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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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This week for a change we will be bringing you some of the campaign changes in 1.04
Part of the GWX campaign changes have included removing the random groups that started in the middle of nowhere and ended the same way ![]() These groups were mainly hunterkiller groups Now they begin in a port and end in one ![]() The hunterkiller groups now typically follow the convoy routes a few hours behind one convoy and in front of another So if you get pinned down by a convoy escort you may find he gets reinforcements from another source Plus you may also encounter random HK groups ![]() Patrols are another thing we have changed Instead of the static patrols that change warship type once a year and activate when you come within rendering range ![]() Patrol groups are now random Journeys start in or close to a port and end the same way Entries for groups are random so any warship of a particular type called for may show up Of course removing the static patrols reduced the SCR by some 1.5mb - These patrols are implemented around the US\UK\Caribbean and Germany ![]() And only added .7mb to the RND layer Now as warships follow a patrol pattern if you get spotted by one patrol boat there may be othes well within range to join in the hunt Milkcows can also be seen leaving and entering ports going to \returning from station in the Atlantic Convoy entries are now as generic as they can be The only entries not generic are for lit ships or dark ships by nuetral countries\the Black Sea and historical convoys with named units Generic convoys mean you should see a difference of units from convoy to convoy This will also mean that any future merchant releases are literally plug and play and can be dropped into rosters and show ingame with no further work The same will apply to Patrol boats\Corvettes\Frigates and Destroyers Especially in the RND groups So even if the GWX team is no longer around to include new units it can be done simply by you - the player This time around we have been able to include the new Kreigsmarine units by Sergbuto and Greg Law Allowing us to replace many " placeholder " units in historical missions for the correct ones Operation Cerberus for example now uses the correct Torpedoboot classes as was the case Operation 60,000 in the Black Sea has also had an update thanks to Ichneumons own Kreigsmarine fleet I wont give away all the secrets here Not to mention the multiple roster alterations that have taken place with a lot of unsatisfactory units removed from certain countries I will say as one last thing that GWX 1.04 will include over 35+ new sea units alone And you wont like all of them :rotfl: To further help with load times the Black Sea and Indian Ocean are removed from the main GWX campaign files Removing over 1mb from each These two areas will have their own JSGME enabled campaign files for when transferring to those areas ( Thanks in part to Hitmans idea ![]() Load times in both those theatres are considerably faster Air cover has also been looked at and without giving too much away you wont be seeing any Hurricane fighter patrolling before 1941 You will still have air cover but not as heavy as shouldnt be during that time That is all Carry on Last edited by bigboywooly; 07-10-07 at 10:40 AM. |
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#2 |
Pacific Aces Dev Team
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Wow, do you ever sleep? Amazing amount of hours must have gone into this
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One day I will return to sea ... |
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#3 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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![]() ![]() Huge amount of work BBW, kudos. ![]()
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![]() Last edited by danlisa; 07-10-07 at 11:13 AM. |
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#4 | ||
Pacific Aces Dev Team
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One day I will return to sea ... |
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Thank you Hitman
![]() Yes was the reasoning behind making entries as generic as possible Was done originally to accomadate Iambecomes work but since then more SH4 units are becoming available too |
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#6 |
Engineer
![]() Join Date: Mar 2007
Location: I think I'm lost?
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Looks good!
You are very good at what you do with SHIII. I can't wait for the update, it looks really cool! PS. that one unit, or group thing there, near Bermuda, does that say "Bermuda Badasses"??
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![]() "YES! Everything I do is a surprise! EVEN TO ME!" ![]() "Laws are like sausages, it is better not to see them being made." ~Otto von Bismarck "I thought so little, they rewarded me by making me the ruler of the Queen's Navy." ~Sir Joseph Porter (HMS Pinafore) |
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#7 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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![]() I think it is left over from Ducimus' reworking of the Caribbean traffic. Umm, as the name suggests, try to stay away from them. ![]()
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#8 |
Stowaway
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Now this is the stuff I like to hear. Admittedly, the graphical enhancements of GWX are nice but its the underlying campaign enhancements that rock my boat.
I think i'm gonna have to give this version a trial. ![]() |
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#9 |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
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Great work.
But apparently in my comp new company not loading:hmm: |
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#10 |
Planesman
![]() Join Date: Jun 2007
Location: Niedersachsen, Germany
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Amazing! Kudos to BBW!!!
![]() I have one minor question about convoy routes. With the SH3 DVD there came a map showing general convoy routes, single merchant routes and air coverage. When I take a look at picture #1 and #2 I see that the routes for convoys are slightly altered (I know that they are routes for HK groups but you said they follow convoys). Example: Convoys from Halifax don't go down to CC area anymore, they just go east (correct me if I'm wrong). So, will there be a new general map showing routes and air coverage or do you leave this to us to find out? :hmm: Thniper
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"I cannot but conclude the bulk of your natives to be the most pernicious race of little odious vermin that nature ever suffered to crawl upon the surface of the earth." ------------------------------- Jonathan Swift, Gulliver's Travels (1726) |
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#11 | |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
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But still it sounds like factor of lower performance of the game. Did you experience anything like that ? But the ideas in the mod I've heard and seen so far are great, can hardly wait to test it myself ![]() |
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#12 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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#13 |
GWX Project Director
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That's the stuff BBW. We never get to really talk about the coding and campaign inclusions in GWX because you can't "see" code.
To those who have found any "predictable" ASW unit and manage to always plan for it in advance... Well, those days are pretty much over. The historical accuracy remains... but the exactness of their locations are random in a sweeping way at the same time. This is a series of huge advances BBW. Thank you for all the hard work that you do. That's no moon! |
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#14 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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I can say, that during basic testing (loading into ports only), that on my system I have seen a rise in FPS of about 3-7. I have, however, not spent lengthy amounts of time in the oceans at high TC but we would have received reports from our testers it there were performance drops. (I think ![]()
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#15 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Not touched the convoy routes The 2nd pic is hunter killers groups search areas not convoys etc |
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