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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Gunner
![]() Join Date: Feb 2006
Posts: 92
Downloads: 30
Uploads: 0
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Questions For all Fellow Captains Out There about GWX
Well I got the Grey Wolves X Installed and love just about everything in it, including the movies and sound tracks. Awesome work to those guys for making it, almost seems like a completely new game. Hopefully SH4 Takes some of this advice and doesn't make these guys do it all over again.
I have been out of the submarine warfare for a long time now and alot has changed and I also noticed the forums lost alot of post durring a crash so excuse me if these questions have been asked before. 1, In GWX I noticed that the submarine will now rise up 2,3 mtrs at stop and I never noticed it until I looked at the outside shot and saw the coning tower sticking out above the water ever sl slightly. I tried to set a lower depth to compensate for this drifting but it does not seem that even if forward motion that SH3 supports fine tuning of depth. Looking for some tips as I constantly pop above the water line even at ahead slow (2,3 kts) 2, Does anyone know how to get the (AOB) updated simply by using the attack periscope. I have read several tutorials and have been trying them out slowly and learning to fully target. My main problem is that by the time I get the AOB it has changed and this usually ends up costing a torpedo or simply hitting an area I wish not to hit. I have gotten the range from the stadimeter (Pain in the butt in harsh weather, but fun to try) and entered it into the TDC Have found the speed using the 3:15 method, it wont let you use the notepad for speed until the AOB is calculated. I thought I remember reading that there is a way to use the attack scope to constantly update the AOB. Looking for tips on this subject as well, as I have yet to be able to "AIM" for a specific part of the ship as before. 3, Has anyone found a way to add "NEW" sounds to the game, sounds that are triggered by either keys or events. I noticed in GWX almost all the sounds are redone but I was not sure if new sounds could be added yet 4, Back to manual targeting for a second, in some of the tutorials I have seen tools that I do not see when on the Nav map, are some of these "hiding" from me or is it required to download some new content? I have to say thats about it for now, The Tiger Shark will be entering the Atlantic war once again and hopefully continueing the story I once started. Have to see, after getting married lol time was cut in half for the game and stories. Take care and good luck to all Last edited by William516; 02-14-07 at 05:52 PM. |
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#2 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 950
Downloads: 0
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Well I can answer on the sound part most sounds u need to switch the voices to german for better sounds.
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#4 | |
Commander
![]() Join Date: May 2006
Posts: 440
Downloads: 21
Uploads: 0
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![]() Quote:
1 - Your boat is going to rise if you arent moving fast enough. in gwx your boat has a positive bouyancy. 2 - im not sure i understand your question, AOB is very easy to determine by just looking at the ship you are attacking. 4 - theres a couple differant tool mods out there, first try to use the "?" button on the top right of the nav map, and it will change the tools. |
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#5 | |
Stowaway
Posts: n/a
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![]() Quote:
Speed is the most important part of manual targeting. The 3-minute 15-second rule works well but I believe my method works better. Mark contact on nav map and record the time. Now, mark additional contacts and note the time as the target proceeds down the previously determine course. Measure and determine distance travelled; and compute time travelled from first mark to the latest mark. Use this equation: distance in Kmeters x 32.5 divided by minutes = estimated knots. As the time and distance increases from the first mark, as you make additional computations of speed the accuracy will increase due to the reduction of rounding of meters and minutes. This also works very well in determining speed of a zig-zaging target. Don't be to concerned with distance, there's no need to measure it with the scope. On your nav or attack map make a relative good estimate of distance of torpedo travel from u-boat to intercept point on target's course at time of firing. This will not affect accuracy, only the stop-watch estimate of time of impact. If I'm in close, I'll generally set distance in advance to say 500 - 800 meters. Hope this is helpful. |
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