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#1 | ||
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
Posts: 1,062
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#2 |
Captain
![]() Join Date: Jan 2006
Location: Ensenada, B.C., Mexico
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Yes, speed is the all powerfull parameter in SHIII, not engine effort. It may not be the only parameter, but it certainly appears to be the main one for almost everything. I beleive you can also observe this same behaviour in the fuel consumption model of your boat (speed determines it, instead of engine effort)
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#3 | |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
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#4 |
Ace of the Deep
![]() Join Date: Mar 2007
Location: Netherlands
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Raduz, I'm about to try GWX and I'm a big fan of your hydro stuff. Thanks again for the chart! I got a question though.
In the documentation that originally comes from Grayrider there is also information and bearing tables about making shots with no gyro*. - Does this still work with GWX? Also the sound cone table for getting range, same question: -Does this still work with GWX? * This hydro tutorial is groundbreaking stuff imo! I did a convoy attack (100% realism) all by hydrophone without ever seeing a ship! I sank a C2 (didn't know it was a C2 until I read the captain's log) ![]() |
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#5 | |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
Posts: 205
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![]() Attacking without visual contact is always a bit tricky and risky too, because you can sink a friendly or neutral vessel. But still, it is a challenge ![]() As for the bearing tables, you should adress your question to Grey, I have never use it although I wish to. The sound cone table works for GWX too, because whole principle with the "merchant"/"warship" appearing on the notepad is hard coded, so it could not be modified by anyone, not even by the GWX dev team. So yes, it works the same way both for stock/GWX. Just keep the stock sound files if you wish to use the turn count for getting speed. Happy hunting, mate |
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#6 | ||
Ace of the Deep
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Location: Netherlands
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#7 |
Engineer
![]() Join Date: Sep 2006
Location: Slovakia
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yes, at least once a week. send him a PM.
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