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Old 08-15-08, 05:35 AM   #16
Paulverisor64
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I now understand how the ambient switch works. I would not have even known about this switch were not the fact that you mentioned it to me.

Thanks a lot!
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Old 08-15-08, 06:15 AM   #17
Jimbuna
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Hydrophones were 'deaf' at 360 and 180 degree bearings.
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Old 08-15-08, 06:45 AM   #18
meduza
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Quote:
Originally Posted by jimbuna
Hydrophones were 'deaf' at 360 and 180 degree bearings.
How is this modeled in the game, especially in GWX?
I know that I can hear at all bearings, and the SO skips 180 +-20. Can he hear at 360?
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Old 08-15-08, 08:39 AM   #19
Chisum
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If you watch your contact on the map, you can see it gonna be 'blind' when passing in the sector 175°-185°
The same to the front, between 355° and 005°.
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Old 08-15-08, 08:43 AM   #20
dalton74
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Quote:
Originally Posted by danlisa
Quote:
Originally Posted by dalton74
Explain me: why are the harbours empty? I don't see a single ship. In the SHIII without GWX, you will see "schnell boats" I don't see them. I have SHIII with GWX 2.1.

Can you help?
Thx
What additional mods do you have enabled?:hmm:

If you are not getting any harbour traffic, I'll guess that you have enabled the optional Black Sea or Indian Ocean mods. If so, you have overwritten the Atlantic/Med campaign, so there will be no ships.

Edit - Crossed post!

Playing the game at anything under 256 TC (around traffic areas) is fine and you'll not miss many contacts. Only use higher TC to transit the Atlantic to the US, for example.
sorry for breaking in this threat:

Maybe i'm wrong but when I installed, GWX 2.0 and patch 2.1 the mod JSGME 2.0 came with it! When I click JSGME 2.0 I saw a lot of mods. I add them all. Is that wrong? Ill check to night. If I had the Black Sea or Indian Ocean mod enabled. Be continued.
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Old 08-15-08, 08:46 AM   #21
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Welcome aboard. Yes if you enabled everything you have some conflicting mods that will change your experience significantly from what it should be.

That's what the manual is for. Give it a read so you know what mod in the GWX2.1 pack does what and which ones work together.

If you've added other mods on top of that then there may be other incompatibilities. They should all come with read mes to let you knwo what they do. If not I don't install them.
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Old 08-15-08, 02:03 PM   #22
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@meduza

You should not get a bearing at 0 degrees.

@dalton74

If you have the merged campaign file enabled, there is no need to enable the Indian Ocean or Black Sea mods.
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Old 08-16-08, 07:48 PM   #23
Paulverisor64
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Default Home at last

I have made it back from the 1st patrol in one piece. It is helpful that nobody was shooting at me.

On the way back I made several ship contacts. As some of these were made at a distance I tried tracking them down. I lost 2 of these ships before it dawned on me that the compass heading and bearing of the ship are 2 seperate things. I have a feeling that I'll have a slow start when the war begins. The tutorials set up a couple shooting at fish in a bowl scenarios; when the true to life type situations occur it will be very challenging.

On my way back it finally rained for the 1st time, and as a matter of fact it never stopped. Early on I thought the game didn't model rain because the thunder and lightning didn't include rain.

Perhaps I didn't do something correctly but on my way in the Kiel canal I chose the "Kiel Canal In" option and it layed out a pattern that most of the flags were not in the water in the canal. I thought that the button was going to be an automatic to the dock button. I ended up deleting all the waypoints and manually set them up.

When I arrived at Kiel it was past midnight and raining. The brass band earned their money as they played on while I fumbled around in confusion. I'm surprised they didn't A) get tired waiting and go home B) Stop playing and roll on the ground laughing C) Head for cover every band member for themself. I managed to get most of the compartments damaged and needing repairs. I don't know how close to sinking the U-boat I was but I played a considerable amount of bumper pool.

I just didn't know what I was supposed to do when I got there. I tried parking by another submarine. I tried docking at the far and near side of the dock. I tried manuevering my U-boat on top of the Kiel on the map. I didn't see a lit up motel like sign that said park it here. I finally stumbled on my way out of the situation as I was in the process of saving and exiting.

On to the next exciting adventure!
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Old 08-17-08, 01:15 AM   #24
Kielhauler1961
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Quote:
Perhaps I didn't do something correctly but on my way in the Kiel canal I chose the "Kiel Canal In" option and it layed out a pattern that most of the flags were not in the water in the canal. I thought that the button was going to be an automatic to the dock button. I ended up deleting all the waypoints and manually set them up.
If you don't click exactly on the centre of the "Kiel Canal In" point, it can give you a run-aground course. Same when you're leaving the dock going the other way, plot the course before you even start the engines. Remember that German beer is quite strong...
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Old 08-17-08, 06:38 AM   #25
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OK, so if my U-boat is exactly on the correct marked in or out point the plotted course should be good to go.

I'll keep the german beer under lock and key until we clear the canal the next time.
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Old 08-17-08, 06:51 AM   #26
dalton74
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I played a while with the mods in JSGME. Now I have traffic in the harbours. And the sees are not empty anymore. Thx!

An other question: how about the colours of the ships later on in the game. Are they included with gwx 2.1 ? So ships are more camouflage to U boats? Or the mislett them.

Can you use external torpedeos only by good wetter? I tried to load them to my tubes. But they won't move. Maybe to slipy to move the torpedos?
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Old 08-17-08, 07:02 AM   #27
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Quote:
Originally Posted by dalton74
Can you use external torpedeos only by good wetter? I tried to load them to my tubes. But they won't move. Maybe to slipy to move the torpedos?
You can access the external reserves in any weather (which was not possible in real life), but you can't directly load them into the tubes. You have to move them to the internal reserves first (the slots below the sub in the weapon management screen).
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Old 08-18-08, 02:30 AM   #28
Leandros
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Default Sonar specialist...

One thing to consider if you sense a lack of obvious sonar contacts is the personell presently at job at the the sonar/radio stations. If these are tired, or not specialists, they might not give you a feedback at all. Even when you request it specifically. It is a good thing to designate special sonar operators. My priority for these designations (only one additional per performed mission) is torpedo (reloading time), machinist (to move at all) and sonar. You get better performance if you let the officers qualify first. Of course, in SH3 Commander you can get around this by adding such specialities freely to the whole crew. Which some might find a little "cheety".....

Also, to designate repair specialists can be very rewarding. It makes wonders when you get hit to have a good repair crew. Has saved me a lot of times.....
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Old 08-18-08, 03:08 AM   #29
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Also remember that Officers can have 3 qualifications, Petty Officers 1 (giving any more will make no difference) and crew get no benefit at all from qualifications.
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Old 08-18-08, 04:51 AM   #30
Paulverisor64
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Thank you for the advice concerning specialists. There were many times that I had the sonar position filled by a crew member with no experience. When I docked I gave out the machinist qualification to one of my crew. Hopefully this will minimize the go and stop situations.

Another note. This time out of the Kiel I used the preset Out of Kiel icon and I didn't have a course that ran aground. The starting spot was definately critical.

I had a bad surprize when I saved the game after the Kiel Canal. I discovered that the date was well beyond the start of WWII. So much for getting set ahead of time for hunting. I did not factor in the amount of time that gets added when at dock.
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