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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
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Ok, I've started a new career for the first time under GWX3. I've also tossed in a few mods for flavor (and one for cheating, but that's a different story). However, I have a few questions (again). For reference, I'm using GWX3 and SH3 commander with the GWX3 mod.
1. I'm using the SH3 cmdr realistic crew option. However, I noticed it doesn't fill all the slots on my VIIB. Specifically, I'm an officer short (which is a pain since I don't have a officer qualified on the engines - I get "not enough crew" messages a lot, even when the compartment is full). Is it "legal" to add another officer and/or PO, or would this be considered cheating? 2. I'm using both the Integrated Orders mod as well as the WB's Mid-patrol radio orders. However, other than providing a little extra flavor, I can't see that they actually have any game impact. I'll occasionally get info about convoys in certain areas, but locations are given in lat/long and I can't figure out how to do the conversions. 3. My hydrophone seems MUCH worse in GWX than stock SH3 -- is this by design? In my first patrol, I didn't have anyone qualified to run it, but now I do have one PO qualified, but he seems to be hit and miss. 4. I've given up on gray targets. I know it's not realistic, but it drives me crazy spending 30 minutes getting all lined up for a nice shot and finding out he's not an enemy. After about 4 in a row, it's stops being fun. And it also seems to completely eliminate any night hunting. Maybe my eyes are just bad, but I can't tell one flag from another in the dark. 5. Recognizing targets -- I'm thinking this is just a matter of practice, no? For example, I constantly confuse the Liberty and the C2 Cargo, particularly when I'm not directly abeam. Of course, it's not really an issue since a merchant is a merchant and I don't really care about range when I'm making my standard 90 AOB shot with impact pistols, but if I ever use mags, I'd need to know the draft. Any tips here? 6. Magic Ship ID - I've noticed that the scope magically identifies a broad category of ship simply by placing the crosshairs on it (coastal merchant, cargo, etc.). I can't imagine that the scope would have that built-in, so it seem like a bit if a cheat. Am I missing something? If not, is there a way to turn that off? |
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#2 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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1) I usually just fill up any slots that I need filled, and then maybe a few extra to assign to Damage Control. I also use the 'realistic' crew option with SH3C, and as far as I can tell (I may be wrong) what it mostly does is assign different qualifications to the crew you start with.
2) Most of those messages are there just to add flavor, and you most likely won't find anything at the locations they specify, so don't bother trying to work out the coordinates given. Any actual contact reports will come with a map marker. (If you play with Map Contacts on, that is) 3) IIRC, yes. It should be noted that the AI won't always detect another ship at the edge of its range, and sometimes they won't report a contact until it's well inside the listening range of your hydrophones, even if you the player can hear it. 4) There's a mod that brightens the flags, and one that restores the contact colors. Also note that GWX turns down the brightness at night by a good deal, so you're not the only one burning their eyes out identifying flags. 5) Practice, practice, practice, basically. Sometimes I have to pause the game and spend a little time comparing silhouettes in the ship manual. I justify it as the officers all working to identify the target. ![]() 6) I forgot what file you have to edit (It's really just a simple fix using a text editor), but you can replace the names of the ship categories with the '-' that the notebook lists when you're not looking at anything. Someone else should know what file to look at. Hopefully this helps some, and welcome to the brave new world of GWX ![]()
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#3 | |||
Sea Lord
![]() Join Date: Apr 2007
Posts: 1,639
Downloads: 75
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If you want a more specific identification, in order to determine depth of keel, or length of ship, you will have to do it via the recognition manual. Steve |
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#4 | |||||
Rear Admiral
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Mid-Patrol Radio Orders will reply to your radio reports with new orders to patrol an additional grid before returning to base, but I think that's all it does - at least it didn't do anything more than that when I was using it but that was only for a few patrols very early in the war. From what I can tell it's mostly an immersion thing for folks who prefer getting specific orders during their patrols instead of staying in the original assigned grid indefinitely or just taking off for somewhere else at their own discretion. Quote:
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There's also a "flags enlighten" mod that may help with making flags easier to identify if you choose not to add the colors back in to sort the enemies from the friendlies that way. Quote:
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#5 |
Bosun
![]() Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
Uploads: 0
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Thanks, all.
I've downloaded a hard-copy of the ship recognition manual so I can pause and peruse at my leisure. As someone said, one person with more time == multiple people with less time. I'll also give the flags enlighten mod a try. I really want to play with gray, wake-less targets -- the hunt is more than just targeting IMO. Finally, thanks for the info on Integrated Orders, frau kaleun -- I didn't realize that it had nothing to do with radio messages! ![]() |
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#6 |
Chief of the Boat
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Integrated Orders: Pages 32-35 of the GWX Manual.
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#7 |
Bosun
![]() Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
Downloads: 49
Uploads: 0
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Doh! And I'm usually good about reading the manual!
![]() I think the 644 pages intimidated me a bit and I couldn't wait to get playing -- skimming FTW! BTW, as an update: I've gone back and removed the tails and the color coding. I found an interesting post that shows how to use the course bearing indicated to intercept. Now that I'm learning how to use the hydrophone a bit better, I'm having no trouble determining bearing. And the flag illumination mod has made it so I can identify ships now. Also, I didn't realize you could thumb through the recognition manual in pause mode! I was trying to flip through it really fast in the 30-40 seconds I had before he crossed my bow! Sadly, although I managed to sink 6 ships in my last patrol, I only netted about 10K tons. I also learned that it's a dumb idea (on so many levels!) to try and torpedo a trawler in stormy weather. ![]() Next patrol, I think I'll give the Hitman GUI a spin...
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#8 | |
Chief of the Boat
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#9 |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
Posts: 930
Downloads: 86
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![]() pls tell me then about your experiencies. I'd like to try it out too, but was a bit scared to some issues I haven't seen before in a GUI.
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#10 | |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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To get rid of that (the notepad listing the ship's class), go to your game folder, -> data -> Roster, then open up English.cfg (or French/German, whatever language you use) and starting from ';Warships' and going down replace the names with "-" (Like so) If there's a certain category you want to keep then leave it alone. (E.g., I still have Icebergs listed) If that's not what you were talking about, though, then I have no idea. ![]()
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