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Old 03-19-06, 07:55 PM   #1
Kpt. Lehmann
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Quote:
Originally Posted by Georg_Unterberg
The stutter is evident when approaching ports, minefields, ships or convoys in high TC - the more objects are generated - the longer the *pause*.
Going down to 256x or lower before closing on ports could be a solution (this includes the english coast minefields).
Will try further.
That's exactly what I do.

(Now mind you... I have used TC for bajillions of test sessions... but when I finally get to PLAY SH3.... its 1x TC sailing for me!!!

I find it mondo-relaxing... errrm until you get that unknown contact and your blood pressure comes up a few notches and have to put down your history book! )
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Old 03-19-06, 08:09 PM   #2
Georg_Unterberg
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Quote:

That's exactly what I do.

(Now mind you... I have used TC for bajillions of test sessions... but when I finally get to PLAY SH3.... its 1x TC sailing for me!!!

I find it mondo-relaxing... errrm until you get that unknown contact and your blood pressure comes up a few notches and have to put down your history book! )
ummm yes - you play in 1x TC all the time? Wow! What do you do when sailing on a IXb to South Africa? :rotfl:
Hehe, just kidding - guess I was to eager to get thing going - didn't use the 1024x on ports before - that was always a problem. You know, when you play the grammo in that time - the stutter makes the grammo stuck! It repeats the last accord 4-5 times then it plays on.
(Imagine then: yelling at the radioman to kick the damn grammo! Works all the time :rotfl: )

BTW you forgot the ENTER-key, it still fires that damn torp. :P
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Old 03-19-06, 08:13 PM   #3
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by CWorth
Quote:
Originally Posted by Georg_Unterberg
finally got it from terrapins and installed it with JScones.

1st Impressions. WOOOOOW!!
Feels like a whole new game! That's a masterpiece we have here. Thanks a lot to the GW team!!

starting a single mission to get acquainted with all the changes ... 1st thing that is obvious:

The wolves are (hardware) hungry!

Never had so much stutter before - high TC (1024x) is a problem especially when near ports - system freezes sometimes for 20-30sec. before resuming. I guess HT 1.47 takes its toll. Together with Fubars skins and other goodies your system is brought to a test here.

Had 2 crashes in SH3.exe, I think because of the system load. Will have to check further, if I am able to even play the full GW mod.
Otherwise I would plead for some *light* modversions (Ht1.47) or hints to reduce the load by partially removing CPU-heavy mods.

Any more comments?

(my system: XP3200+ 1024MB AGP Geforce7800GS)

Well that there answers my question and makes this a definate no go in downloading it.

Once again a supermod comes out that does not give the players any choices in what to install or not.Its an all or nothing affair.Not a good thing if you aks me.

For example the framerate killing Harbor Traffic and Visual Distances should have been optional to save on peoples framerates.I can run most mods with no problem but those 2 and only those 2 have always killed my framerates when I have tried them before.
Cworth,

A couple things that are covered in the README under "optional mods" There is an entire folder included in the DL labeled "GW Documentation and optional mods" that could help you.

Also, I will state from the readme again that the 8km visibility mod (Stock visual-ranges) is default for GW.... not 16km... those are optional and found in the same folder too.

I'll be glad to do what I can to help you run GW if you like.

Heck, I have to run using the 8km visibility mod myself.

Its not as bad as it seems sir.

Besides, if you try GW and don't like it... you get your money back!
(for the GW mod that is )
I'll download it and try it out.The biggest thing that worries me in the harbor traffic.As long as that can be changed Im good to go.

Now to find a Bit Torrent that will actually work.Everytime I try to use Bit Torrent i get this error..

[2006-03-19 20:14:25] -- BitTorrent started --
[2006-03-19 20:14:26] (global message) : Traceback (most recent call last):
File "BitTorrent\RawServer_twisted.pyc", line 434, in _make_wrapped_call
File "BitTorrent\NatTraversal.pyc", line 581, in data_came_in
ValueError: need more than 1 value to unpack
[2006-03-19 20:14:26] (global message) : Traceback (most recent call last):
File "BitTorrent\RawServer_twisted.pyc", line 434, in _make_wrapped_call
File "BitTorrent\NatTraversal.pyc", line 581, in data_came_in
ValueError: need more than 1 value to unpack



I've never used Bit Torrent before so I dont know what exactly I am doing or if there is some sort of settings i need to use
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Old 03-19-06, 08:29 PM   #4
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@CWorth

I get low FPS in-harbor too... but live with it because Rubini's work is so awesome.

One trick I have found that helps in-harbor is to rotate the bridge camera 360 a couple of times and give the engine time to render everything before moving out.

Also, the GW mod has altered the "Waves Attenuation Factor" in the Sim.cfg which helps FPS... and a totally cool side effect of that was making the waves seem a bit more realistic. This lessens the number of waves... but increases their troughs and peaks.

Also, in your case go into the GW optional mods folder and copy the "Stock Seafloor mod" to your JGSME mods folder and enable it.

I'm all about options. Its one of the biggest reasons we built GW.
... To give the player choice.

If you have any other problems let me or one of the GW dev team know. We will help you as quickly as we are able.
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Old 03-19-06, 08:31 PM   #5
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I'm jacking in

I currently seeding BT.
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Old 03-19-06, 08:36 PM   #6
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Originally Posted by JonZ
I'm jacking in

I currently seeding BT.
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Old 03-19-06, 08:39 PM   #7
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Quote:
Originally Posted by Georg_Unterberg
BTW you forgot the ENTER-key, it still fires that damn torp. :P
Hmmmm, just re-tested my copy that I DL'd from Terrapin's site this morning... you may be missing part of the download.

It still requires the use of CTRL+Enter to fire my torps.
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Old 03-19-06, 08:42 PM   #8
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Concerning the blockships, which are really cool, are there other ships used other than Small Merchants? Coastal Merchants and Transports would look good too.

Also, when you listed "Old Liner" did you mean the Large Cargo by Sergbuto or the Ceramic by Chris911? Or are both included?
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Old 03-19-06, 08:59 PM   #9
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Quote:
Originally Posted by AG124
Concerning the blockships, which are really cool, are there other ships used other than Small Merchants? Coastal Merchants and Transports would look good too.

Also, when you listed "Old Liner" did you mean the Large Cargo by Sergbuto or the Ceramic by Chris911? Or are both included?
Thanks AG124, I was going to get to that. (I love your work... hurry up with that Rose Ore Carrier okay )

We didn't include the Ceramic only because at the time I didn't want to further complicate matters for Rubini and scripting.

At the moment as far as I am aware there is only one available model for the sunken barricade ships... but I think someone will certainly pick up the ball and do further modding involving them.

What I meant was the Large Cargo by Sergbuto. I made some mistakes with credits for some of the ships which I will be fixing this evening.

I believe we've added 15 ships over the stock game.
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Old 03-19-06, 09:13 PM   #10
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Never mind about Bit Torrent..

Finally people are going to bed and I can now start downloading from Terrapins site at 205 Kb/sec
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Old 03-19-06, 09:24 PM   #11
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Quote:
Originally Posted by CWorth
Never mind about Bit Torrent..

Finally people are going to bed and I can now start downloading from Terrapins site at 205 Kb/sec
Exactomundo!!!

Looks like the data stream is moving again!
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Old 03-19-06, 09:59 PM   #12
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Quote:
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun
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Old 03-19-06, 10:02 PM   #13
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Quote:
Originally Posted by Tonnage_Ace
Quote:
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun
I SAID... we wouldn't tellll youuuuuuu.

Ya gotta find out the hard way.
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Old 03-19-06, 10:05 PM   #14
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Tonnage_Ace
Quote:
Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realisticpossibility... and no I won't ruin the surprise for you)
Does this mean the VIIC/42 can finally go down to 350m, below passive sonar, as was advertised in the SH3 manual? Where can I find the new depths in the SH3 folder because I can't wait and a rivet shooting into the back of my head isn't very fun
I SAID... we wouldn't tellll youuuuuuu.

Ya gotta find out the hard way.
Awwwwww, gonna make me find out eh? Well play those cards close to you chest, see how I feel... :rotfl:
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Old 03-20-06, 04:29 AM   #15
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Quote:
Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann
What exactly is the All Grey Contacts mod and how does the x10 zoom compensate it? Does that mean the uzo has been increased as well being that it had better zoom than the attack periscope?

BTW: Just finished re-installing, patching and loading(15 minutes to load!) the mod and I've got to say that the presentation of all the new screens(and that breathtaking opening track) all telegraphed the fact I was about to play one of the best modded(too light a word for this if you ask me) games ever. I'll keep seeding this until you come out with ver. 1.1. Great job guys!
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