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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Stowaway
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Thanks for the feedback, i'm going to try this over the weekend and get back to you. Quick question though, is it compatible with NYGM Tonnage War ?
Cheers.... |
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#227 |
Rear Admiral
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Location: Swindon, England
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hi I am using GW1 + 1.1 but am using the .scr layer from the wolfpack campaign - not that i think that matters as i understand it collects the data from the scr whatever it is
i was very impressed with the accuracy on slider full over to the right and am sure there are times when I will use it thus but realistically I am not going to creep into every harbour because I know a certain ship will be in there Its usefull to know - with a certain degree of accuracy - that say a carrier is close to your intended grid not just for the chance to have a go at it but also that there is a greater chance of aircraft where you would least expect them or the fact you may run into a ASW task force I will carry on using at different stages of intel and let you know the results but have to say am already impressed with first usage did exactly what it said on the tin lol ![]() update after a 14 hr shift in hot sun thought would have a play Ran sh3gen from last save then started game Told me nelson and ramillies in Loch Ewe and stopped in on way back to base ( heavy fog couldnt miss that ) sure enough the old Nelson was afloat again :hmm: and ramillies in dock had to turn away as no eels left ![]() Off for a new patrol now will lessen accuracy and see how that goes |
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#228 | ||
Admiral
![]() Join Date: May 2005
Location: Berlin
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@bigboywooly: I am going to carefully improve the balance between uncertainty and reliability. I think most players usually want to start by playing a few patrols on very high reliability where they will sink a Battleship/Carrier. Later on most people will want to reduce the intelligence to have a more realistic, suspenseful experience. After 0.6 is about offering options to have very high accuracy, for future versions I have plans to implement other options that make the whole output completely unpredictable, where the player wouldn't know if the info is reliable or not, because even that is random. This is especially important for myself, because I know too much about how Sh3Gen works :rotfl: Still looking forward to hear about your experiences. 0.6 isn't final so there are still possibilities to make small improvements / fixes. GE Quote:
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#229 | |
Stowaway
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#230 |
Sonar Guy
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#231 |
Admiral
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#232 |
Admiral
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UPDATE 2006-05-17:
Today I have released version 0.6.0 and it is available from here: http://www.global-explorer.de/Sh3Gen%20Beta%200.6.0.zip As usual, it comes with the nifty installer, and it now includes the complete standing orders 1.0 for the whole war. The output has also been more optimized for GW. The inprogram documentation is improved and there is also much more information about Sh3Gen features and usage on my site. www.global-explorer.de GE FEATURESET: + standing operational orders 1939-1945, german and english language + improved customizing options + new reliability slider + option to toggle parsing of RND_Layer to greatly improve reliablity of intelligence + reduced default assessment period and other values to improve target reliablity of intelligence + improved balance with GW1.1 + re-enabled airbase plotting CREDITS: This version wouldn't have been possible without the help of several people: - Hans Abbadon, who gave me the permission to use his excellent U-Boaters Guide for the Standing Orders Addon. Thanks! - Brad Golding, who invested lots of time into the completely revised Standing Orders for Sh3Gen - Georg Unterberg, who translated the Standing Orders to German. - Thanks go to Boris Gerasimon for his translation services.
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#233 |
Grey Wolf
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Location: Manchester UK
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I really look forward to giving this a try
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#234 |
Ace of the Deep
![]() Join Date: Aug 2005
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Thumbs up for Sh3Gen
![]() Thanks also for the better integration with GW! ![]() |
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#235 | |
Admiral
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Please check if you're already happy with GW output. Could only do two patrols and got stuck having issues with sinking behaviour. In the second patrol I could sink a troop transporter and a landing craft in Tobruk, that was pretty cool! There is also an alternative config file for people with older mods (RuB/IuB etc), completely forgot to mention that. It's in Sh3Gen's root folder.
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#236 |
Stowaway
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So is it less compatible with NYGM ? I have to ask this as NYGM is the base from which I work from.
Thanks.... |
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#237 |
Sparky
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This is one of the best programs for immersion out there! Good job with this mate!
![]() Also what does the ? - and + mean on either side of the ships name?
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#238 |
Stowaway
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The issue has been raised that commanders had no where near the level of intel that SH3 Gen provides.....is this the case ?
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#239 | |||
Admiral
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You probably won't even notice a difference. It might only be that there is more or less info for some areas / periods than would be historically correct. The balance can be achieved through improved config files for all mods, but I don't have the time to play them all. NYGM is a very fine mod, so of course Sh3Gen must run with it. Quote:
? means it is an allied (enemy) target. + means axis - means neutral You find this and other important information in my glossary for Sh3Gen: http://www.global-explorer.de/contentpage_glossary.htm Quote:
But also don't forget this is a game. I strive for what i think is realism, but at the same time it has to be fun. It is not entirely realistic becuase you could theoretically sink a fat ship every mission, thats for sure. Where was this question raised? GE
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#240 |
Stowaway
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Thats fair enough....I mentioned SH3 Gen in the WaW forums and a concern about realism was expressed so I thought it best to ask you what you think.
WaW strives for historical accuracy and realism, well as much as one can with the game engine. Thats why compatibility with NYGM is important as they are, in my crumble oppinion, the realism mod standard. Cheers.... |
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