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Old 03-19-06, 08:35 PM   #16
Kpt. Lehmann
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@ Vodkajello

Sorry this took so long. It appears to me that you are missing part of the GW download

I DL'd the same version you guys did from Terrapin's site this morning and re-installed as per my own readme...

Hydrophone graphics look like hi-res to me... see below (SS taken about 10 minutes ago)

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Old 03-19-06, 08:47 PM   #17
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I downloaded GW from Realsimulation site, followed the install instructions, and loading it activated the copy protection that Ubi put in and hung my system twice. Never happened before.

When I renamed the folder and returned to my previous SH3 folder, previously renamed, all was fine.

Something in the data folder caused the problem. Any other suggestion would be appreciated.
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Old 03-19-06, 09:32 PM   #18
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Have tried to install GW both ways listed in the read me and it doesn't work? I see the folders in the SH3 root dir but the game looks and sounds the same. This to a clean copy of SH3 1.4b Anyone have any ideas???? :hmm: HELP!!!!!!
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Old 03-20-06, 12:22 AM   #19
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I know that this thread will be helpful in sorting things out as issues come up.

Do you know which part that graphic is in? I don't want to dl the all 6 again.

Thanks for looking into that problem.

I'll let you know if the problem repairs itself with a reinstall.
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Old 03-20-06, 12:37 AM   #20
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Quote:
Originally Posted by ChokerSandwich
Type XXI engine rooms must be filled over the green bar to get the sub moving at all.
CS,


I believe this has something to do with a crew fatigue model (usually this bug appears with Advanced Holywood Damage). Change from SH3cdr to "no fatigue", delete any [compartment] references to /sh3cdr/cfg/Medals and renown.cfg. and see what happens.
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Old 03-20-06, 12:40 AM   #21
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Quote:
Originally Posted by VonHelsching
Quote:
Originally Posted by ChokerSandwich
Type XXI engine rooms must be filled over the green bar to get the sub moving at all.
CS,


I believe this has something to do with a crew fatigue model (usually this bug appears with Advanced Holywood Damage). Change from SH3cdr to "no fatigue", delete any [compartment] references to /sh3cdr/cfg/Medals and renown.cfg. and see what happens.
Thanks, I'll try that out when I get home again tonight, right now 07:40 in the morning and I'm in a bit of a hurry.
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Old 03-20-06, 01:49 AM   #22
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I'll say it again about the Type XXI.

ChokerSandwich is using a BETA of GW... not the final release.

CS... you need to DL the final version from Terrapin's site, buddy.
(Take away all the old stuff and put in the new stuff with JGSME this time okay?)

There is NO bug relating to the Type XXI movement surfaced or submerged unless you are using another fatigue mod which the GW team is not responsible for.

This has been cross checked by other GW Dev team members.

To all: I will be on duty for 24 hours very soon. I know there are questions still un-answered. I will get to them as soon as I can.
Please bear with me. I am required in real life to be at the station for many long hours every week and am away from internet access.
(24 hours every third day / 120 hours every two weeks.) Also since we are short-handed I'll have to work a couple extra shifts in the coming days.

Cheers all!
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Old 03-20-06, 02:42 AM   #23
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Kapt. Lehman,

Please check that small trawler. It is impossible to sink it. Thank you.
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Old 03-20-06, 03:15 AM   #24
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I will when I get back from work and after a little sleep on Tuesday.
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Old 03-20-06, 03:41 AM   #25
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Thanks for the hard work!

BTW, I encountered this error with the small armored trawler while doing the Naval Academy - Convoy attack. I sunk the first destroyer with no problem, but could do no harm to the trawler at all.
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Old 03-20-06, 09:42 AM   #26
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Yep, there is definately something hinky going on with that armed trawler. I probably would have never noticed it, as I never attack those little buggers. They are just not worth it, especially when you can outrun them if they chase you. Anyway, I loaded the convoy training mission as was already said. I fired torpedo after torpedo at it and they either didn't explode with magenetic fuse or they ran right through the model. I then surfaced and shot at it with the deck gun and AA gun. The bullets passed harmlessly through. As a final test I tried to ram it and sailed right through the model.
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Old 03-20-06, 10:22 AM   #27
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Quote:
Originally Posted by Syxx_Killer
Yep, there is definately something hinky going on with that armed trawler. I probably would have never noticed it, as I never attack those little buggers. They are just not worth it, especially when you can outrun them if they chase you. Anyway, I loaded the convoy training mission as was already said. I fired torpedo after torpedo at it and they either didn't explode with magenetic fuse or they ran right through the model. I then surfaced and shot at it with the deck gun and AA gun. The bullets passed harmlessly through. As a final test I tried to ram it and sailed right through the model.

Without having played the GW pack yet, I suspect the zone.cfg file or the zon file. I had similar behaviors on cargo ship when their turrets were incredibly hard to destroy, even set the deck gun to 0 delay with SHCmdr and took me forever to destroy a simple antena.

I revised the zone.cfg under the cargo item sections and noticed the HP of certain of these items were almost tripled. I reduced them back to stock Sh3 and now the damages are relatively good now without lowering the difficulty to sink the ship.

I don't know for the tawlers, I can't remember if they have any relative HP in the zone.cfg (new escorts??). Or maybe it a simple mistake made in the Tawlers .zon file.

With that said, I can't remember when I sank a Tawler, torpedo waste
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Old 03-20-06, 11:03 AM   #28
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I'm not sure how to look at the zon file for the trawler. Would you be able to tell from the zones.cfg if there is a problem? Here are the vales for the New Escort section from the stock SH3 zones file.

Quote:
;************************************************* ******
;NEW ESCORT
;************************************************* ******

[NEEngineRoom]
Category=Engines Room
Multiplier=5.0
Flotability=1.0
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=300

[NEKeel]
Category=Keel
Multiplier=5.0
Flotability=45.0
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None

[NEFlotMain]
Multiplier=1.0
Flotability=25.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=32

[NEFlotShow]
Multiplier=1.0
Flotability=10.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=32

[NEFlotUpper]
Multiplier=1.000000
Flotability=20.00
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=6
CargoType=None
Crash Depth=1

[NEFuelBunker]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel

[NEFloodF]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=4

[NEFloodB]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=4
Here are the figures from the GW zones file.

Quote:
;************************************************* ******
;NEW ESCORT
;[NEEngineRoom] [NEFlotMain] Crash Depth=11
;[NEFlotShow] Crash Depth=13
;************************************************* ******

[NEEngineRoom]
Category=Engines Room
Multiplier=2.0
Flotability=30.0
HitPoints=240
Destructible=No
Armor Level=20.0
Critic Flotation=0.30
Critical=Yes
Critical Chance=0.1
FloodingTime=300
CargoType=None
Crash Depth=11

[NEKeel]
Category=Keel
Multiplier=5.0
Flotability=0.0
HitPoints=240
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.50
FloodingTime=600
CargoType=None

[NEFlotMain]
Multiplier=1.0
Flotability=8.0
HitPoints=240
Destructible=No
Armor Level=20.0
Critic Flotation=0.30
Critical=Yes
Critical Chance=0.40
FloodingTime=600
CargoType=None
Crash Depth=11

[NEFlotShow]
Multiplier=1.0
Flotability=5.0
HitPoints=240
Destructible=No
Armor Level=20.0
Critic Flotation=0.30
Critical=No
FloodingTime=600
CargoType=None
Crash Depth=13

[NEFlotUpper]
Multiplier=1.0
Flotability=20.0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=1

[NEFuelBunker]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=15.0
HitPoints=240
Destructible=No
Armor Level=20.0
Critic Flotation=0.62
Critical=Yes
Critical Chance=0.20
FloodingTime=600
CargoType=Fuel
Crash Depth=13

[NEFloodF]
Multiplier=1.0
Flotability=35.0
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.30
Critical=No
FloodingTime=420
CargoType=None
Crash Depth=4

[NEFloodB]
Multiplier=1.0
Flotability=35.0
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.30
Critical=No
FloodingTime=240
CargoType=None
Crash Depth=4
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Old 03-20-06, 12:57 PM   #29
mkubani
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Hello Grey Wulf team,

I found another minor inconsistency, you may want to fix. A browsed through Markings folder and found two things I want to point out:

1. You have an incorrect Slovak marking there. The one you have now is the current marking of Slovakia. The historically correct one that was used during WW2 is the following:



2. Then there is Czechia marking. Well, I am not sure if these files are used only for airplanes, but if yes, then there should be no Czechia marking. Czech part of Czechoslovakia was occupied in early 1939, so if you can not remove the Czech marking, I suggest overwriting it with the German one. There were no Czech planes flying in WW2.

Just trying to be helpful.
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Old 03-20-06, 01:18 PM   #30
Cdre Gibs
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The AC Markings Mod was made by me. The only information I could find at the time for Slovakia was from here:

http://cocardes.monde.online.fr/v2ht...slovaquie.html

of interest is that they state Slovakia came into being on the 1st of January 1993. So technicaly if that IS correct it shouldn't even be in the game. But since the country was added by Serg in his Flag mod and uses the SAME flag as on that site, I just matched the Roundel.

If it bugs you that much its not hard to fix, use the source image you have for your version and change the TGA.

Also the Czechia Roundel has the same issue :

http://cocardes.monde.online.fr/v2ht...slovaquie.html
http://cocardes.monde.online.fr/v2ht.../tchequie.html

Note the date listed. Again if you cant live with it, change it.
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