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Old 04-25-25, 05:12 AM   #751
sossenbinder
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I haven´t found any infos on the additional mods which came with GWX KC.

Are there any infos what each mod does and when to activate it? Some are self-explaining, some are not.

f.e.
GWX - KC Snorkels with RWR
GWX - KC Music Restoration
GWX - KC Accurized Cables for all IXD2 Conning Towers
..etc

Thanks!
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Old 04-25-25, 07:23 PM   #752
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Guys, is there any option to set max time acceleration above 1024? It's little annoying to waste so much time watching how our dot is moving across the map
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Old 04-26-25, 12:00 AM   #753
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My understanding is that a moving sub can maintain its submersed depth since the sub design is essentially aeronautical (hydronautical?), with lift, when moving through water. But when it stops moving it begins to sink. Not a happy condition if you are trying to hold a 'scope position waiting for a ship to enter your kill zone.
I tested this with my VIIC on the way back to base. The sub solidly held its depth even though I was stopped. I don't expect exaggerated reality here, but since the designer group is well along the path of designing a program that has amazing real circumstance built in, you might consider adding this. Although I'll hate you the next time I have a juicy tanker coming down the kill track.
I have no doubt the knowledgeable designer group thought about this and elected to not use it. I do think, however, it is one of those things that is true enough that it might be added the next time the group gets together re: mods.
Then again, I may be entirely off base.
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Old 04-26-25, 12:01 AM   #754
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Quote:
Originally Posted by Smok View Post
Guys, is there any option to set max time acceleration above 1024? It's little annoying to waste so much time watching how our dot is moving across the map
Hi again Smok.

As it seems that you are unhappy with the answer that I gave you and that I am linking you to below, you are invited to open a new thread to request technical assistance from the community. We cannot be expected to assist each user with the construction of personalized variants of GWX-KC.

Furthermore, doing so would derail the intended function of this thread.

https://www.subsim.com/radioroom/sho...&postcount=730
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Old 04-26-25, 05:02 AM   #755
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Quote:
Originally Posted by sossenbinder View Post
I haven´t found any infos on the additional mods which came with GWX KC.

Are there any infos what each mod does and when to activate it? Some are self-explaining, some are not.

f.e.
GWX - KC Snorkels with RWR
GWX - KC Music Restoration
GWX - KC Accurized Cables for all IXD2 Conning Towers
..etc

Thanks!

Here's a summary (some of these descriptions may change in the official GWX KC manual, which will be made available in due course):




---------

GWX - KC Accurized Cables for all IXD2 Conning Towers
Enable this mod when playing a IXD2 boat. It's a cosmetic fix which ensures that the cables (jumping wires) attached to the Type IX conning towers are correctly sized and positioned so that they also attach to the correct locations on the IXD2 deck.

---------

GWX - KC Aircraft N Africa skin pack for Mediterranean
If you're doing patrols in the Mediterranean, enabling this mod will change some of the Allied and Axis aircraft to use colours & camouflage patterns appropriate for that region.
See:


---------

GWX - KC Aircraft RAAF skin pack for the Far East
If you're doing patrols in Indian Ocean, enabling this mod will change some of the Allied aircraft to use RAAF colours & camouflage patterns appropriate for that region.
See:


---------

GWX - KC Alternative Flotillas
Replaces the 11th U-boat Flotilla based in Norway with the 3rd U-boat Flotilla based in La Rochelle, France from October 1941 until September 1944, when the 3rd Flotilla historically deactivated and its U-boats left La Rochelle for Norway. The 11th Flotilla becomes available in Bergen, Norway upon deactivation of the 3rd U-boat Flotilla.

---------

GWX - KC Alternative Flotillas - Snorkels with RWR
If using "Alternative Flotillas" mod, then you wish to also enable this mod (see below - "GWX - KC Alternative Flotillas - Snorkels with RWR")

---------

GWX - KC Music Restoration
Restores the in-game music; also the original SH3 menu screen music plays directly after the GWX menu screen music.

---------

GWX - KC Enhanced Special Effects
Changes the fire, explosion and smoke effects.

---------

GWX - KC Fix French
See page 27 of the GWX 3 Gold manual PDF.

---------

GWX - KC No Medals on Crew
Removes the medal from the 3D crew models (U-boat officers and crew did not wear medals on their uniforms when they were on patrol)

---------

GWX - KC No Swastikas Mod
Removes all swastikas (or replaces them with an iron cross symbol) throughout the game.

---------

GWX - KC NON-Stabilised Deck Gun Sight
For players who enjoy using the deck gun themselves, this mod offers a more challenging experience. SH3's "No stabilise view" difficulty setting removes optic stabilisation for the scope, UZO and binocular views - but not for the deck gun, which remains unrealistically stabilised. This optional mod removes that non-historical stabilisation from the 88mm and 105mm deck gun sights, so that you have to time your shots for when the cross-hair reticle moves over the point on the target that you want to hit. Like the other destabilised optic views, the amount of movement depends on the sea state.

A short demo video:


Note that this mod is completely independent of the "No stabilise view" difficulty setting; with the mod enabled, the deck gun sight will remain non-stabilised even if "No stabilised view" is disabled. Also, this mod only affects how the deck gun aiming works when you, the player, operate the deck gun; it does not affect the accuracy of the deck gun when your crew are using it.

---------

GWX - KC Player Type VIIC-41
Replaces the VIIC hull model with a VIIC-41 hull model.

---------

GWX - KC Snorkels with RWR
See page 68 of the GWX 3 Gold manual PDF.

---------

GWX - KC Type IXC-40 with Schnelltauchback Hull
Replaces the IXC hull model with a streamlined Schnelltauchback hull model.

---------
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Old 04-26-25, 05:20 AM   #756
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Quote:
Originally Posted by Archive1 View Post
My understanding is that a moving sub can maintain its submersed depth since the sub design is essentially aeronautical (hydronautical?), with lift, when moving through water. But when it stops moving it begins to sink. Not a happy condition if you are trying to hold a 'scope position waiting for a ship to enter your kill zone.
I tested this with my VIIC on the way back to base. The sub solidly held its depth even though I was stopped. I don't expect exaggerated reality here, but since the designer group is well along the path of designing a program that has amazing real circumstance built in, you might consider adding this. Although I'll hate you the next time I have a juicy tanker coming down the kill track.
I have no doubt the knowledgeable designer group thought about this and elected to not use it. I do think, however, it is one of those things that is true enough that it might be added the next time the group gets together re: mods.
Then again, I may be entirely off base.
-=Archive1=-

Your understanding is incorrect. U-boats were trimmed for positive buoyancy.


This is not a new feature in GWX KC - it was also a feature in GWX 3 and will be explained in detail in the GWX KC manual.


DerStosstrup (one of our historical technical advisers) made these comments to the KC team regarding how a U-boat's trim was set up for positive buoyancy at periscope depth:



- There is simply no good reason why a boat on its initial trim attempt, or at any point in its patrol, would adjust its weight such that it will sink when close to the surface.

- The U-boat is, per building regulations, provisioned with full ballast tanks and stationary to achieve scope wells at waterline on an even keel (trimming fwd/aft of course necessary)

- This is sufficient to run the boat at periscope depth at a slow speed with a slight bow down angle to maintain steady trim, which means that cutting the motors at this depth, without adjusting anything, will cause the boat to rise back up to its hypothetical 0 tons of reserve buoyancy (although maintaining trim forward/aft when stopped is extremely difficult for long)*

- When going deep, the boat will as a rule shed weight to offset the loss of buoyancy due to the constriction of the pressure hull (for a VII about 1 ton per 100 m), and thus the discussion of rising versus sinking is moot here. The boat sheds weight anyway as procedure and conditions dictate to maintain its trim angle at speed.





In GWX 3 & KC, the player U-boats have been configured, as far as possible, to replicate this positive buoyancy effect.
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Old 04-26-25, 07:21 AM   #757
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Default Thank You VikingGrandad

You ust answered my question. Even before I ask it.
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Old 04-26-25, 07:24 AM   #758
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You ust answered my question. Even before I ask it.
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Old 04-26-25, 01:55 PM   #759
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Thanks for responding, VikingGranddad, the answer is very good and I’m glad you saved my response.

The ballasting out (in other words provisioning and adjusting of weight prior to departure and the initial trim attempt) of the boat for just over 0 tons of reserve buoyancy (read: top of scope shears just over waterline) when flooded is absolutely crucial, and that is a safety measure and done similarly on the American side as well. Source on this ballasting out practice is Marine-Dienstvorschrift 371, Vorläufige U-Bootskunde VIIC, given to each boat and providing basic information about her construction, equipment, and operation

Per the diving regulations (MDv 381, Tauchvorschrift für U-Boote), the daily trim dive was done at slow speed, periscope depth with a half a degree to a degree down angle on the boat. From there it is simply vectors. Strip the boat of its speed, and if it needed this speed to maintain depth at a slight bow down angle as was the case when properly balanced, it will then rise, assuming no water is taken into the regulating tanks and the boat was initially trimmed to have just over 0 tons of reserve buoyancy.
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Old 04-27-25, 03:55 AM   #760
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Anyone tried to get range by using the optics?

Is the vertical graticule with GWX KC in mrad or 1/16 degree? It is labeled with 1/16 degree, but cannot get a suitable result with it. So I am not sure if it is mrad or degree. I assume it is a 1/16 degree graticule, as it is labeled.

Maybe the FOV of both periscope is not perfectly set in cameras.dat? If so, which "AngularAngle" to set for "Cam_Periscope" and "Cam_Obs_Periscope" in cameras.dat?

Please, someone can help?
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Old 04-27-25, 10:25 PM   #761
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VikingGrandad:
Thanks for the extensive answer. I make no pretense of being Marine-qualified (ex-combat flight surgeon, 1960s, Germany, far east) and used information from US Pacific Theater WW2 subs. Obviously wrong. Stand corrected. And happy so.
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Old 04-28-25, 05:38 AM   #762
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Quote:
Originally Posted by sossenbinder View Post
Anyone tried to get range by using the optics?

Is the vertical graticule with GWX KC in mrad or 1/16 degree? It is labeled with 1/16 degree, but cannot get a suitable result with it. So I am not sure if it is mrad or degree. I assume it is a 1/16 degree graticule, as it is labeled.

Maybe the FOV of both periscope is not perfectly set in cameras.dat? If so, which "AngularAngle" to set for "Cam_Periscope" and "Cam_Obs_Periscope" in cameras.dat?

Please, someone can help?

Vertical scale uses xx/16° graduations.

I ran the Naval Academy "Torpedoes" mission, and chose a target ship to use as a test: the Coastal Merchant that's pretty much dead ahead when the mission starts.

- ID book says this ship has a mast height of 20m.
- Weapons Officer reports the range as 800m.
- Measured range on the nav map confirms this range (near enough).

Using the attack scope reticle's vertical scale, I measured the mast height to be approx. 22/16° at 1.5x magnification, and approx. 90/16° at 6x magnification.

On the "Range with known target height" pull-out table, both of those measurements indicate a target range of around 800m for a mast height of 20m.

So, that all checks out fine.







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Old 04-28-25, 06:47 AM   #763
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QUESTION about compressed air and CO2 with GWX KC

Compressed air
I would like to know how compressed air and oxygen works with GWX KC.

I did some testing and realised that when changing depth (when the boat is not moving) no compressed air is used. I thought when the boat is not moving, no depth rudders are used to change the dive depth and ballast tanks are used instead. Compressed air shoud drop, but it does not drop.
I also tested whether compressed air is used when firing torpedoes. Unfortunately, apparently not. Compressed air does not drop here too. Hm, realistic settings "limited compressed air is checked"..
With my installation, compressed air is only used on emergency blowing ballast tanks. I also checked it with vanilla SH3, same behavior here.
How does compressed air behave with GWX KC? Hope it is possible to implement compressed air for firing torpedos and depth changes.

BTW, is it realistic that refilling compressed air after blowing ballast tanks takes such a long time as it takes to refill in SH3?

CO2
For the CO2-level.. How does CO2 dial and system work with GWX KC?

Hoping someone could Reply to this, would be very helpful. Thanks :-)

Last edited by sossenbinder; 04-28-25 at 07:20 AM.
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Old 04-28-25, 12:27 PM   #764
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Can’t seem to find if this has been asked before. But is there a discord for this mod?
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Old 04-28-25, 04:18 PM   #765
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Quote:
Originally Posted by sossenbinder View Post
QUESTION about compressed air and CO2 with GWX KC

Compressed air
I would like to know how compressed air and oxygen works with GWX KC.

I did some testing and realised that when changing depth (when the boat is not moving) no compressed air is used. I thought when the boat is not moving, no depth rudders are used to change the dive depth and ballast tanks are used instead. Compressed air shoud drop, but it does not drop.
I also tested whether compressed air is used when firing torpedoes. Unfortunately, apparently not. Compressed air does not drop here too. Hm, realistic settings "limited compressed air is checked"..
With my installation, compressed air is only used on emergency blowing ballast tanks. I also checked it with vanilla SH3, same behavior here.
How does compressed air behave with GWX KC? Hope it is possible to implement compressed air for firing torpedos and depth changes.
SH3, unrealistically, uses very small amounts of compressed air when reducing the boat's depth, regardless of boat speed (or zero speed) - and, even though that's not realistic, I don't think it's possible to change that behaviour in the game.

The amounts used are so small that the drop in compressed air barely shows on the gauge. You'd have to do many repeated deep dives, in succession, each dive followed by an order to go up to near surface level (so you don't get any replenishment), in order to notice the cumulative small amount of compressed air being used.

In reality, dive planes were used for normal depth adjustments - not compressed air. Small amounts of compressed air were used for other regular procedures, such as trimming and negative tank blowing.

The small amounts of air used in SH3 for decreasing depth could be "role played" as a sort of unintended realism factor, like it's being used for those other procedures mentioned above, even though those other procedures aren't actually modelled in the game.

Also, unrealistically, I'm almost certain that compressed air is never used when firing torpedoes in SH3 - and, again, I don't think it's possible to change that.

Quote:
Originally Posted by sossenbinder View Post
BTW, is it realistic that refilling compressed air after blowing ballast tanks takes such a long time as it takes to refill in SH3?
In SH3,when 90-100% of the compressed air has been used, it takes around 7-8 hours to replenish that supply after surfacing (assuming the compressor is fully working).

I asked DerStrosstrup about compressed air replenishment times:
"We have data on the Junkers diesel compressor, on U 44 [ IXA ], the time to fill one compressed air bottle from empty to 460 L at 205 atm. ThatÂ’s one bottle out of about 16. Took 47 minutes."
[ ^ so that equates to more than 12 hours to fill all 16 bottles ]
"...the VII had smaller bottles and fewer of them, total filled capacity of about 3900 L. So about 6-7 hours to fill an entire set of completely empty bottles."
In SH3, according to my tests, the time it takes to replenish most/all of the compressed air (for any boat type) is around 7-8 hrs. So that's reasonably accurate for a Type VII (even though that was perhaps just a guess by the SH3 devs), and actually less time than it would have taken for a Type IX.

Quote:
Originally Posted by sossenbinder View Post
CO2
For the CO2-level.. How does CO2 dial and system work with GWX KC?
There is no CO2 gauge. GWX KC has an Oxygen gauge, which indicates how much non-renewable bottled O2 you have remaining. That supply of non-renewable O2 is only used when the O2 content of the air inside the pressure hull drops below 17%.

This feature is described in detail in the H.Sie patch manual (the H.Sie patch is already applied to the GWX KC SH3.exe file):

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