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Old 08-29-06, 12:16 PM   #331
bigboywooly
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Quote:
Originally Posted by Shahed
Hi All !

Where can I find the renown values for each ship in GW 1.1 ?

Many thanks for your help.

Salute !!!
Same place you can in the stock game
In C:\Program Files\Ubisoft\SilentHunterIII\data\Sea

Look in the cfg file for the ship you want

ClassName=CLFiji
UnitType=6
MaxSpeed=32
Length=169
Width=18.9
Mast=44.8
Draft=5
Displacement=10725
RenownAwarded=430
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Old 08-29-06, 12:20 PM   #332
Shahed
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Thanks very much !
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Old 08-29-06, 02:49 PM   #333
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Default Sound in the mod

Hi all. I've been playing SH3 vanilla for about 6 patrols now, and have really enjoyed it except for charting (map scrolling and zooming is very clunky), and the periscope (determining nationality and range is nearly impossible for me.)

So I thought I'd try GW since it's designed for high-realism players, hoping it'd at least help with these issues, and to see what else it offered. It does help One thing I noticed right away though is almost no engine noise, and almost no screw noise from my sub or other ships, even at flank speed. I can sit at the hydrophone and listen to a cruising destroyer 500 meters away and hear almost nothing. Standing on the bridge, I can barely hear my sub. It makes me feel very disconnected.

On the other hand, when diving, I love hearing the tanks flooding! When blowing ballast, I hear the guy yell, "Blowing ballast", but I can't really hear that happening.

In some ways, then, the sound is better than vanilla, and in some ways worse. Since so much work got put into it, I'm thinking that something may not be working correctly for me? I looked for other threads on this topic and didn't see anything too relevant. Installed into SH3 folder straight over vanilla 1.4B.

Any tips or suggestions of things I might try, or is this just how the sound is?
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Old 08-29-06, 03:50 PM   #334
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In the file de_menu.txt I've found a glitch inherited after some previous mod - it's present in RUB v1.45 too. When you sink a vessel a message shows up, originally telling you if you destroyed an enemy, neutral or friendly unit. Some previous mod deleted information concerning allegiance but left redundant spaces. Nothing big but I thought it's worth correcting.

is:
Code:
4140=            Einheit zerstört
4141=            Einheit zerstört
4142=            Einheit zerstört
should be:
Code:
4140=Einheit zerstört
4141=Einheit zerstört
4142=Einheit zerstört
Another thing is that with GW I don't see the sunk ship marks on nav map which where present earlier (in RUB?). I liked that. ShipDestroyed.tga is in place and it's entry in maps.cfg also. Is it because I have disabled auto contact map updates? This is how it used to look:
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Old 08-30-06, 11:57 AM   #335
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Default Best of Both Worlds

Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.

I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game.

So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game.

Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme.

At any rate, both mods are worlds above where we were a year ago - well done!!!

Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each.

I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask!
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Old 08-30-06, 01:47 PM   #336
bigboywooly
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Quote:
Originally Posted by Notewire
Ok, I am an old hand at SH3, been playing for years and modding and loving it - but I am new to these forums and my recent play has been interrupted by a year by my - er, real world deployments.

I absolutely play for max realism, on very low time compressions (rarely above 32, except ocean crossing) but I also play for the outstanding atmosphere and look of the game.

So coming back, with IUB and RUB long gone - looking at Grey Wolves and NYGM - both seem to be very good mods. Can they be used together? I know Grey Wolves has had the insight to take some very good NYGM concepts (ala the Damage Model) and incorporate them. But the manual at NYGM is very good and describes some of the realism concepts to the base game.

Specifically, has GW addressed "hovering" submarines, or premature detonating and deep running torpedo's? I also saw a question in one of the links concerning an explanation of GW 24 and 8 hour fatigue mods, are they imported from the ole Real Fatigue (I think I saw that in the readme.

At any rate, both mods are worlds above where we were a year ago - well done!!!

Can you mod NYGM with JSGME over GW's without crashing it? Would that be redundant? I have searched the forums and haven't seen a good compare/contrast thread - or maybe that would be inappropriate given the amount of really hard work put into each.

I would like to close by saying, if you know the answers to any of the above, please help an old salt out. I am sure all of the above should be known to me, and is somewhere in these forums, but after several hours of searching, I thought I would just ask!
No am afraid they dont work on top of one another
Try a dual instal and have them both
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Old 08-30-06, 04:35 PM   #337
Notewire
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Did you dual install? What are the relative strengths and weaknesses - or is it just a matter of atmospheric preference? I am trying for a low/no TC realistic campaign. Please advise.

Last edited by Notewire; 08-30-06 at 04:37 PM.
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Old 08-30-06, 04:43 PM   #338
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Quote:
Originally Posted by Notewire
Did you dual install? What are the relative strengths and weaknesses - or is it just a matter of atmospheric preference? I am trying for a low/no TC realistic campaign. Please advise.
Lol I have around 5 installs at the moment for various reasons
Both have thier merits
NYGM claims to be the more realistic one and many see GW as mere eye candy but its much more than that believe me
To get an honest feel for both mods there is nothing better than to try them both

Every body has an opinion to which is the best but the only one who can make your mind up is you

Good hunting
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Old 08-31-06, 06:00 AM   #339
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Quote:
Originally Posted by MadPenetrator

So I thought I'd try GW since it's designed for high-realism players, hoping it'd at least help with these issues, and to see what else it offered.
GW is primarily for immersion, NYGM is for realism. Okat thats not 100% true, but NYGM doesn't faff about with the fancy stuff.
Personally I prefer GW though
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Old 08-31-06, 06:51 AM   #340
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It's been said a lot of times:NYGM and GW are "real" from a subjective point of view.Everyone sees reality in a different way.Some may consider GW as being "Real" and some would consider NYGM as being "real" .I preffer to have dual installs and support both teams in what they do.
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Old 08-31-06, 07:42 AM   #341
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Quote:
Originally Posted by enaceo
It's been said a lot of times:NYGM and GW are "real" from a subjective point of view.Everyone sees reality in a different way.Some may consider GW as being "Real" and some would consider NYGM as being "real" .I preffer to have dual installs and support both teams in what they do.
Here Here good post
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Old 08-31-06, 09:31 PM   #342
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I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway? I also noticed it's much harder to intercept convoys. I got a report and intercepted in the general direction only to find out later the convoy had taken a hard turn and were way off my position. Another time, I was close enough to get some spot sightings and when I moved to a better intercept point, they were gone!

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Old 08-31-06, 10:05 PM   #343
bigboywooly
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Quote:
Originally Posted by scrapser
I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway? I also noticed it's much harder to intercept convoys. I got a report and intercepted in the general direction only to find out later the convoy had taken a hard turn and were way off my position. Another time, I was close enough to get some spot sightings and when I moved to a better intercept point, they were gone!

scrapser
Welcome to the world of the Uboat Kpt :rotfl:
Yes you will have to search for your convoys - they do make turns - not only to change course but to avoid uboats
Track the convoy from a distance - dont let it leave your vision\hydraphone range while trying to outflank it
If you see a capital ship sink the sucker and let BDU deal with it
You wont run into them that often so make the most of it
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Old 09-01-06, 05:19 PM   #344
Sailor Steve
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Quote:
Originally Posted by scrapser
I'm on my first patrol using GW. Early on, I received a message saying not to attack any capital ships so as not to embarass the British. What happens if you do anyway?
Nothing. Those messages are copies of real messages sent during the war; they are there for flavor only.

I try to always obey them...for flavor only.
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Old 09-01-06, 05:34 PM   #345
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Good, because I still like taking a trip down to the Gibraltar Straits and knocking off a couple BB's or carrier. So far I like this mod but still getting used to the contacts being all black and having to identify ships before attacking them (hard to do at night). The erratic convoy movement is a pain but does add to the challenge.

In a previous stock campaign, I was lucky enough to sink 5 BB's and a carrier in one patrol. I know that's not realistic but it was a hell of a lot of fun. Capital ship encounters is something I'm looking forward to in SH4.

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