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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Apr 2006
Location: Houston, Texas
Posts: 156
Downloads: 0
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GWX 2.1, some changes I noticed
Hi, Ive been playing the GWX 2.1 mod for 2 days now and here is the things I noticed different, and somethings Im having trouble with:
1.- Opening the torpedo hatches has a new sound 2.- Im using a Type IIA and noticed it has a MUCH larger range now 3.- Ships can take a lot more damage. I havnt sunk anything with one hit yet, not even going for the known weak spots. Everything is taking 2-3 torps to sink now, even the small merchants. If someone could provide advice on where to aim on a small merchant and a small passanger/cargo to get a one hit kill, please provide it will be very helpfull 4.- Im getting far less renown. Using the same realism settings as I did on GWX 2.0, Where I would be getting about 700-1000 renown for a similar patrol im only getting about 100-150. anyway I love the mod ![]() I guess next career im starting out with a VIIB because of the renown hit. |
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#2 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,050
Downloads: 3
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umm, you're comparing to GWX 2.0 ?
in that case: 1 yes 2 ranges were adjusted somewhat for most boats 3 Not that I've noticed, nothing changed to the damage model as far as I know, might be you'll have to wait a bit longer for them to sink, but I can consistently sink most merchants with 1 eel in GWX 4 ? don't know about that, also haven't noticed that problem might you be using additional mods that could cause some of these strange effects? |
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#3 |
Rear Admiral
![]() Join Date: Jul 2008
Location: SPACE!!!!
Posts: 10,142
Downloads: 85
Uploads: 0
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1 I believe they changed the sound for the tubes.
2 I think subs actualy had a option to put fule in a extra tank the stock game and 2.0 didnt simulate. 3 They changed damage model to make it more realistic/ some of it is a stock bug (with small merchents). 4 took out the get to grid and get 500 points thing. ![]()
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Task Force industries "Taking control of the world, one mind at a time" |
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Ranges were increased slightly IIRC as the SH3world is larger than the real one
Yes a new sound for the torp doors ![]() There were no changes to merchant damage models Armed trawler had some changes to stop it blowing its racks off but that was it IIRC Renown was removed for reaching and patrolling your grid Us easily modded back in So many have done so already |
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#5 |
Stowaway
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Yep.
The NTRW or Armed Trawler had it's zones adjusted. The rest? I put down to bad aiming. I'm probably the worst shot you ever want to meet! But I have no problems with one or two shot kills. Infact? It may have been a standing order to do a spread shot on all ships. Was it not? :hmm: |
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#6 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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:rotfl: |
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#7 |
Stowaway
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There you go!!
The EXPERT has spoken!! I'll now go bother others. :rotfl: I seem to recall Steve saying something about a liar sheep? |
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#8 |
Eternal Patrol
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I don't know about the Type IIA specifically, but if its range was increased by a large amount it would be realistic, because there were only six IIAs, and the biggest difference with the IIB was its increased range.
@ Privateer: If you don't stop spreading rumors about me I'm going to tell 'em all about the shoe fetish.:p
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“Never do anything you can't take back.” —Rocky Russo |
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#9 | |
Watch
![]() Join Date: Jul 2006
Location: Sweden
Posts: 19
Downloads: 59
Uploads: 0
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#10 | ||
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
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http://www.subsim.com/radioroom/showthread.php?t=141804 |
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#11 | |
Loader
![]() Join Date: Jul 2008
Location: Anchoring at Vltava River, Czech Republic
Posts: 84
Downloads: 36
Uploads: 0
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