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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#406 |
Swabbie
![]() Join Date: Dec 2006
Posts: 5
Downloads: 0
Uploads: 0
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Hi there,
I´m playing this really great mod for some days now. But I have some questions now: -Recently I was ordered to patrol in area HD77. This is quite a long way and I have not enough fuel to travel from Wilhelmshaven to HD77 and back. Can I get fuel somewhere else? -Some of the smaller ships are really tough. To sink a small freighter I need at least 2 torpedos. I tried to send a torpedo right under the exaust and also before and after the exaust. But I need always 2 torpedos. Same at "tramp dampfer" (german version) Does these ships have no weak points? I also shot some of these "tramp dampfer" all in flames with my deck gun. But they did not sink. So I shot a torpedo on each of them. But they were still able to move and did not sink. -Is the deck gun strong enough to pierce the armor of a ship at the waterline? Sometimes I have to fire half of my ammo to sink a single ship. Any hints for using the deck gun? -Is it normal that I have so many days with bad weather? Very often the weather is so bad I cannot see ships that are more than 400 meters away. So it´s very hard to find and attack them. Sometimes the weathers stays bad a whole tour. -the minimum range of 300 meters for torpedos is a little bit annoying. Is there a way to change it to e.g. 150 meters? -very often I shoot all my torpedos before I reach my designated patrol area. How much prestige points will I lose if I return to base without patroling 24 hours in the designated area. Or is it possible to get somewhere new torpedos? Thank you for your great work ![]() |
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#407 | ||
Bosun
![]() Join Date: Feb 2006
Posts: 62
Downloads: 24
Uploads: 0
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![]() I forgot to add as well to my questions ... I know it's advised for the first patrol not to make any modifications to your U-Boat otherwise you may not record any tonnage ... does this also mean you cannot add to or change your crew? |
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#408 | |||
Chief of the Boat
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#409 |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Cologne, Germany
Posts: 1,227
Downloads: 8
Uploads: 0
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Just a quick question concerning the GWX Dec 23. Patch: Do I have to I have to disable the German keyboard hotfix before enabling the patch or will it just override the hotfix? I mean if I enable the patch no harm will be done, right?
EDIT: Oh no, now I'm the dreaded Navy Dude!! ![]() |
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#410 |
Ace of the Deep
![]() Join Date: Feb 2006
Location: New Port Richey, Fl, USA
Posts: 1,066
Downloads: 0
Uploads: 0
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If you're worried about it, then disable it since it is now in the 23rd patch. Same goes for the Penang mod.
Always use JSGME to enable and disable. Only do so when in base and rollback SH3 Commander first if you use it. |
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#411 |
Watch
![]() Join Date: Dec 2006
Location: Running deep and silent somewhere in the North Sea
Posts: 22
Downloads: 21
Uploads: 0
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Hi all!
Been playing SH3 for a while now and thoroughly enjoy it, but nothing has compared to the GWX mod. I am extremely pleased (and greatful) with GWX's work - well done ppl ![]() Just one querie: The dials are a big thing for me in the game ![]() ![]() ![]() Also, being British, the mods I have made myself have included a redesign of the German ranking structure. I have changed the in-game shoulder badges of the PO's and Off's and the arm badges of the sailers to conform with British designs. This also holds true with the rank insignia's in the 'Barracks' as well. The text that appears next to the name of the repective person also reflects British ranks. I'm probably alone on this mod, as I know it destroys the point of GERMAN U-Boats, but it's a little bit of fun for me. One might look at it as a 'renegade' group of Brits who've hijacked a German U'Boat... :hmm: OK, maybe not. But if anyone shows interest in this I'll send screen shots, and then the patch for whomever desires. A final note (I promise! ![]() I'll go now ![]() Well doen again for the GWX patch, guys. It's awsome ![]() |
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#412 |
Chief of the Boat
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Welcome aboard kaleun
![]() 400 metre depth guage ?...now yer talking...always wanted to try that but never got round to it...here's hoping for a speedy helpful response ![]() |
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#413 | ||||||||
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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#414 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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So, I hadn't been around in awhile. Hadn't played SH3 for awhile.
Hearing news about SH4 becoming a very looming reality, I decided to get my feet wet again and fired up SH3. Then I figured might as well give GWX a look. All I could think when I ran it was.....WOW. Hands down the most polished, feature laden game mod I have ever seen. The extra features you guys have installed into the game are incredible. Every station I go to, I find some other surprise waiting to be pulled in from the edge of the screen. The extra charts, the dials, the timer, everything is flawless and something that SH3 should have had when I paid money for it. Amazing job. I hope Ubisoft takes a good look and incorporates these features into SH4. Freeware? You guys deserve much more. I Used to work on large mods for Ghost Recon, and I saw more than few talented modders get hired into the dev teams. You guys certainly meet the criteria. I know how much of one's life this can consume. I salute you. Awesome job. *Kneels before greatness* .
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#415 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
Uploads: 0
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A couple of quick questions please. Sorry if these are covered somewhere, Like I said I haven't been around for awhile...
I've noticed that the AI will still attack it's own allies. In the training convoy attack for example, escorts will continue to blast each other after engaging me and I've crash dived. This was always there in Vanilla SH3 and I guess it's never been fixed. With GWX, on my first patrol, while leaving keil; I manned my deck gun (I was just trying to get familiar with controls again), and I had to laugh my *ss off as my crew immediately started shelling my escort. The escort did not return fire. Is this normal, as a limitation of the AI and something we have to live with, or have I found a bug? Secondly, With GWX, in my realism settings, do I want to leave Map updates off? I remember using RUB1.45, and it suggested leaving Map updates on, but limited the info. And finally, the sensors... leave realistic sensors on? Thanks.
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#416 | |
Bosun
![]() Join Date: Feb 2006
Posts: 62
Downloads: 24
Uploads: 0
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Yeah, I've just restarted my campaign and doing the training ...
On attempts when I just attacked merchants ... the two escorts would attack each other ... but just now I just did it so I took out the destroyer and deck gunned the Armed Trawler (Glad to see I can still pick on those ![]() ![]() Can anyone answer these questions: Quote:
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#417 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Ref - Torpedos - It is likely that as you were in rough seas that the torps glanced off the hull of your target. This is due to the fact that the ships a rising up and down with sea swell. In rough sea it best to set you torp depth a little shallower.
Ref - Messages - These are really just candy for the long patrols. Some have historical significance some are just blurb. All you can ignore as orders, messages have never been able to contain orders that will affect your gameplay. One of the downfalls of SH3.
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#418 |
Watch
![]() Join Date: Oct 2005
Location: Stettin
Posts: 20
Downloads: 20
Uploads: 0
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I have a question.
In GW 1.1 I used to use officer targetting(I only choose target, and fire in good moment) but in GWX I have to choose WO tell him to indetify target, than one more time choose him tell him to make a calculations than one more time click him and tell to fire. I was searching a forum but I don't find answer. Is it a possibility to have fire settings like in GW 1.1 or I have to used to this? |
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#419 |
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
Downloads: 165
Uploads: 0
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I am probably the last person here to comment on GWX, but I would feel bad if I would use it and didn't say a few words.
It is by far the best addon package ever released for SHIII, possibly even for all games I know of. If GWX was a commercial addon pack, I would not hesitate to pay the usual 20-30 Euro for such a product. It is detailed, comprehesive, balanced, professionally tested, and most importantly, thorugh the sum of it's parts it achieves it's aim, which is to make SHIII interesting again. I have not played much, but I was blown away by simply sailing out of Kiel. I felt no need to enter time compression for the first two hours ![]() All in all: Great job! One little thing I would change: After you have done such a great job with the background movie and all, I find the GWX loading screens a bit cheesy. It's of course no problem, but I could imagine a more serious impression could be made. Maybe it's just because I don't like dogs though .. GE
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#420 |
Sonar Guy
![]() Join Date: Jul 2003
Location: Europe
Posts: 394
Downloads: 69
Uploads: 0
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@Global:
Dogs?....it's a wolf, one of my favourite animals..it's beautiful, I like the intro ![]() Regarding the targeting, I'm confused, I want to do the targeting myself, but also make use of the sensors. Popping the scope out off the water and get the targets' speed and course only by watching the icons on the map is too simple, but on the other hand I'm annoyed by sensors that don't work and officers who just stand there like statues without being of any help. This is not a criticism of GW, obviously I do not know how the game works. Right now I am trying to calculate course and speed by the help of bearing and sonar ranging, using the nibelung device, but I cannot make it work! If I hear a contact at a certain bearing and point the sonar head towards it I only get a no target selected message in German, Then later suddenly it's possible to ping the target, but....the ranges are awfully inaccurate, so inaccurate that a ship heading 90 Dg. will turn out on a course of maybe 20 when I plot the ranges and bearings on the map, and yes, I have remembered to make the relative bearing into true bearing and yes I do know how to use the bearing overlay. If I then raise my scope and turn it towards the target and lock it and then ask the sonar man for the range to it I get a more accurate range, but still way off, it's as if there is no cooperation between the sensors and the crew members if you know what I mean. Also it's impossible some times to get a range to a selected target and not only the nearest war- or merchant ship. It annoyes me targeting is impossible to do properly unless on the surface which is the last place I want to be in the vicinity of an escorted convoy in 1943 or 44. What do I do wrong? Personally I think that the sonar approach is the best since it's more accurate than the scope and I want to keep the scope below the surface as much as possible..real German late war tactics also moved towards this which is why the nibelung device was developed in the first place. |
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