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Old 03-20-25, 01:44 PM   #1
Kpt. Lehmann
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Quote:
Originally Posted by Fubar2Niner View Post
Hi,

Mouse zoom works fine in both plot screen and attack map, on the proviso your game is not paused.


Kind regards.


Fubar2niner
Some extra commands, such as the weather report command you reference JohnCarterofMars, were removed via commenting out or other means.
There should be no way for you to receive a weather report at 150 meters no matter how you cut it. It is realistic that you cannot.

On the surface, you may access the weather report via your watch officer.

Also shipmate JohnCarterofMars... I don't mind if you wish to change features to your taste, but this is not the place to do so. Please create a new thread for your convenience keys mod. I am sure you understand that it does not belong on the official GWX-KC thread for obvious reasons.
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Old 03-20-25, 05:21 PM   #2
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just curious, this O2 thing. I can only be submerged for 6 hours before we're using oxygen ? I thought a sub could stay down much longer then just 6 hours?
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Old 03-20-25, 05:38 PM   #3
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Originally Posted by fastfed View Post
just curious, this O2 thing. I can only be submerged for 6 hours before we're using oxygen ? I thought a sub could stay down much longer then just 6 hours?

Check this earlier post: https://www.subsim.com/radioroom/sho...78#post2946578

Hopefully that answers your question.

You can easily test how long the oxygen lasts if you use one of the Academy missions, submerge for a long time and see what happens.
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Old 03-20-25, 06:20 PM   #4
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Guessing it’s some sort of SH3 limitation or possible gameplay decision. I don’t recall us discussing it internally, although we may have. But correct, between air scrubbing, and oxygen supplementation, the boat could be down for days on end if grounded and activity were kept to a minimum (roughly 70 hours per Vorläufige U-Bootskunde VIIC).
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Old 03-20-25, 06:47 PM   #5
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Guessing it’s some sort of SH3 limitation or possible gameplay decision. I don’t recall us discussing it internally, although we may have. But correct, between air scrubbing, and oxygen supplementation, the boat could be down for days on end if grounded and activity were kept to a minimum (roughly 70 hours per Vorläufige U-Bootskunde VIIC).
Yeah, I do remember Kpt. Lehmann and you discussing it, not long after you joined us - so a long time ago!

At the time, I think it was decided to stick with the setting we already had in place, which, in a VIIB with full crew, gives a total renewable + non-renewable oxygen supply time of approx. 48 hours (5 hrs +& 43 hrs respectively). Those times can be adjusted in the H.Sie patch settings.
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Old 03-21-25, 02:07 AM   #6
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Stork100;
Thanks for the reply, but the F10 Command list (read it) shows that F10 = deck gun. Which has been true for everything beginning with the original SH3. In this case it does not work. In fact...see below re: Fubar9

So how does the user know that they must go through other hoops to get the gun crewed and ready? What if the user does not want to use the Watch Officer to crew the gun? What tells the new user to do something else? We have a new program here and users need to know how to work it, folks. Any program (I have done it) must see the result from the wish or action of the user, not from the consideration of the programmer and always keep in mind established convention of control keys.

Fubar2Niner:
Let's see I think early, Aug '39 out of W'haven with a type VII - hey, I just loaded a new program as we all have done and began a new trial run.

I don't really understand your reply re: the crew on deck. I did not put them there because I wanted them there. They appeared when I selected F10 to crew the deck gun and they crudely remained there throughout a long period surfaced through some heavy seas and finally disappeared entirely upon submerging...but then there they were when I surfaced. And no way to get rid of them. Not good, folks.
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Old 03-21-25, 03:18 AM   #7
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Stork100;
Thanks for the reply, but the F10 Command list (read it) shows that F10 = deck gun. Which has been true for everything beginning with the original SH3. In this case it does not work. In fact...see below re: Fubar9

So how does the user know that they must go through other hoops to get the gun crewed and ready? What if the user does not want to use the Watch Officer to crew the gun? What tells the new user to do something else? We have a new program here and users need to know how to work it, folks. Any program (I have done it) must see the result from the wish or action of the user, not from the consideration of the programmer and always keep in mind established convention of control keys.

F10 is the command to go to the Deck Gun camera view, whether it's manned by your crew or not. If it's already manned by your crew, you can operate the gun. If it's not manned, you simply see the view from the deck gun's camera position, and can't operate the gun.

This has not been changed in GWX, nor in GWX KC. It's the same in the stock version of the game.

From the Ubisoft SH3 Manual:




And:


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Old 03-21-25, 11:44 AM   #8
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Originally Posted by Archive1 View Post
re: the crew on deck. I did not put them there because I wanted them there. They appeared when I selected F10 to crew the deck gun and they crudely remained there throughout a long period surfaced through some heavy seas and finally disappeared entirely upon submerging...but then there they were when I surfaced. And no way to get rid of them.
What kind of keyboard do you use? Is it a regular desktop keyboard or laptop keyboard? Maybe some of your keys are misconfigured?

As mentioned in my previous reply to you, the keyboard shortcut for switching to the deck gun station (F10) does not - and cannot - put crew on the deck gun.

The inanimate 'crew on deck' feature ("Shift-D" to activate, "Ctrl-D" to de-activate) works in such a way that the instant you order a dive (either by pressing the "D" key, clicking depth setting on the depth gauge, ordering a crash dive, pressing "P" or ";" for periscope/snorkel depth) results in the crew on deck immediately disappearing the moment the order is initiated.




Quote:
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Not good, folks.
As the issue you encountered is a highly unusual problem, that no-one on the team has experienced during thousands of hours of testing, and no other players have reported since release - it would be wise to explore whether or not user error, or hardware/OS issues, are the cause of the problem before assuming that it's a bug.
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Old 03-21-25, 06:32 PM   #9
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Originally Posted by VikingGrandad View Post
Check this earlier post: https://www.subsim.com/radioroom/sho...78#post2946578

Hopefully that answers your question.

You can easily test how long the oxygen lasts if you use one of the Academy missions, submerge for a long time and see what happens.
Thank you cool information, although it seems unrealistic, unless all these books I've read are wrong I remember reading these guys could stay down there a lot longer then 5 or 6 hours without having to use o2 canisters
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Old 03-22-25, 12:08 AM   #10
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Thank you cool information, although it seems unrealistic, unless all these books I've read are wrong I remember reading these guys could stay down there a lot longer then 5 or 6 hours without having to use o2 canisters
Excuse the long-way-round here, but bear with me and read on.

Fastfed, you must also remember that in SH3, plugging in real life values does not always translate well in-game, even in the search for 'realism' you can set a condition (that you also end up recognizing while playing) whereupon your U-boat will basically never be destroyed, or even really at risk.

One element of realism that we cannot reasonably replicate, is the experience gained when our U-boat is destroyed, and we 'respawn' later with a new career. There's only two ways I can think of that would replicate that. One would be to never play the game again after the first time you 'die' in action.... The other is just silly and stupid... and I would hope that no one is so 'dedicated' that they see it as a viable option.

Even with enhancements such as hedgehogs and 'elite' level crews, the enemy AI is rather stupid, and their means of destroying you are obtunded to say the least... an example being Huff Duff that the SH3 game designers began work on and abandoned.

To achieve a 'realistic' effect, such as the increasing danger to your U-boat as the war progresses, decisions on overall balance must be considered.

I had intended to include HSie's hardcode fixes .pdf file with our documentation, and it will be included with the next update. It describes for you how to adjust the renewable and non-renewable air / Oxygen quantity onboard your U-boat, so that you may change them to meet your thoughts and/or tastes, and I encourage you to do exactly that.

In the face of SH3 limitations, it makes many things such as these two modifications argumentative. SH3 does not possess the full gamut of threats to player U-boats. Also, since we never actually die in game, we cannot unlearn the lessons we are given when our U-boat is destroyed... creating an unrealistic imbalance that erodes the overall 'big picture risk.'

I realize that this is a lot to read and maybe some skip it. That's fine. People normally don't read manuals or even listen half the time.
However, the rationale is now clear for the settings that HSie planted and that we have chosen to keep for our release. You also have the freedom to change them via HSie's instructions and the slider bars on his control panel which is included in GWX-KC. We may indeed change them too. If we decide to change, we will decide internally. However, for yourself, I also want you to consider how you would approach the big picture of maintaining 'lethality' and not lose the overall essence of going out on patrol with a little increasing feeling of dread and respect for the enemy. Too much oxygen on the boat will create a situation where you never really have to fear the enemy at all.
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Old 03-22-25, 03:00 AM   #11
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When you go in details. Everything has flaws. Even other games or mods.
There is not one game without a single flaw.


I always look at a mod and a game in general. And GWX is a good mod
been playing 2 months now. And i still like it. Sometimes its too hard haha. But i like it.
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Old 03-22-25, 03:21 AM   #12
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When you go in details. Everything has flaws. Even other games or mods.
There is not one game without a single flaw.


I always look at a mod and a game in general. And GWX is a good mod
been playing 2 months now. And i still like it. Sometimes its too hard haha. But i like it.
Are you sure, shipmate? What's your secret for traveling through time? It's only been out for a tiny bit over a month.
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Old 03-23-25, 10:58 AM   #13
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Default Strange problems

OK...had some fun going through the Naval Academy to get familiar with the new interface controls and such. Then went to do one or two of my favorite old Single Missions to try things out with changes to realism...at 76%.

First did the "Barham" mission and only got one hit on one of the BB's and was driven down by those pesky DD's. Then did "Courageous" and got two hits and sank her; time to quit, logged off and went up for dinner. Decided to go back after that and make another run on "Barham".

Everything OK, game loaded perfectly, selected the "Barham" mission, the red loading bar finished running; CTD. Tried twice more to get back into that mission and same CTD each time. Selected the "Courageous" mission instead, again, and that went smoothly, no problem at all. So, tried the "Barham" again and same CTD. Checked the Naval Academy missions again and they all went well. Decided to get some help before starting a career.

Dell XPS Desktop 8960, Intel Core i7 14700 (33MB cache, 20 cores, 28 threads, 5.4GHz); 16GB DDR5, 5600 MT/s RAM; Windows 11 Home OS.

1TB M.2 PCle NVME SSD (boot) plus 2TB SATA HDD (storage).

NVIDIA GeForce RTX 4060 Ti 8GB GDDR6 Video card; nvidiaProfileInspector and KC.nip file installed with no problems.

The KCE program is installed in a separate "C:\SubSims\GWX-KC" folder; untouched (installed but never run) SH3 is in a separate folder in that "Subsims" folder. The multiSH3 save game folder is named "KC3".

Any ideas what is going on there?
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Old 03-23-25, 11:08 AM   #14
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I would love to know how the sinking mechanics work, not because i am critical, but genuinely amazed!

Encountered a convoy in 15 wind speed and attacked, hit a c3 cargo aft and another midships. C3 remained afloat and didnt break with convoy while the other sank..

yadda yadda 1 1/2 real time later, a sinking message from the c3 cargo!! I had a "WOW" moment and was thoroughly impressed on how the sinking mechanic worked out for that particular ship. Of course, I r/p'd it thinking the flooding was under control, and the crew thought it was fine, until another bulkhead or other component broke under the ferocity of storm and from being weakened by the torpedo, and the ship was unable to be saved.

I would like to know, from a modder perspective, what happened in those DATA files? Simply put for us simpletons.
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Old 03-23-25, 12:40 PM   #15
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Quote:
Originally Posted by CaptBones View Post
OK...had some fun going through the Naval Academy to get familiar with the new interface controls and such. Then went to do one or two of my favorite old Single Missions to try things out with changes to realism...at 76%.

First did the "Barham" mission and only got one hit on one of the BB's and was driven down by those pesky DD's. Then did "Courageous" and got two hits and sank her; time to quit, logged off and went up for dinner. Decided to go back after that and make another run on "Barham".

Everything OK, game loaded perfectly, selected the "Barham" mission, the red loading bar finished running; CTD. Tried twice more to get back into that mission and same CTD each time. Selected the "Courageous" mission instead, again, and that went smoothly, no problem at all. So, tried the "Barham" again and same CTD. Checked the Naval Academy missions again and they all went well. Decided to get some help before starting a career.

Dell XPS Desktop 8960, Intel Core i7 14700 (33MB cache, 20 cores, 28 threads, 5.4GHz); 16GB DDR5, 5600 MT/s RAM; Windows 11 Home OS.

1TB M.2 PCle NVME SSD (boot) plus 2TB SATA HDD (storage).

NVIDIA GeForce RTX 4060 Ti 8GB GDDR6 Video card; nvidiaProfileInspector and KC.nip file installed with no problems.

The KCE program is installed in a separate "C:\SubSims\GWX-KC" folder; untouched (installed but never run) SH3 is in a separate folder in that "Subsims" folder. The multiSH3 save game folder is named "KC3".

Any ideas what is going on there?
It sounds like you have your game folders set-up fine, with the Stock game and the KC modded game in their own folders inside of your SubSims folder. However, what about your Save folder ("C:\Users \UserName \Documents \SH3" by default)?? Did you use MultiSH3 to create separate folders for those two installs?? Such that the stock game uses "SH3", and the KC game uses say "XKC" or similar?? That gives the two game versions their own data space for the changes made with KC... ?? If not, then run MultiSH3 from the KC folder, and give you KC version its own Save folder. Then start your new KC career or any other aspects of the mod. Let us know this detail please.

Otherwise, I've gun the game several times now, and Barnham does fine. One thing to remember about the SH3 game, is that you must treat each menu choice of Museum, Sub School, Single Missions, and Career as separate "modes" of the game. If you run one of those "modes" and want to run another, you should exit the game so that it clears its "buffers", then start the game again and use the next "mode". Otherwise, you can also end up with CTDs from the game running out of memory to use, or whatever happens to the poor, confused game engine...

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