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Old 06-19-13, 12:41 PM   #16
uncleseano
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Great that's everything all wrapped up in a neat package! Thanks for all the help lads
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Old 06-19-13, 07:27 PM   #17
Kpt. Lehmann
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Also make sure you read up on the late war sensors mod included with GWX that you have enabled. If you use it too soon in the war, it can cause problems for you.
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Old 06-20-13, 02:15 PM   #18
uncleseano
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already did thanks
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Old 08-18-13, 09:41 AM   #19
Steve Gad
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Quote:
Originally Posted by uncleseano View Post
Heya, just installed the grey wolves 3.0 and started playing. Can't really see any difference (maybe cause Ive no frame or reference) but one thing I did notice is the total absance of ALL other ships/aircraft and radio contacts etc. Even in the friendly harbours on mission. I did did a full patrol around Britain and Ireland and through the strait and did not see a SINGLE other living entity.

Is this a bug or just some hilariously bad luck

*EDIT these are all the mods that are can/be activated in GME

16K atmosphere
Alternate loadscreen
alt floatillas
axis mediterrean aircraft skins
black sea campain files only
captain americas officer icons
enchanced damage effects
fix french
integrated orders
late war sensors snorkel antennas
main move Das Boot
no medals on crew
open hatch mod
VIIC41 player sub

What other mods would be reccomended?
Maybe you've missed dozens of contacts by a hair's breadth. Have you got a trained crew on watch? Are you manning the Sonar station yourself (submerged below 25M with your motor off) from time to time? If so, I'd say just a bad run of luck. You also have to realise that early on in WWII, the first year was known (here in the UK at least) as the 'Phoney War' because it appeared that nothing was happening. This, of course, soon changed.
Here are my Mods, and I cannot recommend highly enough, the OLC Gold (OPtion 3 for me, enhanced damage and different (read; brillaint) layout and simply the most amazing scope view I've tried. You really do get a sense of being there with that scope view.
These, of course, are just personal preferences:

GWX 3.0 Gold
SH3 Commander

WB's Renown Replacement
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
GWX - Merged Campaign
Remove Searchlights from Merchants
Torpedo damage Final ver2.0
sobers real smoke darker and a brown tint1.1
TMT v2 with EFS (GWX3 version)
Das Boot Clothes
Das Realistic Food
Flags_enlighten
CobaltsVIIC41
GWX - Main movie - 'Das Boot'
GWX Turm Lights fix
Q Ship mod GWX3.0
Pascal_Port_People
Radio England
OLC's Modified Searchlight Beams for GWX3
Wooden_Lifeboats_Mod_1.1
Sept39_Aug40_Radio_Mod
Waterstream+Exhaust Combi V2.3 for GWX3
GWX3.0 All_Weather_Guns
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI

Good luck.
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Old 08-18-13, 09:48 AM   #20
Sailor Steve
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Unfortunately he hasn't even looked at Subsim since his last post two months ago. If he does come back I'm sure he'll find your post helpful.
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Old 08-18-13, 12:09 PM   #21
Aktungbby
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Quote:
Originally Posted by Sailor Steve View Post
The simplest way is just to pick September 1939 as your start date rather than August.

My favorite is to use SH3 Commander. I do a 'false' patrol by just starting on August 1 and ending the patrol a minute later. Once that is registered you can use Commander to give qualifications to all your crew, which is historically accurate. Then I set Commander's 'Days In Base' function for 18 days. This makes my first real patrol start on August 19, which is the date that fourteen boats were sent to the North Atlantic to await the start of hostilities. That way I'm on station when the war starts.
Ruthless subsimmer wisdom! Will be most useful. Many thanks!
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Old 08-18-13, 01:41 PM   #22
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One of the many nice things about SH3 Commander is that it adds names, cargo loadout and crew numbers to every ship you sink. If you use it don't forget my Ship Names Mod. Over 13,000 different merchant names!
http://www.subsim.com/radioroom/show...ght=ship+names
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