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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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@ Samwolf
All the items on your list will break/replace/affect GWX. We have 'played' with all those files. Those mods need to be updated. They may be working but you don't know what you have disabled from GWX. Just a heads up.
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#2 |
Loader
![]() Join Date: Apr 2007
Posts: 85
Downloads: 30
Uploads: 0
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U-Jagd tools
Racerboy's HUD for milkman Ducimus's Flavor to taste mod(sepecially the basic.cfg file) Tomi99's VIIC and VIIC/41 mod |
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#3 | |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#4 |
Canadian Wolf
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I don't know if it's a matter of missing mods, it seems to be more of a case of folks wanting the game modded to personal taste. I think that it is more the latter, just an observation.
One thing I have learned with this series is that just when you think your set-up is complete, somebody comes along and puts out a mod that you just got to have, so the experience is always changing ![]() RDP |
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#5 |
GWX Project Director
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In GWX 2.0, for the first time ever in SH3, the Type VIIC and Type II subs have historically accurate interiors. Please view them and read the manual regarding them before you try to mod them. The interiors we have now are complete. We have completely remodelled the observation scope complete with cables... and added the missing attack scope housing in the VIIC subs. Int he Type II, we changed the observation scope location to the correct placement. The open hatch mod is not complete and would completely remove the historically accurate interiors in GWX 2.0.
Also, DivingDuck adjusted the lighting in all our subs. Most people don't understand the open hatch mod fully. When the radio room was moved closer to the control room in 3D space... many of the object controllers could not be moved with the radio room... resulting in only partial function... and loss of many functions... and deep camera position problems. Loss of functionality, is very confusing to most players and should be avoided at all costs. (I am not bashing the open hatch mod... but instead I am trying to explain why it has never been completed... and why it is not, and likely will not be fully compatible with SH3.) Also, if you use the open hatch mods... the historically accurate 3D interior mods in GWX 2.0... that were completed by DivingDuck after he joined the GWX dev team... will be removed in the process of applying the open hatch mods. Like never before, the interior of the Type VIIC... looks like U-96 in 'Das Boot' and using the open hatch mod would completely remove the new interiors in GWX 2.0. These interiors are correct against actual U-boat blueprints. |
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#6 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
Uploads: 0
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I miss the longer wakes, especialy for torps.
I hope there will be a fix for the massive moon to bring it back down to scale too.
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#7 | |
Seasoned Skipper
![]() Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
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![]() GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3 |
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#8 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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- Ducimus Flavored to taste mod (esp. the basic.cfg file) is hot on my list too. Compared the two basic.cfg files and I'm not sure whether using Ducimus 1.03 file will cause damage. It'll work and give you a fully equipped boat every time you change, which is the most important thing for me, but I don't know what the GWX team changed from 1.03 to 2.0. Much of the eye candy textures in the mod can be included without causing damage BTW.
- Poor Sailors favorite Dials Mod would be next. I'm currently using it since it more or less "only" changes the dials.cfg and menu_1024.cfg files. I believe I got enough experience with those to say for certain, that no GWX feature is really broken there. The mod changes the whole GUI anyway and includes the GWX 2.0 slideout compass as well as the add on charts in the top left corner and the stop watch. - RB is already working on the effects mod. I must say I currently use the new GWX effects mod, but I prefer RB's despite the huge number of flying corpses ![]() - DD's open hatch mod is something I'm missing too and to my horror I hadn't yet noticed you put in the periscope housing ... ![]() - Then there's Sergbuto's wolfpack mod which I would like to use again - And I'm still waiting for an answer to my question in another thread concerning the AI subs ability to shoot the deck gun and being scripted as running submerged. As far as I remember that was both possible in GWX 1.03. |
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#9 |
Grey Wolf
![]() Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
Uploads: 0
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Just pitty we are missing OneLifeCryses wave textures, one of the graetest visual advancements (and very simple one...)
I don't have a problem applying it separeately, just a comment... ( just my opinion CaptainL, don't call in the "air stikes" (moderators)... don't lock the third thread of GWX impressions... I fully respect new GWX religion... ) GWX 2.0 impressions thread should be something gorgeous, haveing 200-300 replies and some 8000-10000 visitors...
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#10 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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The one currently in GWX 2.0 was developed by Dowly and it maintains very clear details while not affecting the basic requirements of the users PC. In heavy seas, it was found that previous versions would impact on FPS rates quite heavily. We needed to keep the game playable for recommended specs. ![]()
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#11 |
Swabbie
![]() Join Date: Dec 2005
Location: St. Louis, MO
Posts: 9
Downloads: 5
Uploads: 0
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To me, the open hatch was one of the most amazing mods I've seen....but I love the new command room as well, will this be made compatable?
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#12 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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If there's one thing you find out about modders and eventually making adaptive changes here, is never say never.
![]() Looking forward to seeing the new interiors, I am just wondering if the changes mentioned for the VIIC are also in the VIIB? Am patient, and can wait till the d/l frenzy is chilled. Have a carrer in 1.03 in a VIIB* doing some 'testing' anyhow. *nuttin wrong with the VIIC, I happen to like the B's conning tower/2.
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#13 | |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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There is much to look at and observe in this 2.0......
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#14 | |
Eternal Patrol
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Could somebody please post screenshots? I'd love to see them done right.
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“Never do anything you can't take back.” —Rocky Russo |
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#15 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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So not to spoil it for people who haven't downloaded it yet, I'll PM a screen for you.
![]() If you happen to get a copy before I can get it to you, just post here.
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