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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#346 |
Medic
![]() Join Date: Nov 2002
Location: Tasmania
Posts: 167
Downloads: 22
Uploads: 0
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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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Use of undefined constants causes assumptions! Last edited by Anachronous; 09-02-06 at 08:04 AM. |
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#347 |
Sailor man
![]() Join Date: Jun 2005
Location: France
Posts: 43
Downloads: 105
Uploads: 0
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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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#348 | |
GWX Project Director
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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. Last edited by Kpt. Lehmann; 09-02-06 at 08:32 PM. |
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#349 |
GWX Project Director
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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. ![]() (Now most certainly... someone is going to ask where I'd like to have that break. ![]() |
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#350 |
Born to Run Silent
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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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#351 | |
Sailor man
![]() Join Date: Jun 2005
Location: France
Posts: 43
Downloads: 105
Uploads: 0
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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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#352 |
Nub
![]() Join Date: Mar 2006
Posts: 3
Downloads: 64
Uploads: 0
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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.
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#353 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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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 |
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#354 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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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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#355 | ||
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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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 |
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#356 | |||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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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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#357 |
A-ganger
![]() Join Date: Oct 2003
Location: Sweden
Posts: 75
Downloads: 16
Uploads: 0
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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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#358 | |
GWX Project Director
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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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#359 |
Planesman
![]() Join Date: Aug 2006
Posts: 189
Downloads: 2
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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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IXC -U-126 DIE STEIGENDE SONNE, 26 PATROLS, ACTIVE. IXB -U-101 DER TEUFEL MITFAHRER, 1 PATROL, ACTIVE. ![]() Last edited by Shahed; 09-03-06 at 11:08 PM. |
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#360 | |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
Uploads: 0
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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. scrapser |
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