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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Sonar Guy
![]() Join Date: Sep 2005
Location: Whats left of Florida
Posts: 396
Downloads: 1
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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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#32 |
Swabbie
![]() Join Date: Jun 2006
Posts: 6
Downloads: 0
Uploads: 0
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Installing Grey Wolves for Newbies
![]() 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! ![]() Finally, the question! ![]() ![]() 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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#33 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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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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#34 |
Swabbie
![]() Join Date: Jun 2006
Posts: 6
Downloads: 0
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Saved Game Folder
![]() Just to confirm all the details: Which folder contains the saved games? Thanks again! ![]() |
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#35 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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C:\Documents and Settings\<username>\My Documents\SH3\data\cfg\Careers\
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#36 |
Swabbie
![]() Join Date: Jun 2006
Posts: 6
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Brilliant Support Forum!
![]() Thank you for your time and knowledge. ![]() |
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#37 |
Sonar Guy
![]() Join Date: Sep 2005
Location: Whats left of Florida
Posts: 396
Downloads: 1
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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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#38 |
Swabbie
![]() Join Date: Jun 2006
Posts: 6
Downloads: 0
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Realistic Tubs
![]() 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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#39 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
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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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#40 |
Swabbie
![]() Join Date: Jun 2006
Posts: 6
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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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#41 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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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 Last edited by bigboywooly; 06-20-06 at 09:39 AM. |
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#42 | |
Sonar Guy
![]() Join Date: Sep 2005
Location: Whats left of Florida
Posts: 396
Downloads: 1
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#43 |
Sonar Guy
![]() Join Date: Sep 2005
Location: Whats left of Florida
Posts: 396
Downloads: 1
Uploads: 0
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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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#44 |
Commander
![]() Join Date: Dec 2001
Location: Newport Beach, CA
Posts: 470
Downloads: 41
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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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Commander Hiram Cassedy: "Tigrone has saved the Air Force and is now returning to Iwo Jima with 28 rescued zoomies." B-29 SNUFFY & THE SHIF'LESS SKONKS among them. I've a broom at the mast said he, for the broom is a sign for me, that wherever I go, I sweep the mighty sea. |
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#45 | |
GWX Project Director
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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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