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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
GWX Project Director
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![]() (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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#2 | |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Germany
Posts: 122
Downloads: 28
Uploads: 0
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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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#3 | |||
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
Uploads: 0
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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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#4 |
GWX Project Director
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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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#5 |
Stowaway
Posts: n/a
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I'm jacking in
![]() I currently seeding BT. |
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#6 | |
GWX Project Director
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#7 | |
GWX Project Director
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It still requires the use of CTRL+Enter to fire my torps. ![]() |
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#8 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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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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#9 | |
GWX Project Director
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![]() 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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#10 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
Uploads: 0
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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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#11 | |
GWX Project Director
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![]() ![]() ![]() Looks like the data stream is moving again! |
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#12 | |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
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#13 | ||
GWX Project Director
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Ya gotta find out the hard way. ![]() |
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#14 | |||
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
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#15 | |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
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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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