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Old 11-14-12, 07:25 PM   #1
billthebard
Bilge Rat
 
Join Date: Oct 2012
Posts: 1
Downloads: 63
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Default Digging around in the Warship Mod

Hey all, my first post here on Subsim.com, and I've been digging into Chinese-47's Warship mod. Like some of you, I've had the infamous 'missing turrets' problem, so I decided to dig a little deeper, see if I could find the problem. To that end, I set up 2 copies of SH3 - one with GWX installed, one without, both versions with no mods other than the Warship mod - and gave them both a run.

1/ The missing turrets - this ONLY occurred when GWX was installed, NOT with the vanilla game, I got a message that the torpedoes were destroyed when the savegame was loading, and ended up with no turrets.

2/ The corollary to the above - with the vanilla game, I couldn't load a savegame made during a patrol - it crashed at the same point as the GWX version deleted the torpedoes/turrets - when the INITIALIZING message is ending. I had to load a before/after patrol savegame instead.

3/ The sound of the ship's engines is REALLY loud! I guess it's the normal engine sound, but due to the greater speed being reached it's all speeded up - but GOD, is it annoying ....

4/ The watch crew's spotting is APPALLING! I've had a destroyer shooting at us, in broad daylight, from 500m, and the watch crew can't see it! They shout "we're under attack!" and I'm yelling "I KNOW WE'RE UNDER ATTACK, THEY'RE OVER THERE, DAMMIT! SHOOT THEM!" I have to use the UZO (which is greyed-out anyway) to indicate the attacker, THEN the crew can see it and start shooting ...


I've looked at both versions of the mod, and there's no difference that would explain the results. I guess it's how GWX differs from standard SH3 that causes the gun turrets to vanish. As for the crew watch - I guess that's what happens when yoiu bend a sub sim game engine too far ...


Anyway, if anyone has any further info on this, please post - I'd really like to get this mod working fully.
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