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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#946 |
Captain
![]() Join Date: Nov 2004
Location: trailing 1400 yards behind an Oscar-II with my outer doors open
Posts: 488
Downloads: 54
Uploads: 0
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You guys are unbelievable!
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-- "There's little room in Tupolev's heart for anyone but Tupolev." ![]() |
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#947 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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#948 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
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Good picture.
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#949 |
Watch
![]() Join Date: Jan 2002
Posts: 19
Downloads: 66
Uploads: 0
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Hi all!
First of all, I join the list of others who already said "thank you!" to the creators of GWX. I'm playing version 1.2 with SH3 Commander and I'm having a blast (having recently bought a copy of "The War Illustrated" encyclopedia by Sir John Hammerton also helps in getting in the mood :p - but not when you read about the "brilliant actions of the British destroyers against the U-Boats" ![]() I have a question: after a couple of careers out of Wilhelmshaven ended in tragedy, I decided to try my fortune with a Type II in the Baltic, and I set my destination to the Hel/Danzig area (I started on Sept, 1st 1939, so it sounded logical). After some encounters with neutrals I finally arrived near Hel - ending a submerged sprint run straight on the path of a Polish destroyer patrolling the harbour approaches. Luckily she didn't noticed me, so, after some thinking, I decided not to risk, and blasted the enemy ship into next week with a couple of torpedoes (my first warship kill ever in GWX). Problem is: I would have expected to stir an hornet nest in the harbour, with other warships maybe chasing me et al. Instead, everything remained quiet. I was able to sneak into the harbour (where two other destroyers were moored) and to sink a cargo (it turned out that she was from a neutral country - oooops) and one of the two destroyers. I was then able to slip away unnoticed - like if the area were totally devoid of life. Shouldn't harbour attacks cause some kind of reaction in moored warships and in the surrounding area? I understand that there is an element of "surprise", but it took me almost 40 mins. (game time) to get into firing position after the first sinking, and I would have expected some machineguns streaks and searchlights turning up all over the place. This is my first harbour attack in GWX. Was I merely lucky or there is a limitation in the engine when trying to simulate coastal defences? A good workaroud could be to place in harbours some "placeholder" small ships, with no speed and only machineguns, small shells and searchlights to simulate the local defences. Last edited by Reckall; 03-25-07 at 04:36 PM. |
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#950 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Hi
The area aound Hel could do with some beefing up The final patch will add some more stuff to the baltic region There is a limitation in the game engine in so far as docked ships will fire at you if spotted but wont move Make the most of the easy harbours as there arent many of them left now - or wont be after 1.03 :rotfl: |
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#951 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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GWX Patch 1.03 is now available for download.
Description Like GWX Patch 1.02, GWX Patch 1.03 is a fix only patch that continues to address concerns that have been raised since GWX was first released. Specifically, the intent of this patch is to provide a fix for the often reported "sinking/floating ship" phenomenon, a phenomenon that has existed since SH3 was first released but inadvertantly accentuated through GWX. In addition to this fix, an OFFICIAL alternative to GWX's positive buoyancy behaviour is also included. It is not simply the stock SH3 files reintroduced, but a full adjustment of the GWX files. You'll end up with settings similar to stock, but without losing the U-boat surface behaviour and other characteristics that GWX introduced. Other features include: new swallowtail naval ensigns where appropriate; revamped and expanded German radio messages; generic roundels for three more planes; a fix for the stock SH3 missing gun turret texture problem and the usual plethora of campaign enhancements. Specifically, the latest additions are: Quote:
A few screenshots highlighting some of the changes: Swallowtail naval ensigns (thanks to Diving Duck and Ref) ![]() A fix for the stock SH3 missing gun turret texture problem (thanks to Ichneumon and Ref) ![]() Corrected Leigh light placement on the Catalina (thanks to SquareSteelBar) ![]() Requirements GWX Patch 1.03 must be installed over a copy of Silent Hunter III containing GWX (with or without existing hotfixes or patches). PLEASE NOTE THAT THIS PATCH INCLUDES ALL PREVIOUS PATCHES AND HOTFIXES! Just install it straight over your clean GWX, whatever version it is. Download Visit http://www.users.on.net/~jscones/GWX/ and download from any of the available links under "HOTFIXES AND PATCHES". Installation Before installing: - REMOVE any installed SH3 Commander files (if you use "SH3 Commander") by pressing the "Rollback SH3" button from within SH3 Commander. - DISABLE all activated modifications if you use the "Jonesoft Generic Mod Enabler" (JSGME). You cannot use JSGME to install GWX Patch 1.03, but you can use JSGME to activate other modifications after GWX Patch 1.03 is installed. - ENSURE your active careers are all safely docked in port! It is important that you follow these steps as the installer will look for SH3 Commander and JSGME files and will halt if any are found. Likewise the installer will halt if it does not find certain key GWX files. If you have problems installing this patch PLEASE CONSULT http://www.users.on.net/~jscones/GWX...lerErrors.html BEFORE POSTING HERE! After installing: GWX Patch 1.03 includes all GWX fixes released to date. You do not need to re-install any previous GWX patch or hotfix after patch 1.03. Indeed, this patch will delete from JSGME any previous patches or hotfixes that it finds. Please note that the GWX Manual has been updated. Take the time to review the manual before posting questions. For your convenience, a printer friendly version of the GWX 1.03 Manual can be viewed on-line via the GWX webpage. Compatibility - Please do not assume that third-party mods compatible with previous versions of GWX are compatible with GWX 1.03. If in doubt, consult the modder. - Whilst most existing careers will continue to work with GWX 1.03, the sheer magnitude of the campaign changes means that the GWX team can not guarantee that all existing careers will continue to work. - SH3 Commander users currently running GWX 1.02 do NOT need to update their SH3 Commander files to run GWX 1.03. The current files are compatible with GWX 1.03. SH3 Commander users upgrading from a pre-1.02 version of GWX MUST d/l and install the latest GWX config files. D/l http://www.users.on.net/~jscones/GWX...fg4SH3Cmdr.zip and install as instructed. Finally Once again I am very pleased with the result of this patch and want to expressly thank all the contributing modders and testers for making it all happen. Great stuff as always guys. ![]() Now for those who are wondering when the latest units and textures will be added to GWX, please be advised that the guys have already started working on it! Indeed, I anticipate that the next (final?) GWX release will primarily be new content. That's something to look forward to. Purple Monkey Dishwasher |
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#952 |
Navy Dude
![]() Join Date: Sep 2006
Location: Melbourne, Australia
Posts: 173
Downloads: 1
Uploads: 0
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If someone would make the 1.03 patch available via BitTorrent I'd be most grateful.
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Want to have multiple installations and keep your careers separate? Download MultiSH4: http://members.iinet.net.au/~potoroo/Downloads/SH4/MultiSH4.zip |
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#953 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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FYI the online "printer friendly" 1.03 version of the manual may take a few more hours to become available (waiting for it to be u/l before release would have meant another unnecessary 24 hour delay).
A few more d/l links will be added as they become available. |
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#954 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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It's only just been created, so give it time to establish the link. If you can let me know when you have it, I can stop seeding. Unless others want it.
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#955 |
XO
![]() Join Date: May 2006
Location: Serbia
Posts: 420
Downloads: 15
Uploads: 0
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Many thanks GWX team!
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#956 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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Please don't quote me on the 3 Flotilla but I don't think there are any problems in using it with GWX 1.03
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![]() http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
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#957 |
Frogman
![]() Join Date: Jan 2007
Location: Near Paris
Posts: 303
Downloads: 113
Uploads: 0
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Really guys from GWX team :
![]() ![]() Just a question : No problems with the combined skin pack ? ( I guess not, just in case ) |
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#958 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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#959 |
Ocean Warrior
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A big thanx for this, mates! you are doing an incredible job, guys!! Kudos!
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#960 |
Frogman
![]() Join Date: Apr 2005
Location: Kent, UK
Posts: 292
Downloads: 630
Uploads: 0
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I think the fatigue modelling may have been screwed up somehow.
I just installed 1.03 clean and used the GW 8 hour model in SH3 Commander. I started a patrol and so far i've been out 24 hours and my crew isn't even tired. Using 1.02 it was fine. Any ideas what happened guys? Thanks |
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