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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#391 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
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#392 |
Lieutenant
![]() Join Date: Mar 2005
Location: United Kingdom
Posts: 263
Downloads: 5
Uploads: 0
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One thing I noticed whilst doing some manual ploting is that the bearing finder mod made by JCwolf is half a degree out. Nothing important, I only noticed it when I steered my sub onto course 000 and happened to be on a grid. I've corrected the issue myself using Adobe Photoshop and simply rotating the file 0.5 degrees to the right
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...snorting / snorkelling after several years of silent running. Last edited by DAB; 09-08-06 at 08:24 PM. |
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#393 | |
Ace of the Deep
![]() Join Date: Feb 2006
Location: New Port Richey, Fl, USA
Posts: 1,066
Downloads: 0
Uploads: 0
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#394 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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This is looking good! I've been away from SH3 for a while, but with this mod around the corner I think it's time for a return.
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#395 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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I read in the inclusions list that shell power has been increased 33%.
Tonight, I installed SH3 Commander so I don't know if that has any bearing on what I experienced. I came upon a small merchant in calm seas. I pumped 50 high explosive shells into the ship (gradually). In the stock game, 5 shells were usually all that was needed if they hit below the waterline. So I started with 5 shots and waited, then 5 more and waited, then 5 more, and so on. The ship did start to burn and dropped to zero knots. It also listed to port slightly. I then increased time compression and waited for an hour of game time and still the ship didn't sink. Any ideas? Next thing...occasionally I use the free camera topside to watch some particular event. I've noticed with GW that the camera scroll rate is extremely slow. Is this to be expected? Can it be adjusted? Thanks scrapser |
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#396 | |
The Old Man
![]() Join Date: Apr 2005
Location: The Dutch mountains
Posts: 1,552
Downloads: 64
Uploads: 1
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But when the new GW-mod is released, I will reinstall and start a new career, that's for sure!
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#397 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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The reason your boat didn't sink is because GW uses the NYGM damage mod. In the stock game ships have x number of hit points, say 400. If you hit it with five 80pt shots from your deck gun you break the 400 hit points and the ship sinks. Hits from anywhere count. In GW/NYGM damage has been changed to be zone based and you sink by flooding. In otherwords if you hit the bridge, cargo or above deck things you are doing hit point damage to the boat, but you won't sink it like that. You need to hit MULTIPLE below waterline zones on the boat in order to have it sink. Hit points have almost no direct impact in GW as it did in vanilla SH3. So in a GW patrol if you see a ship stopped and listing to the bow, start shooting in the middle or stern below the waterline to force flooding in those compartments then I should sink. EDIT: Actually, I just noticed that Teddy Bear explained the NYGM/GW damage mod in another post today: http://www.subsim.com/radioroom/showthread.php?t=97860 You can read that for more info form the mod devs themselves. ![]() As for the camera thing I noticed that too at first and hated it! No one was able to tell me why it was happening, nor how to fix it. After playing a while though, I believe it has to do with graphical upgrades in the mod, especially if you have anti-aliasing turned on. At times the speed seems normal, but if there's a lot of waves or graphics on the screen it's unuseably slow. About the only fix for it would be to use the shift-arrow keys to speed it up too slow. Be sure to disable Shift-Keys Windows accessability crap before doing so though. Last edited by kylania; 09-09-06 at 01:08 PM. |
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#398 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
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PLEASE add this mod !!!!!!! http://www.filefactory.com/file/57a3e6/
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#399 | |
A-ganger
![]() Join Date: Jul 2006
Posts: 79
Downloads: 62
Uploads: 0
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![]() lol :rotfl: |
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#400 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
Posts: 3,668
Downloads: 4
Uploads: 0
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#401 | ||
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
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#402 |
Mate
![]() Join Date: Mar 2005
Posts: 58
Downloads: 11
Uploads: 0
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When is the new Grey Wolves mod supposed to come out? or is this 1.1a the new mod itself? Sorry, I've been away a looong time and does the greywolves mod include the the following mods?
* Ail's excellent graphic mods * Juju's stuff * CA's U-Boat Intrument Patch * NYGM Periscope Mod? Thanks for the help, and sorry if these questions are stupid or have already been anwsered. Also... what if I don't want the music changed? I love the music that came with the original game. Will I be able to switch back? And my last stupid question... will the realism options for difficutly level still work? Last edited by jpinard; 09-10-06 at 01:14 AM. |
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#403 | |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
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![]() GW 1.1a with the executable installer is the latest version. The list of mods included (and the download links) are listed in the Grey Wolves website. -Click on my sig to get there-. It's a long list, but I remember definately AIL's art and CA's instruments and Juju's stuff. Regarding the music, I suggest you hear the ambient sound first and then we'll see what can be done. Some conversions / customisations are quite easy and the player can do them himself or with minimal support from the Dev Team; some others break or alter GW features and they have "do not try this at home" ![]() The realism options are still there. |
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#404 |
Samurai Navy
![]() Join Date: Sep 2006
Location: Suomi Finland
Posts: 572
Downloads: 131
Uploads: 0
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Why doesn't the XXI U-boat work corektly when i use GW?
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#405 | |
Lucky Jack
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