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Old 11-26-09, 10:42 AM   #1
kdv
Loader
 
Join Date: Jan 2009
Posts: 85
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1 - try using Dan Fraser's spysat mod instead, just two little files that dump into your SH3 main directory, no JSGME. Works great, shows each individual ship (great for finding the very fast ones - like troop ships!). http://www.subsim.com/radioroom/down...do=file&id=970

2 - Could it be that you're out of ammo? It carries too little ammo, and your crew will go through it very fast if you don't limit their shooting distance to at least medium range. I find the main gunners can't hit squat, it's the 'flak' gunners on the seccondary weapons that do most of the sinkings.

3 - Edit your basic.cfg (info one or two pages back in this thread). As per http://www.kbismarck.com/armament.html , Bismarck carries 1004 main gun shells, or 251 per turret - a far cry from the 120 that it comes with.

4 - http://www.subsim.com/radioroom/down...o=file&id=1418 I haven't tried this yet

5 - Don't know. Radar usually works far better than my crew can see. If it's raining, and my guys can't see anything to shoot at until under 300m - patrols over. Check this program out, it's for GWX2.0, may work under 3.0 http://www.subsim.com/radioroom/down...do=file&id=424 - I can't alt-tab out of SH3 and back in again, it crashes. So I don't use it.

Hope I was of some help!
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Old 11-26-09, 02:47 PM   #2
Wreford-Brown
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Join Date: Nov 2007
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You can also use jimbuna's GWX 3.0 SpySat mod. It won't clash with WSM.

Details are at: http://www.subsim.com/radioroom/down...do=file&id=157
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Old 11-27-09, 04:21 AM   #3
Commander Gizmo
Watch Officer
 
Join Date: Jan 2007
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Your other questions have been answered already, but I can help with number five.

I have sucessfully controlled the radar manually, although there is hardly any reason to. The problem is that while you can rotate the wheel and watch for changes, the results seem to be quite difficult to interpret and very spotty.

While stationary I was able to point directly at a known bearing for a ship moving at slow to medium speed and had the radar respond with a hit only if the range setting was correct (and it isn't labeled, so who knows what each setting means?) and then the object would appear and disappear at random. The distance was reported rather vaguely on the gauge, but without knowing what units and relationship the numbers on the gauge have with the distance setting, they all seem to be a bit pointless, no?

Besides, you can't really know you've fired accurately manually over a distance greater than your vision on a repeated basis. If you can't see it, how will you know if the shells even hit?

If you have map contact updates turned on and are in radar range, you crew will pick up the ship and put it on your map. You can then take careful bearing and distance measurements (cheat warning!) and fire at that spot quite successfully I suppose. If is is just fog, weather, or lack of light that prevents you seeing your target the flash of a shell doing it's thing against their ship ought to be feedback enough.

Just my pocket change.
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Old 01-29-13, 03:38 PM   #4
Moin
Seaman
 
Join Date: Jan 2013
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Hi,
I play WSM now for several days and would like, that the enemy AI recognizes me earlier and better shoots from the distance! In addition, that my own crew recognizes enemy ships earlier!
I experimented a bit with these settings:

Sensors.cfg:
Visual range factor=0.4 (Crew see ships in 18km, not the best results!)

Sim.cfg:
Max error angle=5 (good results,AI shoots much better then before)
Enemy surface factor=180 (average results, enemy see me from 18km at good sight)

Current mods:
GWX3
GWX 16km Atmosphere
GWX No medals on crew
WSM3
WBs mod for U-47s WSM (GWX 3.0)
GeI
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Wooden_Lifeboats_Mod_1.1

Can someone recommend good settings for WSM3 with GWX3?
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Old 09-28-13, 03:26 PM   #5
Reed1941
Seaman
 
Join Date: Sep 2013
Location: Nordatlantik
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Hi guys,

I'm new to this forum but I've been playing SH3 for almost 3 years. I've just downloaded WSM3.0. The GeI, works fine, all ships are perfect, but in the GeII and GeIII, my ship begins the mission at the depth of 12 meters, and I can't use the guns. Someone could help me? My active mods are:
Torpedo damage Final ver2.0
GWX - Merged Campaign
LifeBoats&Debris-v4
GWX - Alternative Flotillas
GWX - Enhanced Damage Effects
WSM3.0
GeIII

I tested with just WSM3.0 active, but my ship still sink

Sorry for the long text
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