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Old 03-21-25, 04:00 AM   #631
JohnCarterOfMars
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Originally Posted by VikingGrandad View Post
Only thing I can think of: When you heard this, was there one or more other ships close to that same target bearing? I just did a test with the Naval Academy Convoy mission, and I could hear a more distant ship with a different engine noise a degree or two to one side of the nearest target - and that did sort of sound like noise/distortion a bit, but it was simply the different sound of the other ship further away on a very similar bearing.
Thanks.

That's not the case in my situation. The war hasn't started yet and I'm patrol in AO. I am passing several merchants on my way to the patrol zone, but it's always single ships.
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Old 03-21-25, 04:06 AM   #632
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Thanks.

That's not the case in my situation. The war hasn't started yet and I'm patrol in AO. I am passing several merchants on my way to the patrol zone, but it's always single ships.

Can't seem to replicate that problem you describe.

Which U-boat type?



Have you encountered any other sound problems in-game?


Any optional mods enabled? Or third party mods?
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Old 03-21-25, 09:36 AM   #633
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Default raido message recived at 140 meters

I am on patrol 1, type VII boat April 41. I moved to a convoy to attack, and escort made me dive sector (AM). At 140 m I get a radio message? Message was sinking of a ship in a different sector on map (AL).
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Old 03-21-25, 11:30 AM   #634
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I am on patrol 1, type VII boat April 41. I moved to a convoy to attack, and escort made me dive sector (AM). At 140 m I get a radio message? Message was sinking of a ship in a different sector on map (AL).
Messages can only be received up to a maximum depth of 25m. As far as I'm aware, it's not even possible to change that parameter (and even if it was, we wouldn't have done so). In testing, we've not seen messages being received at greater depths.

Maybe in your case it was a delay between the message being received and it being reported to you, possibly caused by using high time compression.
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Old 03-21-25, 11:44 AM   #635
VikingGrandad
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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.




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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, 11:45 AM   #636
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First of all "thank you" the mod looks fantastic.

But here is my issue. Everytime the hydrophone operater calls out a conact the game crasht.

Reinstalled the game several times, changed participations s.o. ...same problem.

Anybody experienced the same?
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Old 03-21-25, 11:53 AM   #637
VikingGrandad
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First of all "thank you" the mod looks fantastic.

But here is my issue. Everytime the hydrophone operater calls out a conact the game crasht.

Reinstalled the game several times, changed participations s.o. ...same problem.

Thanks!


Regarding the crashing problem, please give details of your PC and operating system, and also which U-boat you are playing with, and the career start date.


Are your drivers up to date, including sound card drivers?

Are you sure you followed the installation instructions correctly, including setting the compatibility settings on the SH3.exe app?


Have you enabled any of the optional mods? Any third party mods installed?
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Old 03-21-25, 01:29 PM   #638
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Originally Posted by VikingGrandad View Post
Can't seem to replicate that problem you describe.

Which U-boat type?



Have you encountered any other sound problems in-game?


Any optional mods enabled? Or third party mods?
The U-boat is a Type IIA.

Mods:

KC Enhanced Special Effects
KC No Medals on Crew
KC No Swastikas Mod

No 3rd party mods.
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Old 03-21-25, 01:45 PM   #639
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Originally Posted by JohnCarterOfMars View Post
The U-boat is a Type IIA.

Mods:

KC Enhanced Special Effects
KC No Medals on Crew
KC No Swastikas Mod

No 3rd party mods.
Thanks.

Any other sound problems?
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Old 03-21-25, 02:46 PM   #640
JohnCarterOfMars
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Thanks.

Any other sound problems?
I uploaded a recording of the convoy training session to my Dropbox for you to hear. Some sounds appear normal, but others do not. Listen to the sounds at the 300 bearing compared to the sounds near the 340 bearing. Maybe it's an intended effect that just needs explaining to me.

If it's a distant sound, I don't know why a distant would have a louder distortion than a closer true sound.

https://www.dropbox.com/scl/fi/htvwh...=amgw85fy&dl=0
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Old 03-21-25, 06:32 PM   #641
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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   #642
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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   #643
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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   #644
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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 03-22-25, 03:36 AM   #645
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Are you sure, shipmate? What's your secret for traveling through time? It's only been out for a tiny bit over a month.
I think i'm playing the version before the latest update sorry haha.

Anyways, GWX in general is pretty nice. even the older versions.
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