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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2191 |
Nub
![]() Join Date: Nov 2007
Posts: 3
Downloads: 0
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yikes, 10 mins hey.... I was waiting about 3-4 minutes but I have 4ghz, 2 gig ram, 512mb card etc and every other game has just flown for me so I figured there must of been a corrupted install etc. Not to worry then, I now know that I know it hasnt just frozen and I'll let it do its work as I greatly enjoyed the stock game and really cant wait to try out this mod as I've heard good things.
Thanks for your very quick replies, and I might leave you with one last question in that is it possible to play this in multiplayer? does anyone do it etc ? as the idea of a wolf pack sounds pretty hairy. |
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#2192 |
Chief of the Boat
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A great many people play it in MP mode online.
In fact, some of the GWX team used yo play together regularly until work was focussed toward the next release. More recently, some of the team have been testing the MP missions. ![]() |
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#2193 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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First time is always the longest load as creates the SH3 folder in my docs etc
Be patient young warrior |
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#2194 |
Eternal Patrol
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And WELCOME ABOARD from me, too!
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#2195 |
GWX Project Director
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Reminder to all:
The GWX 2.0 manual will be uploaded sometime next week for all to view prior to the actual launch date. Cheers! ![]() |
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#2196 |
Watch
![]() Join Date: Apr 2006
Location: Waco,TX, USA
Posts: 17
Downloads: 0
Uploads: 0
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Looking forward to reading it, as well as seeing if there will be anywhere as near the change between this and the current release, as there was between the current and previous releases. Can't wait!
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#2197 | |
GWX Project Director
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Nor can we show you the massive campaign or code improvements that operate "in the background" without you being able to see it. You'l start to see and feel the changes, the moment you are in-game. To all, something you'll hear us reitterate repeatedly in days to come... You MUST begin the GWX installation process with a NEW-CLEAN UNMODDED copy of SH3 patched to 1.4b. You will also need to DELETE the "SH3" folder in your "My Documents" folder. Old careers will probably not be compatible with GWX 2.0. (This will most likely be the last time we need to suggest deleting old careers.) Last edited by Kpt. Lehmann; 11-29-07 at 10:51 PM. |
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#2198 |
Watch
![]() Join Date: Apr 2006
Location: Waco,TX, USA
Posts: 17
Downloads: 0
Uploads: 0
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That's alright; my current kahleun would most likely be THRILLED to retire now!
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#2199 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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Hallo!
I was a bit interested how many German warships is unsinkable in GWX 1.03 mod and that is why I made my own beta-tests. Here you are results: - type 36A destroyer - naval artillery barge - naval transport barge I wish you to fix this embarrassing errors before GWX 2.0 release time. It seems you centered too much on eye-candy graphics and "uber-destroyers" but unfortunately totally forgetting about basic bugs! You know what, Mr. Kapitan: "Apart from good man all we really need are all sinkable ships in subsim type games"! :rotfl: Cheers and Merry Christmas to you! ![]() |
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#2200 | |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
Posts: 1,893
Downloads: 0
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Basically I am confused as hell as to why you want to deliverately sink ships belonging to Germany (your own side)?! All the ships you are SUPPOSED to sink in GWX, do sink! Some are tougher than others though. And 99.9% this is by design not accident. Bottom line is, if the Kpt. Lehmann does indeed decide to pull the GWX release... then, everybody here on subsim and round the world will be waiting till perhaps, January maybe even February next year before they get 2.0.... GWX policy is, we do not work over Christmas and new year... But I'm sure the subsim faithful would be grateful to yourself though for finding these 'bugs' and giving the Dev Team chance to rectify them, even if they do have to wait till next year to see bugs that don't affect the game in the slightest cured. ![]() |
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#2201 |
Lucky Jack
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@Gorshkov
Then I take this German naval transport barge is playing to be a submarine? ![]() ![]() Merry Christmas to you too! |
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#2202 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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I guess those three ships can be sunk by air bombardment and gunfire but not by torpedoes as I have tried.
Anyway type 36A destroyer definitely isn't sinkable that way. I hit her twice with five torpedoes each time with no damage except visual post-explosion marks on her hull. As for both barges, they received one torpedo hit each and withstood it. |
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#2203 |
Lucky Jack
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You can see the torpedo hit mark on the bow on that transport barge. Didnt test the others yet, but that ship is definitly sinkable. And it doesnt make sense that a ship would be only sinkable by air weapons, there's no switch AFAIK to turn off torpedo damage and turn on bomb damage.
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#2204 | |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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However I tested all twenty one German warships present in GWX mod "Orde de Battaile" and eighteen remaining warships are sinkable. Even 52000 tons large "Bismarck" and "Tirpitz" bettleships sink after three to four under-keel explosions. |
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#2205 | ||
Lucky Jack
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