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Old 06-30-07, 09:24 PM   #1
Nuoz
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Default What would you like changed in GWX 1.04?

Before it is relesed i would like to point a few little nothings that in my oppinion would benefit the game. I'm only starting this because GWX said 1.04 is the final version.

Positive boyance: It's accurate but shouldn't you be able to keep your depth once you press the "A" key, at a given speed? I remind you the "A" (default) key stands for "keep current depth" and should you not alter your speed, you should be able to keep the current depth. As it is, once you hit the "A" key you'll return to a depth in which the positive boyance effect will take place. ie if your are at 1 knots and order 90meters (but you know you really want 80m), once you pass 80m you'd hit the "A" key to keep 70'ish. You should keep 80. It's not a major issue though...

Incorporation some different mods would do wonders for the game ie bigger dials and remember while doing so the white letters looks terrible in the white background. I have to have installed 2 different mods in addition to GWX just to be able to mavouver the U-boats with precision - "my favourite dials" and "tactical green" (note, i don't know the real name for the "my favourite dials" mod. i'm sorry). This is not getting us any new subsim members as you can imagine.

Sometimes it seems patrol crafts pin-point my depth without using a sonar ping. I don't see how this could happen. Altough this isnt confirmed. Maybe they got lucky? Is it a standard proceedure for the AI to aim to the bottom. Duh then again, how would they be sure?

My 2 cents. Thank you for reading
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Old 06-30-07, 10:10 PM   #2
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Quote:
Originally Posted by Nuoz
Positive boyance: It's accurate but shouldn't you be able to keep your depth once you press the "A" key, at a given speed? I remind you the "A" (default) key stands for "keep current depth" and should you not alter your speed, you should be able to keep the current depth. As it is, once you hit the "A" key you'll return to a depth in which the positive boyance effect will take place. ie if your are at 1 knots and order 90meters (but you know you really want 80m), once you pass 80m you'd hit the "A" key to keep 70'ish. You should keep 80. It's not a major issue though...
Simply enable the "Reduced Positive Buoyancy" optional mod that comes with 1.03, which will be core in 1.04.

Quote:
Originally Posted by Nuoz
Incorporation some different mods would do wonders for the game ie bigger dials and remember while doing so the white letters looks terrible in the white background. I have to have installed 2 different mods in addition to GWX just to be able to mavouver the U-boats with precision - "my favourite dials" and "tactical green" (note, i don't know the real name for the "my favourite dials" mod. i'm sorry). This is not getting us any new subsim members as you can imagine.
A whole two mods, eh? I have at least six or seven enabled to tune GWX to my tastes, and I think that is conservative compared to some players.

In other words, this is an individual taste thing. If the GWX devs catered for *everyone's* individual preference or gamestyle there'd be about 450 optional mods included, which would simply get confusing for everyone (the current 10 or so optional mods seem more than some can comprehend, LOL!).

This is why "after sales" mods for GWX exist; to provide that flexibility for individual players or groups of players without requiring *everyone* to d/l a piece of bloatware.

Quote:
Originally Posted by Nuoz
Sometimes it seems patrol crafts pin-point my depth without using a sonar ping. I don't see how this could happen. Altough this isnt confirmed. Maybe they got lucky? Is it a standard proceedure for the AI to aim to the bottom. Duh then again, how would they be sure?
Bummer when that happens, eh? But again, there's mods out there that reduce this effect for those that want to.
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Old 06-30-07, 10:21 PM   #3
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The only thing that doesn't work for diddley hoochies on Sh3 GWX is the weather.

I don't know what the technical difficulties are, but we could have weather systems move in 2 different areas:

North Atlantic, North Sea--Gale, moderate seas, fog, light seas fog
Central Atlantic--Gale, moderate seas, scattered squals. Could even have the Intratropical Divergence Zone move north and south 10 degrrees.

It would be nice to see scattered towering cumulous clouds and scattered showers.

A few more whitecaps and sparkling little waves in moderate and light wind conditions.
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Old 06-30-07, 10:26 PM   #4
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lighted ships in early 1942 off the US east coast would be a nice addition.

AI torpedoes would be a nice addition as well.
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Old 06-30-07, 11:59 PM   #5
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@JScones
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Old 07-01-07, 01:17 AM   #6
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Ah, that's easy: Fewer and more relevant radio messages, esp. for the German text version. If I really want to keep up on what the Wehrmacht is up to, I can listen to OKW broadcasts (or change the station). Every new radio-telegram breaks my TC, which just drives me Funkin' crazy when it's not naval-related -- worse still, old news gets re-transmitted when I return to a saved game! Aaaarrrgghh!!!
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Old 07-01-07, 04:43 AM   #7
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@Nuoz

Nice try, but no cigar It's a little late for new additions now I'm afraid.

Alpha testing is well underway and a beta version is due on *****

IMO and as Jaesen has already pointed out, there are sufficient additional mods out there to fine tweek peoples preferences

Enjoy the forthcoming GWXperience
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Old 07-01-07, 06:24 AM   #8
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Quote:
Originally Posted by Schöneboom
Ah, that's easy: Fewer and more relevant radio messages, esp. for the German text version. If I really want to keep up on what the Wehrmacht is up to, I can listen to OKW broadcasts (or change the station). Every new radio-telegram breaks my TC, which just drives me Funkin' crazy when it's not naval-related -- worse still, old news gets re-transmitted when I return to a saved game! Aaaarrrgghh!!!
Cant remember who provided the Geman radio messages but you can delete the unwanted ones from the text file

C:\Program Files\Ubisoft\GWX1.04\data\Campaigns\Campaign

Edit the file messages_de
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Old 07-01-07, 06:53 AM   #9
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Thanks for caring GWX, we appreciate your replies. Btw the AI patrol changes you are working on are sweet. I hope the testing is going well. Best regards and good work!
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Old 07-01-07, 06:59 AM   #10
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Well only two minor thing please change the the number of eels from 21 to 22 for the IXB as 22 is the correct number. Start date of the IXD2 from Jan43 to Sept42 which was it's correct date.
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Old 07-01-07, 07:17 AM   #11
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tone down the uberness of the ai

Just my 2 cents (not really expecting it to happen)
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Old 07-01-07, 07:21 AM   #12
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Quote:
Originally Posted by STEED
Well only two minor thing please change the the number of eels from 21 to 22 for the IXB as 22 is the correct number. Start date of the IXD2 from Jan43 to Sept42 which was it's correct date.
:hmm:
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Old 07-01-07, 07:25 AM   #13
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by STEED
Well only two minor thing please change the the number of eels from 21 to 22 for the IXB as 22 is the correct number. Start date of the IXD2 from Jan43 to Sept42 which was it's correct date.
:hmm:
Dead easy, I just got fed up uninstalling and reinstalling when the patches come out due to some thing clashing which I done, I suspect it was above but I may be wrong.

Nice to have it changed out right this time round, of course if possible and not to late in the day.

Cheers.
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Old 07-01-07, 07:42 AM   #14
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Already sorted


[SUBMARINE_AMMO6];IXB
Type=2
Version=0
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=5
ForeResExtra=2
AftResIntern=2
AftResExtern=3
ShellSlots=12
NbYears=7
Renown=7
SNK_MASK=NSS_Uboattype9_SNK_mask
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Old 07-01-07, 09:23 AM   #15
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I've already fixed the loadout for the IXB in the GWX 1.04 file to be 22 torpedoes.

Am also considering IXD2 date of introduction.

For those that consider the enemy AI to be too Uber, you need to read the sticky up top and/or appendix C of the included GWX manual.
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