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Old 09-02-06, 04:24 AM   #346
Anachronous
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Couple bugs I've noticed so far, after a couple hours play of GW1.1a.

1. Minefield collisions out of various starting ports with waypointed harbour traffic.

2. Wrong bridge textures for the VII sub. They are of different colour, texture and lower quality than the rest of the sub.

3. Freetown has some ships half up on the dock walls.

4. Trying to transfer to 11th flotilla, transfers me to the 29th.
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Old 09-02-06, 02:20 PM   #347
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Hello.
By trying TGW 1.1a, I found that the detection of DD worked in a strange manner.
By examining the sim.cfg file, I found that he had a curious structure?

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.04 ;(0..1)
Height factor=0 ;[m]
;Range factor=1 ;[>=0]
;Fog factor=0 ;[>=0]
:Light factor=0 ;[>=0]
Waves factor=0.8 ;[>=0]
Speed factor=15 ;[kt]
;Enemy speed=0 ;[>=0]
;Aspect=0 ;[>=0]
Noise factor=0.9 ;[>=0]
;Sensor height factor=0 ;[>=0]
Already tracking modifier=20 ;[detection probability modifier]
Decay time=150 ;[>0] already tracking bonus decay, in seconds
Uses crew efficiency=true ;[true or false]

Why this ":" and a certain number of data seem to have been added from sensors.cfg.
Bug or special settings of TGW I ask question ?

Thank you for helping me to find answer.
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Old 09-02-06, 08:00 PM   #348
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Quote:
Originally Posted by U768
Hello.
By trying TGW 1.1a, I found that the detection of DD worked in a strange manner.
By examining the sim.cfg file, I found that he had a curious structure?

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=0.04 ;(0..1)
Height factor=0 ;[m]
;Range factor=1 ;[>=0]
;Fog factor=0 ;[>=0]
:Light factor=0 ;[>=0]
Waves factor=0.8 ;[>=0]
Speed factor=15 ;[kt]
;Enemy speed=0 ;[>=0]
;Aspect=0 ;[>=0]
Noise factor=0.9 ;[>=0]
;Sensor height factor=0 ;[>=0]
Already tracking modifier=20 ;[detection probability modifier]
Decay time=150 ;[>0] already tracking bonus decay, in seconds
Uses crew efficiency=true ;[true or false]

Why this ":" and a certain number of data seem to have been added from sensors.cfg.
Bug or special settings of TGW I ask question ?

Thank you for helping me to find answer.
Looks like some leftover notes made by Marhkimov during the initial build. Lines following ";" are not read by SH3.

The ":" appears to be a typo... however since SH3 does not read a "Light Factor" for the hydrophones it does not affect anything.

As previously stated... GWX sensors are undergoing an overhaul.
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Last edited by Kpt. Lehmann; 09-02-06 at 08:32 PM.
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Old 09-02-06, 08:05 PM   #349
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Respectfully guys... If you need help with a GW problem... please PLEASE address it here in the mods forum and we will be happy to help you unless it compromises current work underway. My PM box is simply out of control.

Gimme a break mates. If you don't really need to PM me lets deal with it here.

(Now most certainly... someone is going to ask where I'd like to have that break. )
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Old 09-02-06, 08:07 PM   #350
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Yes, and problems addressed in the forum can save the GW guys time and help more than one user at a time.
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Old 09-03-06, 03:08 AM   #351
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Quote:
Originally Posted by Kpt. Lehmann

Looks like some leftover notes made by Marhkimov during the initial build. Lines following ";" are not read by SH3.

The ":" appears to be a typo... however since SH3 does not read a "Light Factor" for the hydrophones it does not affect anything.

As previously stated... GWX sensors are undergoing an overhaul.
Thank you for this quick answer Kpt. Lehmann
I also think that sensors needs other regulatings

All my encouragement in the team GW




Last edited by U768; 09-03-06 at 03:52 AM.
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Old 09-03-06, 02:43 PM   #352
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I really do like GW and leaving port that first patrol I had to smile, the visuals are great and the sounds of horns etc. really are nice. Great job!

I must comment on one thing that strikes me as very irritating though, and while most engine sounds are well done the subs electric motors' sound is extremely annoying to me! It reminded me immediately of a distant car alarm with it's high-pitched squealing. A car alarm that doesn't shut off. I don't think I can bear it for more than a couple of patrols. I haven't read others mentioning this and my hearing is average at best, but I do use high quality Sennheiser headphones so maybe I'm just hearing stuff that normally isn't noticed?? If subs really sounded like that you could tie a rope around a crewman's feet and dip him into the water periodically as you sailed along (below 14 knots of course) and he could pinpoint a sub within 10km no problem.
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Old 09-03-06, 04:39 PM   #353
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Default Understanding Ship Damage Modeling in GW

I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.

Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.

So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."

If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.

Thanks

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Old 09-03-06, 04:50 PM   #354
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Quote:
Originally Posted by scrapser
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.

Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.

So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."

If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.

Thanks

scrapser
Yes currently GW uses an version of the NYGM damage model where ships sink by flooding rather than just explode
The way to think is if you target seperate compartments the ship will sink faster
They do sometimes explode as you would expect
Now its not realistic to expect a BB to go down with 1 or 2 torpedos

The GWX damage model will be altered to the current one

Hope that helps
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Old 09-03-06, 06:04 PM   #355
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Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by scrapser
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.

Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.

So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."

If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.

Thanks

scrapser
Yes currently GW uses an version of the NYGM damage model where ships sink by flooding rather than just explode
The way to think is if you target seperate compartments the ship will sink faster
They do sometimes explode as you would expect
Now its not realistic to expect a BB to go down with 1 or 2 torpedos

The GWX damage model will be altered to the current one

Hope that helps
Thanks...that does explain the differences I'm seeing and makes the encounters much more realistic. I spent a lot of time with the stock game attacking capital ships and pretty much knew exactly where to hit them under different weather conditions. It got to the point where I could sink 2 Nelsons and a Revenge consistently with 5 torpedoes. Usually one would blow up, one would sink with 2 fish, and the third would take 2 fish and the deck gun did the rest.

Now I will have to deal with how to maintain contact to see if they slow down enough for me to make a second torpedo run.

What about hitting ammunition stores, taking out the engine room, or damaging propulsion...is that still modeled? I don't want to resort to simply hitting the ship randomly from bow to stern just to open up a lot of compartments to increase flooding (but perhaps this is what the commanders actually did during the war).

Another question...in the stock game, magnetic hits are always more efficient than contact hits. Is this still the case?

Thanks again.

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Old 09-03-06, 06:20 PM   #356
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Quote:
Originally Posted by scrapser
Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by scrapser
I've tried to find discussion on the way ships take damage in GW, particularly capital ships. I saw one post where it mentioned the use of a damage mod from NYGM and wonder if anyone can elaborate on how things work now. In the stock game, I could hit a BB with two torpedoes and it would either sink or drop to maybe 3 knots and eventually get left behind. Often, if I targeted the right spot, I could blow up the BB with one torpedo. If I managed to cripple the ship, I'd loiter until it was safe attack again and then finish it off.

Now if the ships generally sink (slowly) most of the time, is the speed effected? In other words, as the ship takes on more and more flooding, will it slow down? What happens if you hit a ship but can't keep up with it and it steams off only to sink hours later and you're no longer in contact...will you still get credit for the kill? What about the weather, will ships take more damage in rough seas when hit? I'm trying to understand whether I should be concerned with maintaining contact with a ship until its damage finally gets the better of it.

So far, capital ships seem to slow down to about 9 knots after they've been hit and shortly after increase speed to 15 knots. In a Type VIIB, you would have to surface and run at flank just to shadow it and forget about doing an "end around attack."

If what I think I'm seeing now is true, I will have to use more torpedoes during my initial attack on each ship.

Thanks

scrapser
Yes currently GW uses an version of the NYGM damage model where ships sink by flooding rather than just explode
The way to think is if you target seperate compartments the ship will sink faster
They do sometimes explode as you would expect
Now its not realistic to expect a BB to go down with 1 or 2 torpedos

The GWX damage model will be altered to the current one

Hope that helps
Thanks...that does explain the differences I'm seeing and makes the encounters much more realistic. I spent a lot of time with the stock game attacking capital ships and pretty much knew exactly where to hit them under different weather conditions. It got to the point where I could sink 2 Nelsons and a Revenge consistently with 5 torpedoes. Usually one would blow up, one would sink with 2 fish, and the third would take 2 fish and the deck gun did the rest.

Now I will have to deal with how to maintain contact to see if they slow down enough for me to make a second torpedo run.

What about hitting ammunition stores, taking out the engine room, or damaging propulsion...is that still modeled? I don't want to resort to simply hitting the ship randomly from bow to stern just to open up a lot of compartments to increase flooding (but perhaps this is what the commanders actually did during the war).

Another question...in the stock game, magnetic hits are always more efficient than contact hits. Is this still the case?

Thanks again.

scrapser
Yes you can still get results from targeting those areas
IIRC they can still cause more damage as a mag but even then 1 torp is not a definate to sink the big ships
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Old 09-03-06, 06:22 PM   #357
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Could any kind soul tell me what files I need to alter to get rid of the generic contacts option? I did a couple of searches but all I could find was recommendations to just reinstall GW and uncheck the option. However I have installed quite a few mods over GW and changed some things to fit my tastes and I don't really feel like having to do it all over again just to get ship names to show up in my log.
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Old 09-03-06, 08:55 PM   #358
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Quote:
Originally Posted by Darkseed
Could any kind soul tell me what files I need to alter to get rid of the generic contacts option? I did a couple of searches but all I could find was recommendations to just reinstall GW and uncheck the option. However I have installed quite a few mods over GW and changed some things to fit my tastes and I don't really feel like having to do it all over again just to get ship names to show up in my log.
Unfortunately mate... the thing you do not want to do... is exactly what you will need to do.

I don't have any problems with those who do wish to further mod their copy of GW... but when you do it becomes unsupportable by us... as you have set up a situation that creates more possible problems... potentially thousands of combinations.
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Old 09-03-06, 11:03 PM   #359
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scrapser This might be useful for you, also read the readmes for GW. IIRC they are in which folder... umm can't remember. Since the damage model is the same as NYGM, I suppose all this works in GW. Well I can sink a Medium cargo with max 35 shells, plus 5 pathfinding shells, so it works for me. you have to be sometimes very patient after a hit. I can also kill the majority of ships with one torpedo, but not always. You can still target the critical areas, but the hit needs to be direct, much more so than the stock game. You will get used to it, and when you do, you will have such a blast you'll never play the stock game ever again.

Anyway here the main thing I wanted to show you:

source: http://www.subsim.com/phpBB/viewtopic.php?t=50331
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Old 09-03-06, 11:51 PM   #360
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Quote:
Originally Posted by Shahed
scrapser This might be useful for you, also read the readmes for GW. IIRC they are in which folder... umm can't remember. Since the damage model is the same as NYGM, I suppose all this works in GW. Well I can sink a Medium cargo with max 35 shells, plus 5 pathfinding shells, so it works for me. you have to be sometimes very patient after a hit. I can also kill the majority of ships with one torpedo, but not always. You can still target the critical areas, but the hit needs to be direct, much more so than the stock game. You will get used to it, and when you do, you will have such a blast you'll never play the stock game ever again.

Anyway here the main thing I wanted to show you:

source: http://www.subsim.com/phpBB/viewtopic.php?t=50331
Thanks...that's very informative. I just finished running through a saved encounter with a task force consisting of a Revenge, a Nelson, and three light cruisers. After trying it out about a dozen times, the best I can do is slow the Nelson down to 9 knots. I did manage to get one critical hit during one run but I must say it's much more difficult than it used to be.

From reading that post you provided, it looks like the sweet spots included in the stock game are all gone, so it's anyone's guess where to aim anymore. For example, the Revenge could always be crippled with a keel shot directly under its forward turrents, the Nelson's was between it's stack and the main bridge superstructure, and the King George was always just behind its stack. You could hit the Nelson in the last quarter of the ship's length and knock out its engines, then finish it off with a contact shot about 1/3 from the rear, sending it down by the stern.

I'm hoping someone comes up with a revised vulnerability manual to augment GW. I'd like to be able to use some strategy when setting up my shots. I'm sure during the war there was some intelligence about enemy ships as to where their weak spots were located. And the only way to successfully prosecute a BB now is to cripple it enough to be able to shadow it and finish it off later. Right now, the ships steam out of range and eventually pick their speed back up to 15 knots making it impossible to finish the job.

By the way, has anyone had trouble with the keyboard not responding even when in normal time? I keep having moments where no key works for maybe 10 seconds and then suddenly it's back. Very frustrating when right in the middle of an attack.

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