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#1 |
Machinist's Mate
![]() Join Date: Dec 2009
Location: Lincs, UK
Posts: 124
Downloads: 43
Uploads: 0
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Last night I took the plunge and installed GWX3.0 after completing my third patrol of my current career. It had been sat on my hard drive a while just waiting for me to get the confidence to give it a go, being the first time I have tried any mod for SH3. I'm very impressed so far and loving the extra detail and content that has been added - I can see why so many people recommend it.
However i'm also finding it very different to the point of it feeling like a new game after 4 years of intermittent play of vanilla SH3. One change in particular which i'm not sure about (but feel that maybe I should just "give it a go") is no longer having coloured contact markers to indicate whether friendly/hostile/neutral. If I do decide I want the colours back, is there a way of changing this, or even reverting map contacts completely to the old style? Also, is there any way of increasing the resolution of the game? I've already discovered modifying the config file doesn't work, and the resolution fix utility appears to only support XP, unless i'm mistaken? (I'm running Win7x64). Apologies if the answers to my questions are already elsewhere on here, but I have looked, used the search function, google, RTFM and pretty much drawn a blank. Thanks in advance to anyone who can point me in the right direction, and also many thanks to the GWX team for giving me a "new" silent hunter game 3 months before I expected one! ![]() |
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#2 |
Chief of the Boat
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Contact colours mod is available from my GWX FF page (below my sig).
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#3 | |
Eternal Patrol
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The only thing I can suggest besides asking more questions is to get SH3 Commander as well. It dovetails perfectly with supermods like GWX, and it doesn't make the game any harder; it just adds so much more. ![]()
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“Never do anything you can't take back.” —Rocky Russo |
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#4 | |
Grey Wolf
![]() Join Date: Nov 2008
Location: Running silent and deep
Posts: 902
Downloads: 3
Uploads: 0
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That's one of the first things I wanted to mod when I bought SH3. ![]() |
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#5 | |
Machinist's Mate
![]() Join Date: Dec 2009
Location: Lincs, UK
Posts: 124
Downloads: 43
Uploads: 0
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As it is, I will be trying a couple of patrols with the grey markers to see how I get on. Still, it's nice to know that I have the option to revert it if I really don't like it. |
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#6 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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I remember it being quite a shock to me also when I first loaded the Grey Wolves mod.
But what helps is to remember: 1. If the ship is sailing by itself and its blacked out - shoot it 2. If the ship is sailing by itself and it's not blacked out - don't shoot it. 3. If the ship is in convoy, it's probably fair game - check to be sure
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#7 | |
A-ganger
![]() Join Date: Dec 2009
Posts: 72
Downloads: 16
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However I'm not sure what you mean mookiemookie about being 'blacked out' or not. Can you/someone please clarify? I'm still getting my feet wet, so to speak. EDIT: Ah, it just occurred to me. Does this mean having spotlights on its flag or not? I assume this would imply that Allied ships will not put a spotlight on their flag at night? |
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#8 | |
Chief of the Boat
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#9 |
Machinist's Mate
![]() Join Date: Dec 2009
Location: Lincs, UK
Posts: 124
Downloads: 43
Uploads: 0
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That's some useful advice about being blacked out, thanks for that! I had visions of chasing ships around, squinting at their flags in the darkness.
This also suggests that I need to do some more reading around on what exactly the mod changes, particularly regards the behaviour of hostile shipping and warships. I guess gone are the days of the great cookie-cutter ship turkey shoot... |
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#10 |
中国水兵
![]() Join Date: Oct 2009
Posts: 280
Downloads: 35
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One thing you can count on for finding enemys is the radio contact reports of convoys. They show up as big squares on your map and have all the standard contact info projected on them, course speed ect. and I have yet to find a freindly target in one; though one time I did find a neutral mixed in there and ended up shooting and killing him but I guess that is what he gets for hanging out with people I don't like.
Beond that the lone contacts are always fun to roll up on check out if they are a target or not. Even if they aren't a valid target you can get some good practice at gathering data for fireing solutions if you are useing manual targeting. |
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#11 |
Captain
![]() Join Date: May 2009
Location: Forever stuck in Data folder...
Posts: 482
Downloads: 259
Uploads: 0
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I run GWX3 and I'll admit that the loss of contact colors was a drag at first so I tried the mod to bring them back. It actually felt like a cheat then so I removed it. What I'd really like is the radio reports of single merchants to be colored to signify that the contact has been identified before the report whereas ones I stumble across would require me to identify them, but I'm guessing that they cannot be seperated like that and it's all or nothing.
It's a PITA to go chasing after a distant contact only to raise the periscope and see it lit up like a xmas tree. Not so much of an issue in type VII's and up but a waste of fuel in a type II. I also use Community Units and some of the neutral models won't be lit, making assumptions based on lighting state risky. There's also the fact that if an American ship leaves port bound for England and then America enters the war while it's mid-Atlantic, as I understand it, the ship will remain lit as it can't change it's 3D model. Of course, this only happens within a very brief timeframe.
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The owl and the pussycat went to sea in a beautiful pea-green boat. It only took one T1 eel to convince that boat not to float. |
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#12 |
Fleet Admiral
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Even more of a PITA when you go chasing and see it is not lit and then get close enough to see the Stars and Strips hanging from the mainmast in April 1941.
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#13 |
Eternal Patrol
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Yep, that's the real pain of it. In the stock game there were no lighted ships. GWX adds lights to some neutrals, but not all.
Always check that flag before you shoot. Oh, and that's one of the things I love about driving in and out of my home base - all those pretty lights on the visiting ships.
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“Never do anything you can't take back.” —Rocky Russo |
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#14 | |
GWX Project Director
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#15 |
Machinist's Mate
![]() Join Date: Dec 2009
Location: Lincs, UK
Posts: 124
Downloads: 43
Uploads: 0
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Has the number of random (well, there's probably nothing random about it) or lone merchant contacts been decreased in GWX compared to stock SH3?
On my present patrol departing from Kiel, I have only encountered one ship that wasn't scripted port traffic since reaching the open sea past Brunsbüttel - and that was about halfway up the coast of Norway. Since then, I've been around the Shetlands and the Orkneys, patrolled grid AN11, twice tried intercepting reported task forces in the AE and AF grids to no avail, returning to my patrol area in between. I realise that this was often "the lot" of the Kriegsmarine, but i'm surprised to have seen or heard no contacts at all in the game, especially given that they have been so fruitful on previous patrols. I've typically been steaming at 10kt (unless intercepting phantom task forces) and regularly diving to 20m for hydrophone checks. |
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