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Old 03-19-10, 03:48 PM   #16
Tynan
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I also noticed that the Time Compression auto cuts back to 8x (if above that) when a ship appears within viewing distance. However my watchers don't say anything or report sightings. So far both ships sighted have been German, so I have 2 questions:
1) Do the watchers only "report" something when it's not of my country? Such as a British ship?
2) Do I have to have a Watch Officer on bridge for there to be a vocal report of a sighting?

Thanks all.
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Old 03-19-10, 05:24 PM   #17
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Umm, why would you NOT have watch offcier on the bridge ? that's a seriously bad idea, means you'll have lower efficiency (the green bar, it should be full) and this will affect the spotting ability of your watch-crew, this is what keeps you alive out there
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Old 03-19-10, 07:07 PM   #18
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Umm, why would you NOT have watch offcier on the bridge ? that's a seriously bad idea, means you'll have lower efficiency (the green bar, it should be full) and this will affect the spotting ability of your watch-crew, this is what keeps you alive out there
Precisely
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Old 03-19-10, 07:23 PM   #19
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Originally Posted by Tynan View Post
I also noticed that the Time Compression auto cuts back to 8x (if above that) when a ship appears within viewing distance. However my watchers don't say anything or report sightings. So far both ships sighted have been German, so I have 2 questions:
1) Do the watchers only "report" something when it's not of my country? Such as a British ship?
2) Do I have to have a Watch Officer on bridge for there to be a vocal report of a sighting?

Thanks all.
As others have said, you really DO want a WO on the bridge any time you're surfaced. He's the guy who's gonna tell you about any ships and airplanes that come within visual range, and without him there you lose some functionality when it comes to doing the things (like manning the guns) that can be done by clicking on his icon (if he's not on the bridge, it won't be available). You can probably still do some of those things in other ways, but especially if you're using the Integrated Orders mod, IMO it's faster to click on him and get it done that way.

One of the persistent little annoyances about SH3 is that when you dive he will leave the bridge with the rest of the watch crew and return to quarters; when you resurface, the rest of the watch crew will go back to the bridge but the Watch Officer won't. You have to go into Crew Management and manually take him from his quarters and put him on the bridge, the lazy so-and-so.

And, yes, he will definitely tell you about any visual contact that the bridge watch makes, whether or not they are enemy, friendly or neutral. Including every bloody German ship or plane that happens to be in or over the harbor when you leave and enter base. Oh well, at least he's thorough.
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Old 03-19-10, 08:28 PM   #20
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Umm, why would you NOT have watch offcier on the bridge ? that's a seriously bad idea, means you'll have lower efficiency (the green bar, it should be full) and this will affect the spotting ability of your watch-crew, this is what keeps you alive out there
Ok. Stock SH3 had this annoying habit of draining crew Endurance too quickly. So what I did to solve this problem was make sure to have no more than 4 Officers, 2 of which would be at quarters at all times. I spent all of my renown points on the best Officers (ones with 3 qualifications: Watch, Machines, Helm). In this way, I could operate efficiently with only 2 Officers on duty at any one time, and have the other 2 rested and ready to take their place. That's why I have a Watch Petty Officer right on bridge now instead of WO.
But now I see GWX solved the problem of fast-drained Endurance, so now I am going to have the WO on bridge much more. Thanks!
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Old 03-19-10, 08:36 PM   #21
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Originally Posted by Tynan View Post
Ok. Stock SH3 had this annoying habit of draining crew Endurance too quickly. So what I did to solve this problem was make sure to have no more than 4 Officers, 2 of which would be at quarters at all times. I spent all of my renown points on the best Officers (ones with 3 qualifications: Watch, Machines, Helm). In this way, I could operate efficiently with only 2 Officers on duty at any one time, and have the other 2 rested and ready to take their place. That's why I have a Watch Petty Officer right on bridge now instead of WO.
But now I see GWX solved the problem of fast-drained Endurance, so now I am going to have the WO on bridge much more. Thanks!
He really should be on the bridge any time you're surfaced.

There are ways to completely eliminate the Fatigue issue from the game. If you use SH3 Commander to manage your missions and careers, you can use the No Fatigue option to turn off the "feature" entirely and then you don't have to worry about micro-managing your crew to keep them from getting worn out. There are other Fatigue models available if you want to do some management so you can pick and choose which one suits you best.

Probably there are other ways to re-work the Fatigue settings from within the game files themselves or via mods , but I'm only familiar with using SH3 Commander to deal with it. If you're interested though just ask and somebody will have an answer for you.
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Old 03-20-10, 05:10 AM   #22
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Quote:
Originally Posted by Tynan View Post
Ok. Stock SH3 had this annoying habit of draining crew Endurance too quickly. So what I did to solve this problem was make sure to have no more than 4 Officers, 2 of which would be at quarters at all times. I spent all of my renown points on the best Officers (ones with 3 qualifications: Watch, Machines, Helm). In this way, I could operate efficiently with only 2 Officers on duty at any one time, and have the other 2 rested and ready to take their place. That's why I have a Watch Petty Officer right on bridge now instead of WO.
But now I see GWX solved the problem of fast-drained Endurance, so now I am going to have the WO on bridge much more. Thanks!
One your officers are fully qualified it takes a considerable time for them to become fatigued provided you are diligent in rotating them for rest periods.

But as already stated, the simplest way is to turn the fatigue off with SH3 Commander.
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Old 03-20-10, 07:51 AM   #23
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"fleugzeug gesichtet!"

"er,is there?,damn why didnt anyone tell me?!"

"ALAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARM !"


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Old 03-22-10, 10:35 AM   #24
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Ahoy Kaleuns,

Does anyone of you can post a screenshot of their JSGME so that I have an idea of what a hardcore modding setup be like? I am looking for that type of information in the threads. No success until now
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Old 03-22-10, 10:41 AM   #25
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Here's a list of all the mods I was using when I had to stop playing. I'm looking forward to some of the new ones coming out, especially the corrected harbors.

GWX 3.0
GWX 3.0 16km Atmosphere
(GWX 3.0 Enhanced Damage Effects) Too much for my card
GWX 3.0 Open Hatch
GWX 3 St Naz and Schluese and other units
Assisted Plotting Mod
Clean Nav Map
Community Units
Das Boot Clothes
Das Boot Officers - AIL
Das Boot Sound Mod - DBSM Team
DFa UpDnRot + Flags - Anvart
Eagle Tower
English-To-German Names - Phoenix3000
Exhaust Smoke for Water Streams - Racerboy / Philipp Thomsen
Historically Accurate U-Boat Emblems - Conus
Kiel Canal Locks Mod - Trainer/Nautilus 42
Lifeboats & Debris - Rubini
Modified Searchlight Beams - OLC
New Freecam Mod - Asanovic7
New Compass Graphics U-505 - Hitman
No Rank Or Medals On Crew - Dertien
Open Hatch - Diving Duck
Port People - Pascal
RB Exhaust Smoke For Water Streams - Philipp Thomsen
Remove GWX Compass - ichso
Remove Station Labels
Rick's GWX Recognition Manual
Rowers For Lifeboats - Privateer
Seabed Repair Mod
SH3 Contacts - Nicolás
SH3 Weather
Simfeeling 6-Dials Mod - FLB_Sale U-999
Small Moon Mod - AIL
TDC Dials In Periscope View - FLB_Sale U-999
Type IIb AI Camo - Sean (changed to IIA)
Type VIIb Early War Skin
Ultimate Aircraft Sounds
Water Streams - Rubini

And of course SH3 Commander - JScones
Ship Names mod - Sailor Steve
Randomized Loading Screens - Sailor Steve
Steve,
I recently disabled GWX enhanced damage effects in order to use RB's SH4 effects,would you say this was a wise decision?,would RB's cancel out the GWX enh effects?.
And speaking of RB's effects,I dont think I have really seen what its supposed to do different from GWX enh effects,does it give better smoke and explosions (esp regarding tankers!),and debris? etc.
I would also like a mod that gives better sounds to burning oil,like deeper and more 'rumbling'

Cheers.
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Old 03-22-10, 10:55 AM   #26
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Steve,
I recently disabled GWX enhanced damage effects in order to use RB's SH4 effects,would you say this was a wise decision?,would RB's cancel out the GWX enh effects?.
And speaking of RB's effects,I dont think I have really seen what its supposed to do different from GWX enh effects,does it give better smoke and explosions (esp regarding tankers!),and debris? etc.
I would also like a mod that gives better sounds to burning oil,like deeper and more 'rumbling'

Cheers.
That I don't know, as my PC won't run either one without crashing. Funny thing is, though I have to turn off all graphic effects to get SH4 to run properly, that game's damage effects cause me no problem at all. Maybe it is all the smoke that does it.

Sorry I couldn't help. Jim might know.
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Old 03-22-10, 10:57 AM   #27
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Originally Posted by frau kaleun View Post
Probably there are other ways to re-work the Fatigue settings from within the game files themselves or via mods , but I'm only familiar with using SH3 Commander to deal with it. If you're interested though just ask and somebody will have an answer for you.
Try this if you don't have SH3Commander:
http://alexbret.perso.cegetel.net/in...moving_Fatigue

My first "mod" on about the second day I had vanilla SH3.

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Old 03-22-10, 11:00 AM   #28
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Originally Posted by Paul Riley View Post
Steve,
I recently disabled GWX enhanced damage effects in order to use RB's SH4 effects,would you say this was a wise decision?,would RB's cancel out the GWX enh effects?.
And speaking of RB's effects,I dont think I have really seen what its supposed to do different from GWX enh effects,does it give better smoke and explosions (esp regarding tankers!),and debris? etc.
I would also like a mod that gives better sounds to burning oil,like deeper and more 'rumbling'

Cheers.
Paul,
I'm not sure, but I believe EDE and RB's SH4 effects are not compatible. You need to disable EDE to run the other. Could be wrong though.

I had to take RB's SH4 effects off of my set up-I ran into some weird crash dive thing when I had it and ACM-Reloaded enabled to together.

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Old 03-22-10, 11:00 AM   #29
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I also noticed that the Time Compression auto cuts back to 8x (if above that) when a ship appears within viewing distance.
Use SH3 Commander to change it to 1x. You will drop to normal time whenever a ship is spotted. The down side is this will happen for friendly ships as well, which can drive you batty while transitting your own home port. I consider it worth the tradeoff.
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Old 03-22-10, 05:12 PM   #30
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Paul, you might expect this from me but I would strongly advise using GWX enhanced damage effects....this was purposely included because of the compatability.
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