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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Officer
![]() Join Date: Jul 2012
Location: Australia
Posts: 240
Downloads: 9
Uploads: 0
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Yeah the damage graphics are badly overdone all my fore tubes hit a T3 thousands of secondry explosions entire deck burning but it continues on like nothing happened
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#2 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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GWX 3 definitely changes the damage mechanics into flooding mechanics. Frequently you do need to wait in the order of hours for sinking succeed. I usually hit the forward mast section. On the basis that flooding makes the bow dig deeper into the waves, increasing the flooding speed. But there are also vulnerability locations like fuel bunkers, keel, ammo bunkers, engine compartments and screw/rudder to further it's demise.
The amount of opportunity contact reports placed on the maps is based on a vicinity radius around your Uboat. ("Display Range To Opportunity Radio Contacts" in SH3_rootfolder\data\cfg\contacts.cfg) If you are not in the possible vicinity of convoy-tracks then the icons are not going to appear near you. Iirc the stock value is 250 km. But even then you should receive plenty of contacts if you are in the right areas. Can you be more specific with Kriegsmarine grid locations? Also, going overboard with timecompression might reduce your chances with finding something. GWX also drastically changes the traffic routes. I'm not saying you won't find a tug in the open ocean. But more likely the appropriate vessels. |
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#3 | |
Seaman
![]() Join Date: Sep 2012
Location: Periscope Depth
Posts: 33
Downloads: 20
Uploads: 0
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![]() The convoy routes have gotten changed from those on the map. It seems for the better though. Hard to explain.... but it makes more sense that these ships in GWX are mostly taking the safest atlantic routes then splitting from that at the last second. Instead of stock silent hunter where you find single merchants way too close to your side of the channel. With GWX on you can pretty much guess anything headed to Southern England is going to end up around the Celtish Sea. It made the shipping lanes a bit more narrow from my guess. But basicly common sense helps in finding the GWX shipping lanes. Whereas in vanilla you had the best chances finding a convoy while doing circles in back emergency. Not to make this too long, but GWX does beef up the destroyers aswell. Convoy sightings are something that I see commonly, but actually getting within 4km is tougher on GWX. I was all silent at ~2knts, 2km away from a destroyer and someone must have farted. Destroyer was alongside my ship and cut his engine for a minute, then went home. But after I attacked every destroyer came to the general location of his "un-likley sub contact" from before. |
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#4 |
Chief of the Boat
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There were improvements to the random vessels and waypoints introduced in GWX3.0 to make it harder for boats to pick an 'exact' spot where traffic would be passing through.
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#5 |
Helmsman
![]() Join Date: Sep 2012
Location: 1939-09-13. U-50 ran into a 10+ ship british convoy- I'm planning the approach
Posts: 103
Downloads: 75
Uploads: 2
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O.K., Ive fed up with stock 1.4b
Second patrol, sank 13 ships, most of them with gun... Only those three C2's, and once a small merchant deserved some eel. All... of.. them... was a loner. I were at Scapa Flow port, (was hard to slip through 15 destroyers) and the port was empty, despite Harbor Traffic 1.47. Kiel had some ships, I thought maybe Scapa FLow also... Well it aint. In the second patrol, apart from the canal/entrance guarding destroyers, and some lame lonely patrol crafts, still only saw lonely merchants. Never found any convoy. And if merchants sunk in shallow water, as soon as they reach the ground, they stuck there, with nose out from the water, and they stay like that forever. Also had a c2 who survived 4 torpedo... First was magnetic, 1m under the aft. Second one was almost at the middle, magnetic. That made him stop... Third one was impact, right in the middle. And I forgot the fourth one... But he stayed afloat. Yes, I waited for like a hour ingame XD Also somehow my torpedoes stuck, and aft, and bow also wait for queue in reload, but both rooms have full crew... Savegame reload wont help, nor any type of action. -sigh- ... Does GWX3 compatible with these masterpieces of mods? : -Tons of only graphical mods, just some tga's (I know they arent a problem, but maybe) -FM_NewInterior1.0 -Harbour-Traffic1.47 -NeuUzo&PeriV.2 -M.E.P.V3 -MERCHANT VARIETY PACK, Early War Edition, V1.0 (from the legacy downloads) And: the last question I really fear to ask, as a potc/aop2 mod programmer: Can I continue my saved career, if I install GWX, and import it? ^^ Edit: And I see some nice new submarine skins included- too nice to say... If I want to stick to the 1.4b old, realisticly rusty as hell VIIb skin, what files I need to change after the GWX install? Edit: Oh, what GWX made me do... I deleted W40K Space Marine for room O_o
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Oberleutnant z. s. Daniel Wolf 87% realism (100%-Cams to watch burning targets, ![]() SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help. U-50 forever - still a Smiling bastard Last edited by Nobon; 10-05-12 at 12:17 PM. |
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#6 | |
Watch Officer
![]() Join Date: May 2007
Location: as far away as possible
Posts: 1,625
Downloads: 147
Uploads: 0
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i beleive the damage modelling is fairly accurate. im using GWX GOLD. so i know im in safe/unsafe hands!! ![]()
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[SIGPIC][/SIGPIC] ' We are here on Earth to fart around. Don't let anybody tell you any different.' Kurt Vonnegut |
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#7 | |
Seaman
![]() Join Date: Sep 2012
Location: Periscope Depth
Posts: 33
Downloads: 20
Uploads: 0
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Some of what you were describing started sounding like mod issues. Esspecially with a harbour mod not spawning any ships. I can't speak towards compatability with GWX, other then it works with sub commander. Also I believe you cannot use your existing save with newly installed GWX. Just clean it all out, install patch 1.4 and then GWX/mods in the order GWX says. There was a list on their site of some compatible mods.
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I had an ore carrier lined up yesterday, clicked on the attack watch after the torpedo impact. It didn't get past 20 seconds until the bow was sticking out of the water. Instead of sitting there for a second then blowing some gaskets/portholes from the air pressure trying to escape.... It just paused then dropped like a rock. ![]() |
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#8 | |
Chief of the Boat
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#9 |
Navy Seal
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It has been a long time since I last used Harbor Traffic 1.47 but, I believe it only adds traffic to friendly harbors. I have gone into Scapa Flow before and found no ships to attack, it all depends on what is happening in the war at that time. The fleet could have been out at the time you visited.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#10 |
Helmsman
![]() Join Date: Sep 2012
Location: 1939-09-13. U-50 ran into a 10+ ship british convoy- I'm planning the approach
Posts: 103
Downloads: 75
Uploads: 2
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Well, Its all settled:
Deinstalled all mods in SH3 JSGME and SHCom3, and deleted the My documents sh3 folder, so basically went back to 1.4b. (all changes were backed up, so yes) Then I installed the GWX3, and the cfg files for the SHCom3. Fresh new career... Everything looks like to be in order. Only I doesnt had the patience to re-do the naval academy, so imported my old results. GWX3 has most of my old mods integrated XD so I only keep FM_NewInterior, the fain hi-res uniforms mod, the "everything is black around períscope view" and finally I can use DFant_SubFlag_2010. All works fine so far, did a test-drive in the academy. Only I cant decide to install back M.E.P.v3, or not... Fine graphics, but the fact that I see a ship BEFORE I hear it in hydrophones makes me crazy. Resurrected the U-50 again, again with new crew ^^ Can't wait to run out from the dock... Ok, only one question remains: Nice and fine fresh grey textures for the subs, luckily, my VIIb somehow managed to keep the old, very rusty outer texture, (maybe because of the FM_interior mod, it changes some things in the outside also) but the inner wall of the bridge, and the periscope casings, compass, etc. are went to this new, grey skin. So my question is: How to get back -all- the old, rusty textures for the outer view of my VIIb? Where are they located? I backed up submarines, and textures folder, just pleeease tell me all the textures the VIIb need ![]() I will be very happy to get this ![]() ![]()
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Oberleutnant z. s. Daniel Wolf 87% realism (100%-Cams to watch burning targets, ![]() SH5 The Wolves of Steel Megamod- Realnav+Full manual targeting. -no contact updates, no map help. U-50 forever - still a Smiling bastard Last edited by Nobon; 10-06-12 at 02:08 AM. |
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#11 |
Chief of the Boat
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In GWX they are contained within the DAT file and not viewable unless you have a programme that can open said file.
Here is a link to some VIIB skins: http://www.mediafire.com/?uda5um8carprfdu |
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