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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
XO
![]() Join Date: Jan 2006
Location: Vancouver
Posts: 411
Downloads: 5
Uploads: 0
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Man that's creepy, I can see he's using Crest White Strips.
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#152 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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In GW the player point of view (in the tower) is almost on top of the observatory periscope (gyro) a step back from the "watch officer". The SH3 original game, the point of view is side-by-side the watch officer. That is the reason of the problem... if the point of view were in the original position, you would see the crew member in front of you and not his interior. ![]() Just to add... GW view does a complete 360 degress rotation (vertical and horizontal) which is also a bit odd for a human to do that... but if someone prefer, then can play the game with the SH3 world upside down ![]() |
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#153 | |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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#154 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
Uploads: 0
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Woohoo - fixed - apparently, this has something to do with the changed camera position adopted by GW - see this thread for the fix that I stumbled onto over in the mods forum:
http://www.subsim.com/phpBB/viewtopic.php?t=50341 I D/L'ed and tried the JSGME version of the mod/fix that jcwolf came up with as noted in that thread, and just ran a brief test in my Type IXB - no see-through watch crewmen anymore ![]() Thanks jcwolf - that as driving me crazy. ![]()
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#155 | |
GWX Project Director
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I believe the effect is due to the binocular magnification being too high. It's on my list of stuff to fix and will be in the GW update. In GW, for the identification of neutral shipping, the attack scope magnification was increased to 10x. Since GW uses grey contacts for all vessels, it is somewhat necessary. Reverting the cameras.dat file back to stock will make neutral identification tougher. |
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#156 |
GWX Project Director
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There will be a slight delay on the armed trawler damage profile while I confer with Rubini about its naming in the sea folder.
(The armed trawler "NTRW" seems to be PCTrawler in the GW campaign and roster folders... but seems to have no corresponding "PCTrawler" entry in the "Sea" folder) |
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#157 | |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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I got no way to confirm this with real UBoats... but shouldn't be the function of the observation periscope (auxiliar scope)? btw would be excellent if more interiors could be added to allow walking through different compartments (beside SH3 original share some of the interiors with different uboat models which seem not correct) Anyway, here it is some ![]() http://uboat.net/gallery/index.html?...995A&img=7 |
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#158 | ||
GWX Project Director
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#159 | |
Torpedoman
![]() Join Date: Feb 2006
Location: Raleigh, NC
Posts: 115
Downloads: 52
Uploads: 0
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Montbrun
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\"Ein U-boot ohne Sehrohr ist heute angekomman - A U-Boat without a periscope arrived today.\" - Message sent to Gunther Prien in U-47 during the Norwegian Campaign by Karl Doenitz to tell Prien about the birth of his second daughter... |
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#160 | |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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This issue happened to me quite often but I need to mention the damage mod also worked other times like it should. For those unsinkable ships (that I faced) I recurred to reload the savegame made before the attack... and the issue simply disapeared with game reloaded, the same target that was unsinkable before sink after the reload. For this reason that I believe that is something wrong with damage mod or somewere between. |
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#161 | |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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![]() Pity!!!! Would be quite envolving if each uboat had its own interior and more compartiments were added. Other question about GW During WWII allieds made several raids and air-strikes to Axis ports. Would raids be somehow included in GW to have some action in friendly docks? Issues to add to the list - Career mode - At least I had one Mission (12th or 13th I can't remember) starting and finishing at Lorient where the patrol grid was null - The channel from Kiel to Hamburg, all the docks/city names don't appear in the map. What makes a deadly trap for who sets an "autopilot" route through the channel. (Please include if possible the Scapa flow - SH3 original bug) - On my 1st career mission I ran straight to a mine in a friendly port, killed 1/4 of my crew ![]() - Engagement... in one of the GW missions I torped 1x one medium merchant then I used the weapon to finish it... 5 minutes later I had 3 waves of friendly planes droping bombs on my target... I thought... great... interaction... they hit the target but didn't finish it and I kept hiting it with 8mm cannon... I finished it, it went down but no credits either log were recorded on "captain's log" (please could someone look at this) Suggestions - Planes are hard to be visually identified, I would suggest to make WO to recognize if the plane is friendy/foe. - Periscope target identification, once the target identified, if is allied, it turns red in the map (instead of grey). - Same for axis forces, once identified as friendly they turn blue and the WO stops mention them everytime that they pop out in his range (case of planes in friendly ports). I'm sorry for the long post ![]() But I liked what I saw in GW ![]() thanks |
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#162 |
Electrician's Mate
![]() Join Date: Mar 2006
Location: Grand Forks, ND
Posts: 137
Downloads: 0
Uploads: 0
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Is there an addendum coming out for the Grey Wolves mod in the future?
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#163 | |
GWX Project Director
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#164 |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
Downloads: 0
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The latest IC isn't included, yet.
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#165 | |
GWX Project Director
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