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Old 06-18-06, 07:21 AM   #31
Slick Rick
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Well after some initial problems with the download....corrupted files I guess....I have it installed and working......a couple of things.....First off I think you have done a fine job....a definite improvement over the previous modded game I had installed....however.....it seems to load quite a bit slower .......both in initializing and then loading my saved career......I also seem to get a bit of the Lagging mouse that was discussed in another thread....it seems to come and go.....mainly when I do a lot of TCing.....but all in all.....I am really enjoying it.....THANKYOU.....Rick
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Old 06-19-06, 04:05 AM   #32
WotchaBlighty
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Installing Grey Wolves for Newbies

Hi there one and all!

I have just installed SHlll, patch 1.4 and the Grey Wolves SuperMod (which it is!) on my PC and I am as happy as can be!

When I installed Grey Wolves first time around one of the four files had not completed and I got an installation error. The setup rolled back but SHlll would not run folllowing the GW install attempt. I uninstalled SHlll, which included the 1.4 patch I assume. Downloaded the file element of GW that I suspected was incomplete.
I then reinstalled SHlll, the 1.4 patch and the GW supermod. Everything went faultlessly and the result was WELL WORTH the effort! I have not got very far with SHlll yet but the improvement in the graphics is stunning.

Finally, the question! When I uninstalled SHlll and the 1.4 patch I was asked if I wanted to keep my saved games. I answered yes. When I reinstalled my saved games, such as they were, were still there. I have a friend who is not a computer geek. He has been using SHlll for a lot longer and has installed the 1.4 patch and various mods. He now wants to install GW. I read in the instructions for GW that it must be installed in an unmodded setup (other than the 1.4 patch).

Is the correct advice for my friend to uninstall SHlll (saying yes to keeping saved games). Reinstall (cleanly) SHlll, then patch 1.4, then the GW SuperMod? Will his saved games remain intact through this process?

Thanks in anticipationn od your expert advice.
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Old 06-19-06, 04:09 AM   #33
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GW requires a fresh, UNMODDED installation of SH3 patched to v1.4b. So yes, your advice to TOTALLY uninstall SH3, removing all residual folders, and reinstalling from scratch, is correct.

Some users recommend backing up the save game folder first, allowing the SH3 uninstaller to delete the save games, and then reintroducing the folder after SH3 has been reinstalled.

However, providing that your friend is not mid-patrol when he reinstalls SH3, he may be OK not worrying about this extra step...but others have reportedly had problems if they don't.

Last edited by JScones; 06-19-06 at 04:28 AM.
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Old 06-19-06, 05:43 AM   #34
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Saved Game Folder

Thanks for your excellent reponse! Much appreciated.

Just to confirm all the details: Which folder contains the saved games?

Thanks again!
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Old 06-19-06, 05:44 AM   #35
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C:\Documents and Settings\<username>\My Documents\SH3\data\cfg\Careers\
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Old 06-19-06, 05:47 AM   #36
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Brilliant Support Forum!

That's just brilliant! And what I suspected. But it is very reassuring to KNOW.

Thank you for your time and knowledge.
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Old 06-19-06, 09:40 PM   #37
Slick Rick
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Just an observation...but now that I have installed GW.....it is much harder to sink ships......it seems to take at least two torps...sometimes more......I guess this is more realistic of course....but a bit frustrating...when the damn thing wont sink.....
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Old 06-20-06, 12:41 AM   #38
WotchaBlighty
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Realistic Tubs

Being an absolute beginner I don't know whether Slick Rick is correct or not.

I have just got to the torpedo stage of the tuturial (Naval Academy) and I am experiencing significant difficulty getting a decent result.

I was facing the large and immobile large cargo ship on the surface at a distance of less than 500 metres last night. I was locked onto the target and the little triangle was green. Every fish I fired veered off to the left or the right.

It was very hard to imagine how I could miss, but I did!

Very frustrating.
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Old 06-20-06, 06:51 AM   #39
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Ships sink in GW in stead of simply blowing up. This behavior is from the NYGM 1.x Ship Damage mod.

Be more patient.
If you lose patience, consider another torpedo.
Additional torpedos should target a different section of the ship.
Deck gun crews should target the waterline.

If you give it a chance, and know that a little uncertainty is expected, I think you will find it more satisfying.

Edit: There are a couple circumstances where a ship will blow up, but I will leave that for you to discover.
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Old 06-20-06, 08:13 AM   #40
WotchaBlighty
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The Ships are Sinking!

Thank you for this explanation which not only makes perfect sense, but is also something I have observed.

However, your response does not address the problem whereby I am VERY CLOSE to a VERY LARGE cargo ship and I fire a fish, fearful that I am going to be soaked by water thrown up by the blast, and the fish veers sharply to the left ot right and miraculously misses the ship?

Any help greatly appreciated. :p
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Old 06-20-06, 09:35 AM   #41
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Quote:
Originally Posted by WotchaBlighty
Being an absolute beginner I don't know whether Slick Rick is correct or not.

I have just got to the torpedo stage of the tuturial (Naval Academy) and I am experiencing significant difficulty getting a decent result.

I was facing the large and immobile large cargo ship on the surface at a distance of less than 500 metres last night. I was locked onto the target and the little triangle was green. Every fish I fired veered off to the left or the right.

It was very hard to imagine how I could miss, but I did!

Very frustrating.
The triangle will show green when you are locked on AT ANY ANGLE
For a torpedo to impact you need to be as close to 90 degrees as possibe, around 3 to 5 mtrs depth I find is best depending on draught of ship - too low and they will bounce off the curve of the hull too
IIRC the torpedos do not arm until 400mtr away from the sub so make sure you are at least that far away
And I know you said this ship is stationary but dont forget to open the bow doors by pressing Q before you loose the fish, makes a big difference against moving targets
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Last edited by bigboywooly; 06-20-06 at 09:39 AM.
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Old 06-20-06, 01:57 PM   #42
Slick Rick
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Quote:
Originally Posted by U-Bones
Ships sink in GW in stead of simply blowing up. This behavior is from the NYGM 1.x Ship Damage mod.

Be more patient.
If you lose patience, consider another torpedo.
Additional torpedos should target a different section of the ship.
Deck gun crews should target the waterline.

If you give it a chance, and know that a little uncertainty is expected, I think you will find it more satisfying.

Edit: There are a couple circumstances where a ship will blow up, but I will leave that for you to discover.
I did not know this......I am so used to seeing them all blow up.....ok....I will try and be a little more patient....thanx
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Old 06-21-06, 07:23 AM   #43
Slick Rick
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It seems I am having a lot of problems with the lagging mouse now.....and the game is also crashing to the desktop....I have 2gb of ram...a brand new video card...I think my computer is up to it.....I may have to uninstall if this keeps up.....
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Old 06-21-06, 03:05 PM   #44
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Default Magnetic torpedos disababled in GW?

I have No Duds selected in my Options, but my magnetic torps will not explode. They just pass under and keep going. The contact torps explode every time. I set my magnetics to 2 meters under the target, because I always found that would break their back, especially the smaller ships, in the past. Was there a change in the magnetic torps function in GW? I'm playing 1940-41 time frame.
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Old 06-21-06, 03:54 PM   #45
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Quote:
Originally Posted by 08x15
I have No Duds selected in my Options, but my magnetic torps will not explode. They just pass under and keep going. The contact torps explode every time. I set my magnetics to 2 meters under the target, because I always found that would break their back, especially the smaller ships, in the past. Was there a change in the magnetic torps function in GW? I'm playing 1940-41 time frame.
Hi 08x15,

No sir we did not change or mod the magnetics... they behave as they do in stock SH3... which is (shall we say) "a little lack-luster."
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