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Old 09-06-06, 01:08 PM   #376
Pants
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The GWX damage model will be based on (CENSORED ) :rotfl:
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Old 09-06-06, 01:20 PM   #377
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Quote:
Originally Posted by Pants
The GWX damage model will be based on (CENSORED ) :rotfl:
I'll try to guess - based on real life and history?
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Old 09-06-06, 02:43 PM   #378
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Yeah, perhaps.
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Old 09-06-06, 04:23 PM   #379
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Default Rapidshare GW1.1A links

GW1.1A D\L links
Installer
http://rapidshare.de/files/32188330/TGW11a.exe
Bin 1
http://rapidshare.de/files/32200988/TGW11a-1.bin
Bin 2
http://rapidshare.de/files/32188213/TGW11a-2.bin
Bin 3
http://rapidshare.de/files/32176436/TGW11a-3.bin
Bin 4
http://rapidshare.de/files/32169002/TGW11a-4.bin
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Old 09-06-06, 04:31 PM   #380
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Our first post has been updated with these links.

Thanks Wooly mate!
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Old 09-07-06, 08:12 AM   #381
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From the little I've had to play with this mod - it looks fantastic, and more importantly sounds fantastic. Firing Torpedos has become a delight.

One question though...

I'm running SHIII on a Sony Vaio A-197VP (laptop) which doesn't quite meet the recommended spec for SHIII. In the games Vanilla state, or with Real U-boat and SHIII Commander, its never been much of an issue. And running some test single missions - the game copes very well with Grey Wolves 1.1a

Except in home port where the extra traffic drops the frame rate significantly.

Is it possible to mod the game files to reduce the number of ships spawned in a harbour? If so, which game files do I need to adjust.

Thanks in advance - and keep up the good work...its already incredable.
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Old 09-07-06, 08:34 AM   #382
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Quote:
Originally Posted by DAB
From the little I've had to play with this mod - it looks fantastic, and more importantly sounds fantastic. Firing Torpedos has become a delight.

One question though...

I'm running SHIII on a Sony Vaio A-197VP (laptop) which doesn't quite meet the recommended spec for SHIII. In the games Vanilla state, or with Real U-boat and SHIII Commander, its never been much of an issue. And running some test single missions - the game copes very well with Grey Wolves 1.1a

Except in home port where the extra traffic drops the frame rate significantly.

Is it possible to mod the game files to reduce the number of ships spawned in a harbour? If so, which game files do I need to adjust.

Thanks in advance - and keep up the good work...its already incredable.
You need to open Campaign_SCR.mis in the mission editor, there you can remove some units from the harbours.

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Old 09-07-06, 01:38 PM   #383
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Ah, I see.

Thanks for the prompt response.

I've actually gone one step further and copied the RealU-boat campaign files over in the place of the Grey Wolves - as that campaign has never caused me any lag issues. No problems so far, I'll edit this post if the situation changes.

Thanks again Ref for your help
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Old 09-07-06, 05:14 PM   #384
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Gentlemen of the BdU Staff,

I am sure this is a dumb question, with the thousands of posts and threads on this forum, it seems like everything has been addressed, but using the search engine I was unable to find an answer, so here goes . . .

I am a happy GW user at this point, but I have a couple of questions about Map Contacts, which I have turned off for (my perception of) realism.

1. I still get map contacts, usually in my vicinity, of single contacts (haven't seen a convoy yet) - are those the radio contacts? And if so, how did a U-boat crew receive those in reality? Is that local German boats calling me, or triangulation? I guess if these have been left in-game on purpose, a short explanation of why would certainly be very appreciated.

2. When I do get the aforementioned radio contacts, they always have tails which indicate their exact course. I am not sure if my local German spotter can tell the course beyond NNE, SSW, etc. Is there a way to take off the tails in order to increase the difficulty (if not the realism).

3. I noted that with the Map Contact's On, I still get 100% realism. Is GW intended to have the Map contacts on to simulate your Navigator, and Hydrophone man doing their jobs (with great precision?)?

Just some simple questions. If Herr Lehman or any of the upper staff could help, please do, but don't spend too much time helping before you get back to work on GWX.

With great Respect,
Kaluen Yarre Notewire,
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Old 09-07-06, 07:12 PM   #385
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Hi Notewire

There was a lot of debate on this forum when Silent Hunter III first came out on the very topic (Feb 2005) but the threads are long since burried in the forum archives.

No one really ever agreed on the degree to which the contact marks impacted on realism. There are some, like myself who remove the contacts entirely from the game, some people adjusted the tail graphic so that it didn't show up on the map - leaving just a box with the contact reference. For the latter technique - i'll leave that to someone else to explain.

If you do get rid of the contacts entirely - all you will get is a radio report with a grid reference and a course heading (which leaves a lot of guesswork to do on your part). You have to work out how long its going to take for a contact / convoy to get to a certain point. Get their first yourself and then use the hydrophones to zero in on the target. Its much closser to the Das Boot style of convoy hunting then basicly closing in on a contact marked accuratly on a map.

To get rid of the contacts entirely - go to your silent hunter install then data/cfg/ and open contacts in Notepad. There are a series of options labled "Decay Time for..." with an = and a number. Change the number to zero.

Then I suggest you increase the values for the "Display Range to Opportunity Radio Contacts" and "Display Range to Opportunity Radio
Contacts" so that you get notice of incoming convoys from further away and thus have time to intercept.

Hope this is all of use to you

DAB
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Old 09-07-06, 07:51 PM   #386
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Thanks DAB!

In very short terms... the grey cons in GW are there to require you to identify your target.

This ties-in with the F1 help screen and the pull-down flag recognition info found on your F3 screen... and the increased power factor of the optics. (In real life you can see better than SH3 allows you too, so we compensated for it by slightly increasing the power of the optics.)

Sink them all!!!

http://www.subsim.com/radioroom/show...322#post305322
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Old 09-07-06, 07:57 PM   #387
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Thanks to both.

DAB, I appreciate your help, I will use your tip to remove my grey contacts - tail and all!

Herr Kapitan Lehmann - was the Mod originally intended (as I remember the old RUB was) to have Map Contacts Enabled? - as I noticed that it still gives you 100% difficulty? I really just want to play it as intended, as I am a big fan!!

Regards,
Kaluen Notewire
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Old 09-07-06, 08:21 PM   #388
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Quote:
Originally Posted by Notewire
Thanks to both.

DAB, I appreciate your help, I will use your tip to remove my grey contacts - tail and all!

Herr Kapitan Lehmann - was the Mod originally intended (as I remember the old RUB was) to have Map Contacts Enabled? - as I noticed that it still gives you 100% difficulty? I really just want to play it as intended, as I am a big fan!!

Regards,
Kaluen Notewire
Yes you have assumed correctly. That is exactly how we intended it to be used.

Our shortcomings in readme documentation will be addressed very effectively when we release GWX.
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Old 09-08-06, 12:04 AM   #389
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Couple questions...

Forgive me if this has been asked before but isn't there some special sequence of going through the resupply after a mission so the date doesn't advance a number of weeks before your next patrol starts? I just finished my first patrol and the date was October 3rd after I handed out awards and medals and choose a side emblem. I did not pick any other equipment and left the torpedo loadout as it was. When I started my second patrol, the date is now November 4th.

Next...does anyone know what the music is that plays at the main menu? It's classical music and sounds wonderful.

Thanks

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Old 09-08-06, 05:54 PM   #390
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I have a question that I don't know why I didn't think of before:

Will there be a manual? I mean, a real, detailed manuals explaining all the aspects of the mod, how to carry out attacks, where to hunt for convoys, etc.?
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