that I am exhausted lol... and I also have to work extra shifts this week since we are very short-handed at work. I am trying to figure out how to pace myself and triage what to do first... First thing I want to do is correct my mistakes on the credits page. I need 2-4 days to get this done and posted. Its important stuff... so I don't want to rush it. I am also keen to hash out making it fully SH3 Commander compatible. (Our Sim.cfg has several altered values.) Don't worry. I'll get to everything. ![]() |
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#6 | |
Navy Seal
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And yea... Sim.cfg has been a bit of a pain for my personal config. My solution so far has been taking out my DVD, pressing play SHIII in commander, and then copying back some of the custom files before starting up SHIII. |
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#7 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
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That's not necessary. SH3Cmdr *only* changes the LostConcactTime value in SIM.CFG, nothing else. It will not overwrite any other setting.
If changing this value does cause a conflict, the fix is simple - just set the LostContactTimeUpper and LostContactTimeLower values in SH3Cmdr's "Miscellaneous.cfg" to be whatever value GW expects. I would have been happy to clarify this during development but was never asked... Re SH3Cmdr and NYGM, I have the fix included as part of R2.5. I'll see what compat probs may exist with GW and consider whether I need to bring forward the release. |
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#8 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Jscones
Check your pm. Thanks
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Nuke 'em till they glow! |
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#9 | |
Navy Seal
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That's not for either NYGM or GW, since I'm kind of hogging my own AI sensor solution ![]() |
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#10 | |
GWX Project Director
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I will explain what I mean as tactfully and as sensitively as I am able to when I post the article I spoke of earlier. GW is and will remain a stand-alone mod that does not require RUb or any other large mod to function. GW was born as an alternative to limited choices, and from my stand-point... occasionally closed minds, and negative attitudes. Work began in mid-November 2005. In the same vein of providing for choice within the community, I have agreed to facilitate a merger which would incorporate/share common ground with the NYGM mods for those who are interested. (The Grey Wolves-Tonnage War... its gonna be a hell of an awesome thing!) However, GW will continue to exist... and serve a purpose as an alternative to other big mods. |
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#11 | |
Navy Seal
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![]() For the most part, I think it's fair that any large mod - RUb, IuB, NYGM or Greywolves - isn't really a mod as such at all, but a collection of different mods by a lot of individuals, both in the team and otherwise. One thing that GW can't be beaten in is the sheer number of these mods that it brought together under one roof ![]() |
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#12 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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Even though I have had the test versions and knew for some time what was in this mod, I'm still in awe of how much was actually done to this game. It is just amazing. GW is my first "supermod" I have used for the game. I didn't use RUb or IUb. Both seemed like good mods, but they didn't have what I was looking for. This mod has got me really excited. Since running test versions, and now the public release, I feel enthusiastic about SH3 again. GW didn't just modify SH3, it redefined it. Btw, my absolute favorite part about the mod is the new shipwrecks. I don't know why, I just love them. :rotfl:
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#13 |
Torpedoman
![]() Join Date: Mar 2006
Location: MA. US
Posts: 112
Downloads: 41
Uploads: 1
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Does anyone have the answer to a question posed in the first two posts of this thread; how does one 'get' a 10x view on the periscope and UZO ?
Thanks, Old Dog |
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#14 | ||
GWX Project Director
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that they pass through. Take the ship builder/3d modeler as an example- He can build new ships all day long... but what good is that until they are scripted by the campaign builder. No one part is infinitely more important than the other. GW could never exist without the community. The only thing I can really take credit for is the big idea and the determination to see it come to life.... (it takes big boots and weathering good deal of loneliness when doubt sets in)... and even that doesn't matter without people like Neil Stevens, and Terrapin to give these works a home. |
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#15 | |
GWX Project Director
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Give me a sec and I will edit this post to include his website. Here you go... http://www.delraydepot.com/tt/sh3.htm#crushdepth Cheers! |
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