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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#6616 |
Watch
![]() Join Date: Jun 2009
Posts: 25
Downloads: 15
Uploads: 0
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hey guys, I have a question regarding the use of deck gun and AAA in GWX.
In the stock game it was possible to ammend the game data files to fire these weapons in wind speed above 7m/s. Is this possible in GWX? I wouldnt mind terrorising the odd scooner etc that I come across... every tonne counts ![]() |
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#6617 | |
Chief of the Boat
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#6618 | |||||||||||||||||
Eternal Patrol
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http://www.subsim.com/radioroom/down...o=file&id=2923 Quote:
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“Never do anything you can't take back.” —Rocky Russo |
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#6619 | |
Ensign
![]() Join Date: Mar 2011
Posts: 234
Downloads: 123
Uploads: 0
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Konrad, as Jimbuna implied, make sure you haven't activated the optional campaign files for GWX. Med campaign files, for instance, only loads Mediterranean traffic. Only use this if you're in the MTO, and only in the MTO! IF you have a decent computer, or not running many mods, you won't need this at all. It simply speeds up loading times. GWX is very hard, true. It's not really meant to be played like other games. The "fun" comes from using your imagination and pretending to be in a real situation, even though it's very difficult and stressful (ie, not fun). It's a paradox, but it works for the hardcore simmer. GWX isn't a mandatory add on. It's advisable to play with the stock game for a while before trying GWX and other additions. You will understand the changes much better afterwords.
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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#6620 | |
Watch
![]() Join Date: Jun 2009
Posts: 25
Downloads: 15
Uploads: 0
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I'm a bit of a no0b though... how would I get this working with GWX3? |
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#6621 |
Chief of the Boat
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Enable with JSGME.
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#6622 |
Chief of the Boat
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Never have and never will matey but reading back I can agree how it may have looked.
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#6623 |
Nub
![]() Join Date: May 2013
Posts: 2
Downloads: 4
Uploads: 0
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Hi there, my first post on this forum. First I must say that I love the GWX mod!
And that getting SH3 to run in HD on a modern comp was a little nightmare.. (Hi res patch + editing cfgs in GWX folders to disable the torpedo button..) Anyway now everything works smoothly, except I have a problem: Got a technical question about heavy rolling in the IIA. As a sailor, I disagree with the amount and type of roll experienced in the 2A at periscope depth. (It's too fast basically, a heavy object that far under the waves should roll slower and less in general. Not talking about storms here, but 10m/s winds..) As a player I find it perhaps a bit too hard to set the mast height of my targets with the amount of roll experienced. Now the great question: Is there a way to reduce or slow down the amount of roll in the IIA? Best regards, Thomek The only mods installed are the latest GWX3 with 16km atmo, Enhanced damage, and integrated orders. SH3 1.4b And yes, I tried googling for hours.. I need help! ![]() |
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#6624 |
Sea Lord
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Sailor Steve, I salute you! Your patience, forbearance, and understanding should serve as an example to us all. I would very much like to think that I could have composed a response like yours, but frankly I doubt it. Kudos! You are a mensch.
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#6625 | |
Sea Lord
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Easiest way to correct it is to turn it off in the Realism (sic) options. Just uncheck No Stabilize View. IIRC, h.sie says that Hitman says (Whew!) that playing with stabilization on is closer to R/L U-boats than the heavy roll you are fighting. Stock, it's a 5% hit on renown, but you can just edit the GameplaySettings.cfg file to make that go away. (Or live with the -5% - either way, it is your game. No prizes are awarded.) Play NYGM, and it's no hit at all. I don't know of any mods that affect pitch and roll, but I'd guess they almost certainly exist. After 8+ years, there's nearly a mod for everything. Anybody else help here? |
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#6626 |
Ensign
![]() Join Date: Mar 2011
Posts: 234
Downloads: 123
Uploads: 0
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Thomsen's ships affects pitch & roll and acceleration of most sea craft. I haven't been playing around with it enough, but I think it also affects player subs. TMT has been combined with the latest version of Thomsen's ships (4.4).
Also, try the OLC Gui. The annoying range-finding mechanic in SH3 gets replaced with a much better one, although it will take a bit to re-learn it. In stock, you have to select the ship in the recognition manual, and you have to be "locked on" to try to match the height with the stadimeter. To find its speed, lock on to it and let the stopwatch run for 15 seconds. Usually very boring, but in high seas it's impossible as it keeps unlocking, and clearing the data notepad! ![]() The OLC Gui allows you to take measurements without locking the target, and calculations are done with a slide rule, not automagically. You have much greater control over the accuracy of your readings. If you enjoy it, also try MaGui and ACM reloaded for OLC. Hitman's Optics is the most realistic. I currently use ACM reloaded. I especially like the scope filters, dark backgrounds, extra tools like the attack disk, and replacement of the redundant attack map in F6 view with a complete TDC unit.
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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#6627 |
Nub
![]() Join Date: May 2013
Posts: 2
Downloads: 4
Uploads: 0
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Ok thank you very much guys, will try that!
The all manual things also seem very interesting, is there also a way to make the map view more abstract, less detailed? It pinpoints the position of ships making it very easy to precisely calculate the speed and distance of targets. I can somehow buy that the hydrophone can estimate ranges, but not as accurately as it seems to do. That the periscope or UZO can estimate range, without identifying the target is more strange.. Thx in advance guys! T Also quick but stupid question, the interface overlay is hiding part of my recognition manual. Any keypress or smth to see it better? |
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#6628 |
Ensign
![]() Join Date: Mar 2011
Posts: 234
Downloads: 123
Uploads: 0
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Press the button on the recognition manual with two arrows pointing up and down. This switches the page. However, most recognition manuals didn't actually have diagrams of the ships from four angles like that. Rick's Recognition Manual mod is a must for those who prefer more challenge in identifying targets.
You can turn off the hydrophone lines with "no map contact updates" in the difficulty options.
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Career: Feb. 13, 1942 "Cpt. Johny Goodwood" Porpoise class: USS Shark, SS-174 Patrols: 2 Victories: 1 Merchants (4519 GRT), 0 Warships (0 GRT), 0 Aircraft Sunk with all hands lost. |
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#6629 | |
Eternal Patrol
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http://www.subsim.com/radioroom/down...o=file&id=1328 A harbor full of ships, and the only one that shows up is the on I IDed. ![]()
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#6630 |
Sea Lord
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Steve, it's a great mod, but that tail on the sub really turns me off. Is there any way to get a bob-tailed sub icon? NYGM does away with it. But the only way I found to lose it in GWX is to turn off map updates, which loses the Assisted Plotting mod. :p
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