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Old 12-28-07, 11:54 PM   #2686
Oldgamer48
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Quote:
Originally Posted by Oilsmoke
JimBuna
I think I was the one for the First to DL off you FileFront and it works great.
I am on my 2nd patrol and I love the secondary explosion with all the goodies flying the FPS count is sweet also. I sank a Grantsville freighter off the eastern England Coast and after a short time I had 3 ASW trawler & PT boat looking for me. this is 1939 Oct. I wonder what 1944 will bring :rotfl:
I salute the GWX team.
Great mod, isn't it!!

I'm also on my second patrol. Outbound, just passing Heligoland to the west. I really like what the modders did with this bit of land, which was an island with only a lighthouse in the vanilla version. Sank 2 x freighters for 10200 tons on the first patrol, and was chased around a little by a destroyer off the Shetlands.

1944 will probably bring a miserable death about 270 meters down, as your hull implodes due to 3 destroyers hammering you, after a bomber forces you to crashdive. But unlike the real thing, "death" will allow you to start a new career! ...
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Old 12-29-07, 06:37 AM   #2687
Splot
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Good afternoon,

I have a problem with the GWX 2.0. The problem is that while the game loads properly the menu is a pitch black screen. Only the mouse cursor is visible and it leaves a trace when moved. When I press 'Esc' only grey 'yes' and 'no' appear so I can at least quit properly.

I use a 8600GTS card and didn't have any problems with the previous GWX version.

I also use the resolution override .dll file and the compatibility manager and I thought that could be the problem, though it worked with the previous GWX. I deleted the SH3 database I created earlier, but it didn't help. I also toggled the 'Das Boot" movie and the alternative load screen from JSGME. No help.

Maybe the authors of the mod heard of similar problems?
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Old 12-29-07, 12:14 PM   #2688
Julius Caesar
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I know GWX decreases deck gun damage from stock, but I just had to decrease it more after I sunk 2.000 ton merchant with 2 (two) shots from my 88 mm gun.
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Old 12-29-07, 01:51 PM   #2689
KeptinCranky
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I think you got lucky Julius, most ships still have a sweet spot that will cause a critical hit, have you tried sinking the same ship in the same way again? oh and what ship exactly, there's quite a few different 2k ton merchants
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Old 12-29-07, 02:30 PM   #2690
Julius Caesar
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Don't know the 2k ship type.
I also managed to sink 10.000 ton merchant with "only" 50 rounds. By reading reports from WWII submarines using deck guns, I think that could not be done.
I will definetly decrease it; I believe Beery has made correct level of damage in his mod for SH4.

Last edited by Julius Caesar; 12-29-07 at 05:17 PM.
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Old 12-29-07, 02:34 PM   #2691
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Quote:
Originally Posted by Julius Caesar
Don't know the 2k ship type.
I also managed to sink 10.000 ton merchant with "only" 50 rounds. By reading reports from WWII submarines using deck guns, I think that could not be done.
I will definetly decrease it; I believe Ducimus has made correct level of damage in his mod for SH4.
You play it to your liking mate....I would

Don't forget you might have to fix anything you break :hmm:

Good Luck
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Old 12-29-07, 04:35 PM   #2692
rik007
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Quote:
Originally Posted by Splot
Good afternoon,

I have a problem with the GWX 2.0. The problem is that while the game loads properly the menu is a pitch black screen. Only the mouse cursor is visible and it leaves a trace when moved. When I press 'Esc' only grey 'yes' and 'no' appear so I can at least quit properly.

I use a 8600GTS card and didn't have any problems with the previous GWX version.

I also use the resolution override .dll file and the compatibility manager and I thought that could be the problem, though it worked with the previous GWX. I deleted the SH3 database I created earlier, but it didn't help. I also toggled the 'Das Boot" movie and the alternative load screen from JSGME. No help.

Maybe the authors of the mod heard of similar problems?
No I do nt have. The override .dll works fine with a 8800 GTS here with GWX 2.0. Great graphics if everything is cranked up (16Km, 1280*1024, AA+AF Max quality). In your situation I would have re-installed the whole thing (Disable mods in JSGME install Sh3+1.4b+GWX 2.0)
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Old 12-29-07, 09:38 PM   #2693
Julius Caesar
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Can you please conform this for GWX 2.0:
1. When hydrophone operator reports that ship is at "long range", that is 8-16 km (it was 8-20 for stock sh3?)
2. When hydrophone operator reports that ship is traveling at "medium speed", that is 8-15 kts?

Thanks.
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Old 12-30-07, 04:28 AM   #2694
KeptinCranky
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No exact data for you, I suggest checking the manual, but....

the speed I'm not sure about i think it's 7 to 12 knots for medium

long range is 8km and up, no upper limit, although they generally don't report anything beyond 25km

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Old 12-30-07, 05:11 AM   #2695
mikaelanderlund
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Hi,

Is sensors.dat file in GWX1.03 identic to the sensors.dat file in GWX2.0?
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Old 12-30-07, 05:40 AM   #2696
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Quote:
Originally Posted by mikaelanderlund
Is sensors.dat file in GWX1.03 identic to the sensors.dat file in GWX2.0?
This is a good question which coincidently I raised today via PM to one of the GWX devs.

My guess is no, for the simple reason that over the last week or so I've had numerous SH3Cmdr users contact me complaining of mysterious and infrequent CTDs upon loading GWX 2 (about 1 in every 20 or so loads). After some tests the CTDs all seem to boil down to "randomised events" changes to Sensors.dat (ie when running with the malfunctions/sabotage option selected). Whenever SH3Cmdr makes a change to the file...a CTD occurs upon loading. And the players all assure me they are running the latest "official" GWX 2 cfg files for SH3Cmdr (the most recent set with the spaces and tabs removed from numerous ship names in "Ship names.cfg", not that this should be an issue as "Randomised events.cfg" has not been changed since GWX 1.02).

I've forwarded my findings (including a copy of an SH3Cmdr-modified GWX 2 Sensors.dat) onto one of the GWX team members for investigation. If the structure of Sensors.dat has changed, then one of the GWX dev team needs to update their "Randomised events.cfg" file in the SH3Cmdr Cfg files package in order to overcome these frustrating CTDs.

In the meantime I recommend players disable SH3Cmdr's malfunction/sabotage effects if they find the CTDs annoying.

I'm sure the GWX team will advise.

Last edited by JScones; 12-30-07 at 05:58 AM.
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Old 12-30-07, 06:06 AM   #2697
mikaelanderlund
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Quote:
Originally Posted by JScones
Quote:
Originally Posted by mikaelanderlund
Is sensors.dat file in GWX1.03 identic to the sensors.dat file in GWX2.0?
This is a good question which coincidently I raised today via PM to one of the GWX devs.

My guess is no, for the simple reason that over the last week or so I've had numerous SH3Cmdr users contact me complaining of mysterious and infrequent CTDs upon loading GWX 2 (about 1 in every 20 or so loads). After some tests the CTDs all seem to boil down to "randomised events" changes to Sensors.dat (ie when running with the malfunctions/sabotage option selected). Whenever SH3Cmdr makes a change to the file...a CTD occurs upon loading. And the players all assure me they are running the latest "official" GWX 2 cfg files for SH3Cmdr (the most recent set with the spaces and tabs removed from numerous ship names in "Ship names.cfg", not that this should be an issue as "Randomised events.cfg" has not been changed since GWX 1.02).

I've forwarded my findings (including a copy of an SH3Cmdr-modified GWX 2 Sensors.dat) onto one of the GWX team members for investigation. If the structure of Sensors.dat has changed, then one of the GWX dev team needs to update their "Randomised events.cfg" file in the SH3Cmdr Cfg files package in order to overcome these frustrating CTDs.

In the meantime I recommend players disable SH3Cmdr's malfunction/sabotage effects if they find the CTDs annoying.

I'm sure the GWX team will advise.
I'm using Alert Sonarman for GWX 16km from Rubini but I'm not sure that will solve CTD problem.
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Old 12-30-07, 10:58 AM   #2698
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Yes, We are on the Commander issue at this very moment.
The adjustments have been made and testing is in progress.
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Old 12-30-07, 11:13 AM   #2699
Splot
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Any ideas how to pass the anti-aircraft exam? Apart from having problems with keeping the crew alive and the sub in one piece I'm always left with 3 fighters which I can't down. AA gunner set to short range, closing targets and all planes. After I deal with the bombers I'm left with 700-800 rounds and all my gunner can do is make one of the 3 fighters smoke a bit. That's all. These planes are like concrete. Any ideas how to pass the exam?

I've noticed that meeting the objectives works a bit odd. From what I've read I'm supposed to down at least 5 planes to pass with the lowest grade. As I wrote I'm left with 3 fighters and no bombers and still the game sees all objectives as incomplete.
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Old 12-30-07, 04:16 PM   #2700
Erich Topp
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Good night, kaleuns.
First of all let me say thanks to all GWX team. I deepely respect all this people do, knowing what means to do a mod on myself. The work done around campaign files, ships, planes, effects etc. is really hard. Thank you for making my favourite game better.
Now to more practical things. Some ppl there already said, that deck gun is still overpowered, especially with "enhanced damage effects mod". It takes only two (2) shots to break on two small ship in artillery training mission. I fixed this, reducing radius of damage in shells.zon in few times. OK, that's done.

Second one. AA guns. They can simply blow up a tug boat (about 1000 tons) from few bursts. But as I understand, this is impossible to shot down a fighter plane in GWX with 20mm flak gun. So you really think 20mm bullet can penetrate 33cm of steel and cannot shot down a duraluminium plane with only armored parts in pilot seat, front cabin glass and protected fuel tanks? Many fighters were equpped with 7.92 mguns, and managed to shot down other fighters. 20mm cannons were the most effective fighter weapon, very less amount of fighters had cannons of large caliber.

It's not realism, kaleuns, it's disbalance. Even tail gun of Swordfish takes off a 1% of hull integrity. It's also 20mm? When this gun fires, speed of shell do not sums with speed of plane. Why it has so high penetrating rate? Even light outer hull of submarine can reduce bullet energy to 50%. 1 meter of water reduces it practically to null. I agree, that making crew on bridge and manning guns more vulnerable is right. I agree, that boat should be damaged by Hispano cannons of Hurricane. But this should be much less damage, for example, 0.1% of hull integrity per shot. And fighters should be hard targets to shot down 'cause of their speed, not uber-armoring.
Funny, but I found two Me-109 FLOATING in the Kiel Harbor. They collided in the air, and than lowered to 0 level, but didn't sunk. They floated over the waves with flame out. This is another moment - with such flame plane should burn in a few mins, not flying around like fire daemon))

I am a GWX user since 1.02, maybe I didn't know something about GWX priorities or what does "realism" means... If someone from GWX team can say, how to reduce (which files and in which HEX position variable is) airplanes cannon fire, and increase their vulnerability, I will be very thankful.


PS:

Also I noticed that PT boats isn't detectable more by sonarman in certain curcumstances, for example, when their speed is low. But if you mount hydrophone station manually, you can hear them very well and even mark them on the map. Contacts of merchants sonarman picking up from 20km, isn't hearable at all, and you can't "mark" them. This is also annoying feature, sided from "realism" as I understand it.
Thx.
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