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10-31-07, 06:31 PM | #2101 |
Seaman
Join Date: Oct 2007
Posts: 42
Downloads: 0
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From you post:
"It will work on all versions and all supermods installed on your system." |
10-31-07, 06:36 PM | #2102 | |||
GWX Project Director
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In addition to the above issues, major FPS hits have been reported with your mod as well as other graphic errors. I'm sure that you will eventually sort out the numerous problems since your work is still a WIP. However, in the meantime I'm not going to whitewash matters for GWX users that come here with comments or questions about your work. We have always been open in our thoughts regarding works external to GWX. Some things are truly compatible and some things are not. |
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10-31-07, 06:46 PM | #2103 | ||||
Black Magic
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10-31-07, 07:36 PM | #2104 |
Watch
Join Date: Dec 2006
Posts: 21
Downloads: 0
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New Ships in GWX 1.04?
Me agian!
I just saw the new Sh4 to Sh3 Ship Models by Molke. My question is, will they be included in GWX 1.04. There are quiet some warships from japan. They would be a great addon for the people who play at Penang. Greetz Dr.Zod |
10-31-07, 07:51 PM | #2105 | |
GWX Project Director
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We have a policy against using SH4 material in GWX that is in line with SH4 user agreements set out by the SH4 development team. Modders who choose to port SH4 material to SH3 and release it, are doing so at their own risk. Furthermore, concerning SH4 material being ported to SH3, there are scores of code minefields that must be navigated, due to changes in the SH4 engine/code that are not recognized by the SH3 engine/code. Last edited by Kpt. Lehmann; 11-01-07 at 02:11 AM. |
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11-01-07, 02:13 AM | #2106 |
Watch
Join Date: Dec 2006
Posts: 21
Downloads: 0
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I see.
Another thing thou! I´ve just started a new game. Can it be that the Deck Gun (88) is overpowered!!! I mean, for e.g. I spot a small frighter at moderate wind and sea so I can´t use the deck gun. I fire a torp and hit it into the middle very low (7m torpedo depth). So far so good, sometimes it takes hours (game hours) to sink the ship or I´m even forced to use a second torp for a small frighter! Thats ok since you said you reworked the ships and the sinking behavior, thats realistic. But now comes the clue, I encoutered also a small frigher at calm sea, now I thought why don´t you have some fun with the deck gun. So I start shooting, some good hits below the waterline, and some not so good (thanks for your reworked gun behaivior, that is very cool). But whats that, after like 6-10 shots "BOOOOOM", the ship breaks in half and sinks like a rock. Wow lucky shot, I thought. So I encountered some more Small frighters and tested if I was lucky or not. But somehow all my encouters with small frighters where I use the deck gun sink very fast (10-25 shells)!!! Do you get the picture? Torp takes hours or even two (thats cool and realistic), but the deck gun??? Am I just lucky, is this a known issue or is everything ok? I recall that you said the deck gun is not so powerful at all (compared to stock SH3)! Thanks for your answer in advance Greetz Dr.Zod |
11-01-07, 03:13 AM | #2107 |
Navy Seal
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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Dr.Zod
You are very lucky. You found a sweet spot. There are critical zones on all the ships that had their damage models revamped for GWX. They're just not that easy to hit/find. 10-25 shells for a small freighter seems about right to me. On a small ship like that, 10-25 holes in it's hull (below water line) would certainly cause it to sink. Now, as for the explosion, as I said you may have hit the sweet spot or the flooding you caused reached the ships boilers and they exploded. Carry on. Sink em all.
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11-01-07, 03:26 AM | #2108 | |
Chief of the Boat
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Testing is at an advanced stage , which would/should suggest that most glitches will have been ironed out prior to it's release.
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Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
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11-01-07, 04:01 AM | #2109 | |
GWX Project Director
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Quote:
Other suggestions would be to make sure that "realistic damage" is selected in your 'realism' options... and also to LET YOUR CREW do the shooting. The captain virtually never manned the gun. Your AI crew will not typically be so accurate, resulting in a more realistic outcome and a higher ammunition expenditure per kill. |
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11-01-07, 04:25 AM | #2110 |
Loader
Join Date: Mar 2005
Posts: 89
Downloads: 10
Uploads: 0
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Just want to commend you all for all the work you have and are putting into this MOD..
Its phenominal....
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11-01-07, 04:27 AM | #2111 | |
GWX Project Director
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11-03-07, 02:06 PM | #2112 |
Nub
Join Date: Oct 2007
Posts: 4
Downloads: 0
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I think I have a bug with GWX.. So far this mod is awesome.. I'm very impressed, except for one minor detail..
My deck gun wont load. The deckgun has 0/0 ammo, yet it says I'm carrying 220 of the HE rounds.. *sob* I use my deck gun a lot.. I needs it, my precious.. heh Any ideas? Is there some super secret special way to reload the deck gun or have it recognize that I actually do have ammo? THanks guys.. |
11-03-07, 02:12 PM | #2113 |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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It's a classic issue with SH3. Try clicking on the Shell (on the bottom right hand side of the screen) to load it in the gun and then fire away
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11-03-07, 02:46 PM | #2114 |
Nub
Join Date: Oct 2007
Posts: 4
Downloads: 0
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No it says I have no ammo.. I click the shell, nothing happens. If I look at the ammo list I clearly have HE ammo, but the HE shell shows 0 of 0.
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11-03-07, 03:24 PM | #2115 | |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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Quote:
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