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Old 07-02-07, 03:46 PM   #31
Sailor Steve
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Quote:
Originally Posted by Nuoz
Accurate and fixed periscope depths maybe adapted to the positive boyance used
No, I don't think the positive bouyancy is accurate at all. You should never be able to 'hover' at periscope depth. As with NYGM's negative bouyancy, you should start up and keep coming up until you speed up again. Only coming up 2 meters is the thing I like least.
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Old 07-02-07, 04:04 PM   #32
Mowinz
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I have noticed the deck gun seems to be more effective and does more damage at medium ranges 1500 - 2500. Recently, I hit a small merchant up close (less than 1000m) with 5-7 deck gun blasts and it wouldn't sink.

I would also like to see better AI Deck and Flak gunners sink more boats and down more aircraft. Sure, it's fun taking control of the guns but it's cool to see the action from the binocular view.

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Old 07-02-07, 09:59 PM   #33
Greystone
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Coming in kinda late on this, like placing my bet while the ponies are coming down the final stretch, but a quicksave would sure beat the stock 8-9 step save procedure; assuming it's even possible to do that...
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Old 07-02-07, 10:12 PM   #34
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" what would you have changed in GWX4 ? "


The price ..I think it cost way too much
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Old 07-03-07, 09:01 AM   #35
Achtung Englander
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GWX 1.3 is bloody marvellous.

I would like to see

- can we get an auto - update of the weather when it changes. Case in point - sunny and calm - go to x2048 for a day - go back to x1 - stormy and heavy fog and no one told me !!!!

- why don't the boats have star shells anymore ?
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Old 07-03-07, 09:24 AM   #36
CapZap1970
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I would like to have as an optional mod the chance to use GWX with color contacts, sonar and radar color lines, and all that stuff. That is, I would like to have the opportunity to use GWX 1.04 with other levels of realism since it's a great mod, but to enjoy all the wonderful great things it has, you have to be a hard-core SH3 player (realism lover). Don't you think GWX team, that it would be nice to make GWX accessible to all the players, even those who like to play with lower or much lower levels of realism, via optional mods? But that's just me....
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Old 07-03-07, 09:49 AM   #37
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For GWX 1.04 I would like to have as many features as possible made 'optional' (via JSGME) so you can choose your individual settings for the game.

I liked the way it was done with a few additional features in GWX 1.03, like 'light harbour traffic' which really improved my game performance. Otherwise it would have been a slideshow.

Just my two cents.

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Old 07-03-07, 10:16 AM   #38
bgeorgalas
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first of all i would like to thank all of those who have worked in GWX 1.03 and are ofcourse working for GWX 1.04....
I am not a programer so i don't know if any of the things i would like to see in the next version of GWX is feasible etc.....
So here we go:
1. I remember reading on another forum (from an interview from the sh3 creators) that the fate of the WW2 could not depend from a single u-boat...BUT what i would like to see is a limited amount of enemy ships once some of them are sunk (i.e. if I manage to sink a King George battleship in one patrol would be nice to know that for the next year or so there will be no King battleships around)...
2. Would be nice to add renown points for the contact reports one is able to send in base...
3. I would like to see random technical problems in my submarine's subsystems during a patrol (for example in the diesel engines)...(i think that with sh3 commander you have this possibility but since i have not installed it can't be sure)
4. Sometimes when I am attacking an enemy ship in the surface i have noticed that aircrafts are showing up (perhaps radioed?). If this is the case (the attacked ship radioes aircraft) wouldn't it be possible to radio also other merchant ships in the vicinity to "search for survivors"?
That's all I can recall for the moment....Thank you all for your magnificent work!
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Old 07-03-07, 10:33 AM   #39
Thniper
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Quote:
Originally Posted by bgeorgalas
3. I would like to see random technical problems in my submarine's subsystems during a patrol (for example in the diesel engines)...(i think that with sh3 commander you have this possibility but since i have not installed it can't be sure)
This feature is available if you use SH3 Commander.
Try installing the SH3 Commander 2.7, it has many other helpful features, too.
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Old 07-03-07, 10:35 AM   #40
CapZap1970
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Quote:
Originally Posted by Thniper
Quote:
Originally Posted by bgeorgalas
3. I would like to see random technical problems in my submarine's subsystems during a patrol (for example in the diesel engines)...(i think that with sh3 commander you have this possibility but since i have not installed it can't be sure)
This feature is available if you use SH3 Commander.
Try installing the SH3 Commander 2.7, it has many other helpful features, too.
yes...
It's the sabotage and malfunction option...
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Old 07-03-07, 01:18 PM   #41
Boris
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Nuoz
Accurate and fixed periscope depths maybe adapted to the positive boyance used
No, I don't think the positive bouyancy is accurate at all. You should never be able to 'hover' at periscope depth. As with NYGM's negative bouyancy, you should start up and keep coming up until you speed up again. Only coming up 2 meters is the thing I like least.
Huh, this confused me...
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Old 07-03-07, 02:38 PM   #42
joemcg
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Has the ship super agility issue been addressed at all? The idea of Large Tankers and Whale Factory Ships stopping on a dime then backing up and making turns that only a Lamborghini can envy always seemed a bit strange to me.
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Old 07-03-07, 02:38 PM   #43
Kaleu. Jochen Mohr
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Quote:
Originally Posted by Boris
Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by Nuoz
Accurate and fixed periscope depths maybe adapted to the positive boyance used
No, I don't think the positive bouyancy is accurate at all. You should never be able to 'hover' at periscope depth. As with NYGM's negative bouyancy, you should start up and keep coming up until you speed up again. Only coming up 2 meters is the thing I like least.
Huh, this confused me...
me to
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Old 07-03-07, 03:03 PM   #44
Schöneboom
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Quote:
No, I don't think the positive bouyancy is accurate at all. You should never be able to 'hover' at periscope depth. As with NYGM's negative bouyancy, you should start up and keep coming up until you speed up again. Only coming up 2 meters is the thing I like least.
I think what Steve meant was: your boat should not just rise 2 meters when you're stopped -- it should keep on rising. The opposite can happen if you stop the pumps (silent running) for too long; eventually the bilges fill up and you should start sinking (not just a little, but continously) -- which I think was the NYGM "negative bouyancy" effect.

Then again, if both effects were modeled in SH3, maybe they would cancel each other out in the long run -- then you'd get something like "hovering" -- for a little while!:rotfl:

Correct me if I'm wrong, Steve.
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Last edited by Schöneboom; 07-03-07 at 03:19 PM.
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Old 07-03-07, 04:29 PM   #45
Kpt. Lehmann
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Quote:
Originally Posted by joemcg
Has the ship super agility issue been addressed at all? The idea of Large Tankers and Whale Factory Ships stopping on a dime then backing up and making turns that only a Lamborghini can envy always seemed a bit strange to me.
As with other mods, we are unable to correct this matter. (Stock SH3 bug)
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