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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Mar 2002
Location: Here
Posts: 155
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Before it is relesed i would like to point a few little nothings that in my oppinion would benefit the game. I'm only starting this because GWX said 1.04 is the final version.
Positive boyance: It's accurate but shouldn't you be able to keep your depth once you press the "A" key, at a given speed? I remind you the "A" (default) key stands for "keep current depth" and should you not alter your speed, you should be able to keep the current depth. As it is, once you hit the "A" key you'll return to a depth in which the positive boyance effect will take place. ie if your are at 1 knots and order 90meters (but you know you really want 80m), once you pass 80m you'd hit the "A" key to keep 70'ish. You should keep 80. It's not a major issue though... Incorporation some different mods would do wonders for the game ie bigger dials and remember while doing so the white letters looks terrible in the white background. I have to have installed 2 different mods in addition to GWX just to be able to mavouver the U-boats with precision - "my favourite dials" and "tactical green" (note, i don't know the real name for the "my favourite dials" mod. i'm sorry). This is not getting us any new subsim members as you can imagine. Sometimes it seems patrol crafts pin-point my depth without using a sonar ping. I don't see how this could happen. Altough this isnt confirmed. Maybe they got lucky? Is it a standard proceedure for the AI to aim to the bottom. Duh then again, how would they be sure? My 2 cents. Thank you for reading
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#2 | |||
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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![]() In other words, this is an individual taste thing. If the GWX devs catered for *everyone's* individual preference or gamestyle there'd be about 450 optional mods included, which would simply get confusing for everyone (the current 10 or so optional mods seem more than some can comprehend, LOL!). This is why "after sales" mods for GWX exist; to provide that flexibility for individual players or groups of players without requiring *everyone* to d/l a piece of bloatware. Quote:
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#3 |
Navy Seal
![]() Join Date: Nov 2006
Location: Docked on a Russian pond
Posts: 7,072
Downloads: 2
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The only thing that doesn't work for diddley hoochies on Sh3 GWX is the weather.
I don't know what the technical difficulties are, but we could have weather systems move in 2 different areas: North Atlantic, North Sea--Gale, moderate seas, fog, light seas fog Central Atlantic--Gale, moderate seas, scattered squals. Could even have the Intratropical Divergence Zone move north and south 10 degrrees. It would be nice to see scattered towering cumulous clouds and scattered showers. A few more whitecaps and sparkling little waves in moderate and light wind conditions.
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Espionage, adventure, suspense, are just a click away Click here to look inside Brag's book: Amazon.com: Kingmaker: Alexey Braguine: Books Order Kingmaker here: http://www.subsim.com/store.html For Tactics visit:http://www.freewebs.com/kielman/ ![]() |
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#4 |
Subsim Aviator
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lighted ships in early 1942 off the US east coast would be a nice addition.
AI torpedoes would be a nice addition as well.
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#5 |
Swabbie
![]() Join Date: Sep 2006
Location: Miroslav
Posts: 9
Downloads: 0
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@JScones
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#6 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: San Francisco, CA
Posts: 651
Downloads: 36
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Ah, that's easy: Fewer and more relevant radio messages, esp. for the German text version. If I really want to keep up on what the Wehrmacht is up to, I can listen to OKW broadcasts (or change the station). Every new radio-telegram breaks my TC, which just drives me Funkin' crazy when it's not naval-related -- worse still, old news gets re-transmitted when I return to a saved game! Aaaarrrgghh!!!
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![]() Dietrich Schöneboom, U-431 "Es wird klappen, Herr Kaleun. Ganz sicher." |
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#7 |
Chief of the Boat
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@Nuoz
Nice try, but no cigar ![]() Alpha testing is well underway and a beta version is due on ***** ![]() IMO and as Jaesen has already pointed out, there are sufficient additional mods out there to fine tweek peoples preferences ![]() Enjoy the forthcoming GWXperience ![]() |
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#8 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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C:\Program Files\Ubisoft\GWX1.04\data\Campaigns\Campaign Edit the file messages_de |
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#9 |
Sparky
![]() Join Date: Mar 2002
Location: Here
Posts: 155
Downloads: 5
Uploads: 0
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Thanks for caring GWX, we appreciate your replies. Btw the AI patrol changes you are working on are sweet. I hope the testing is going well. Best regards and good work!
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"Listen, 'sir', it's real simple. Add the number of times we dive to the number of times we surface. Divide that number by two. If the result doesn't come out even, don't open the hatch" |
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#10 |
Lucky Jack
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Well only two minor thing please change the the number of eels from 21 to 22 for the IXB as 22 is the correct number. Start date of the IXD2 from Jan43 to Sept42 which was it's correct date.
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#11 |
Frogman
![]() Join Date: Jan 2005
Posts: 302
Downloads: 72
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tone down the uberness of the ai
![]() Just my 2 cents (not really expecting it to happen) ![]()
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#12 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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#13 | ||
Lucky Jack
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Nice to have it changed out right this time round, of course if possible and not to late in the day. Cheers.
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#14 |
Chief of the Boat
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Already sorted
![]() [SUBMARINE_AMMO6];IXB Type=2 Version=0 ForeTubes=4 AftTubes=2 ForeResIntern=4 ForeResExtern=5 ForeResExtra=2 AftResIntern=2 AftResExtern=3 ShellSlots=12 NbYears=7 Renown=7 SNK_MASK=NSS_Uboattype9_SNK_mask |
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#15 |
GWX Project Director
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I've already fixed the loadout for the IXB in the GWX 1.04 file to be 22 torpedoes.
Am also considering IXD2 date of introduction. For those that consider the enemy AI to be too Uber, you need to read the sticky up top and/or appendix C of the included GWX manual. Last edited by Kpt. Lehmann; 07-01-07 at 10:15 AM. |
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