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Old 08-30-07, 06:41 AM   #1
Venatore
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Now that took my breath away
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Old 08-30-07, 06:50 AM   #2
madmike81
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Holy Smokes! Looks very nice. Very nice indeed.
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Old 08-30-07, 07:01 AM   #3
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Hi guys, is anybody out there willing/able to reupload the file from Kaptain to a different host please? Rapidshare isn't friendly with my online provider.
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Old 08-30-07, 07:06 AM   #4
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Quote:
Originally Posted by mkubani
Hi guys, is anybody out there willing/able to reupload the file from Kaptain to a different host please? Rapidshare isn't friendly with my online provider.
Uping to Filefront now. ~10mins
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Old 08-30-07, 07:16 AM   #5
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This is great news and some nice update mates...

A Hell of a job !
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Old 08-30-07, 07:18 AM   #6
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Kaptain and GWX crew, I understand 1.04 is the final version.

My concern is about IBL's Merchant Mod. When he finally finishes the mod, does any of you guys plan to spend the extra time and make it GWX compatible? I mean in terms of damage modelling/sinking behavior + recognition manual, etc.
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Old 08-30-07, 07:28 AM   #7
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Great, thanks. Downloading now.
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Old 08-30-07, 07:52 AM   #8
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Quote:
Originally Posted by mkubani
Kaptain and GWX crew, I understand 1.04 is the final version.

My concern is about IBL's Merchant Mod. When he finally finishes the mod, does any of you guys plan to spend the extra time and make it GWX compatible? I mean in terms of damage modelling/sinking behavior + recognition manual, etc.
Yes, 1.04 is to be the final version.

Regarding IABL's merchant mod, given the structure that Bigboywooly has built into the random campaign layer and its relationship to convoy merchant assignment, there shouldn't be much work to be done to make his merchant mod compatible with GWX.

Regarding the damage models for the new merchants... in part yes and in part no. vonHelsching was our damage model officianado and we wore the poor guy out during the development of GWX version 1.0. (The last version that include new major content.) Though all damage models will remain influenced by the global settings in the Zones.Cfg file... building new damage models from the ground up... it is no longer practical for us to attempt it.

That being said, if former GWX devs are willing, once we are sure of the parent model of the new merchies in question... given time, they will likely have GWX damage models ported over from the relevant ships in GWX... and possibly be a perfect fit. (Though I wouldn't look to the GWX devs to do much for a NICE LONG BREAK after release of 1.04, LOL.)
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Old 08-30-07, 07:55 AM   #9
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Just as a heads-up.

The primary architect of the K-ship was Privateer. Ref, JU_88, and Ichneumon also have had a hand in bringing it to light.

Thanks for filming it Jimbuna!
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Old 08-30-07, 08:00 AM   #10
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Buying stock in "StarBuck's" as I write....Looking foward to more Sleepless nights!!!!!!
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Old 08-31-07, 12:50 AM   #11
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Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
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Old 08-31-07, 12:57 AM   #12
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Quote:
Originally Posted by WilhelmSchulz.
Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
If you click on the contact it tells you the general direction. It'll say south, or southeast... that should be good enough for an intercept.
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Old 08-31-07, 01:25 AM   #13
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Quote:
Originally Posted by WilhelmSchulz.
Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
For exactly that reason... to promote better "realism" in the simulation... not convenience.

Yet again Wilhelmshculz... you failed to read the post closely and fired off your response half-cooked... again.

When you click on convoy or close contacts... it does indeed give you the general heading... not the exact heading. If it doesn't suit your play style... don't use GWX. Simple really.
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Old 08-31-07, 03:23 AM   #14
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by WilhelmSchulz.
Your ditching the tails! Why? I know I know "it improves realisem" but it will become impossible to intercept convoy as you usaly only get 1 contact and you cant get genral direction!
For exactly that reason... to promote better "realism" in the simulation... not convenience.

Yet again Wilhelmshculz... you failed to read the post closely and fired off your response half-cooked... again.

When you click on convoy or close contacts... it does indeed give you the general heading... not the exact heading. If it doesn't suit your play style... don't use GWX. Simple really.
Oh, LOL. Deja Vu!

Copy & Paste......
Quote:
GWX has, since it's inception, strived for realism, immersion and accuracy. I believe that every member of the Dev Team has pushed hard for a simulation that excells in those catagories and we have nearly arrived.

However, the one area, nearly untouched by the Devs has been the Nav Map information & how it is displayed (apart from grey contacts) and I feel it needs attention. It's the one thing that has never been given the GWX magic.

On the subject of 'No Tail' contacts. Yes this makes it harder but it also makes you plan & plot your course and the course of your prey. I had a great immersive experience last night where I was shadowing a contact for over 2 days and you could actually accurately plot the course changes made by my prey. Yes! I have never ever had to do this before.

I must state that I'm in no way a hardcore player. I usually play with Map Contacts on & with no manual targeting. I do feel that this addition greatly adds to the game and I can certainly see why some may stuggle but in my mind this mod screams to be in GWX for the reasons & values I have stated above.
Simply!

Don't like it?
Don't use it/Fix it yourself!

Time to put up or shut up.

You know who I'm speaking to.
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Old 09-05-07, 03:26 AM   #15
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Quote:
Originally Posted by Kpt. Lehmann

When you click on convoy or close contacts... it does indeed give you the general heading... not the exact heading. If it doesn't suit your play style... don't use GWX. Simple really.
No tail for contacts is very good to me, very realistic. But as far as I understand, also the own submarine's tail does disappear with this mod.

Would it be possible to retain somehow the own sub's tail? During the attack I do not use waypoints, so having a tail on my sub, showing where it is going, would be a good help. Otherwise I am afraid I would be a bit too overloaded (I play with 100% difficulty and manual targeting).

Maybe I should mod the 2km bearing indicator to a simpler form, and make it appear at lower zoom level? Any other idea?

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