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Old 09-11-06, 06:56 AM   #421
scrapser
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Quote:
Originally Posted by Deimos01
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?

Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.

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Old 09-12-06, 07:28 AM   #422
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Quote:
Originally Posted by kylania
Quote:
Originally Posted by Notewire
I would love it it if would just say "contact" or better yet, just the "-" so my very glass and metal periscope doesn't tell me when it is aimed at a ship?
Would your captain have been given command of a u-boat if he were so inexperinced that he couldn't identify at a glance the difference between a merchant or a patrol craft?

That said, I believe you change that in data\sea\EnglishNames.cfg or data\roster\english.cfg one of those two files I believe. At least my NYGM install has all the listings in the roster file "-"'d out so that might be where you'd seen that.
Kylania - you were right, this is a good and easy fix. If you go into the Roster and put "-" for all the ship classes and objects, your Periscope no longer alerts you as to what exactly you are looking at, you have to figure it out for yourself. I am not sure if it has other effects on the game, but it doesn't appear to. Do not change the names in Englishnames.cfg - which has the effect of still telling you what class a contact is, but when you check it identified in your ID book - it then goes to a "-". Either way, good suggestion, it worked out perfect in my patrol last night.

And by the way, if my Kaluen could tell from 6 miles out in the haze that the line of fog he was looking at was a Patrol Craft and not a Destroyer, he should be Admiral of the whole dang BDu!!!

Regards,
Yarre Notewire.
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Old 09-12-06, 09:30 AM   #423
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Quote:
Originally Posted by Dowly
Quote:
Originally Posted by Deputy
Anyone else get a lockup after installing the Grey Wolves mod? I Installed it and when I tried to play a training mission it locked up right after it said "initializing".
SH3 plays fine without mods and with the other mods I downloaded and tried. I had no other mods installed when I tried to use the Grey Wolves Mod. And I also found out there is no "uninstall" option for this mod. Why not???

Dep
Something is wrong with your install. Instead of 'Initializing...', in GW it reads 'Not so long ago...'.
Thanks for the info. I don't think I'll download it again, though. Everything is working too perfect to risk another bad file download. BTW...I got the files from the European website.

Dep
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Old 09-13-06, 03:20 AM   #424
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Damage model

Quote:
Originally Posted by scrapser
Quote:
Originally Posted by Deimos01
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?

Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.

scrapser
Fired three impact 5m depth eels at BB Rodney moured at Lock Ewe. One right under the B turret, one under the superstructure and one at the stern. All hit. No fire no listing. :hmm:

Fired 2 keel shots to a C2 at the harbour, both amidships. She started taking water at the stern, bow started coming up. Water was too shallow so her stern almost touched the bottom. Didnt sink for 2,5 hours. Even shot a few HE shells. She kept on a smiling.

Finally 1 keel shot to take out a 7k ton Transport. Again too shallow so she's ablaze half of her at afloat, sitting at the bottom, still burning when i was leaving 2,5 hours later.

Again 2 impact torps to a Medium Cargo moured at the harbour. Sinking but again too shallow, no points..

As you can see, in GW, the ships dont blow up easily (do they ever?) , they start flooding, and it takes so much time for them to sink if its not too shallow, then they dont sink (maybe i shouldve sticked around more....) And deck gunning them doesnt help much, load times are huge and hits are far less efective.

I ended up dashing out of the harbour on the surface, frustrated and being gunned down by Rodney.. Still was a blast but i would've loved to see them sink in style.


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Old 09-13-06, 07:52 AM   #425
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Quote:
Originally Posted by piri_reis
Quote:
Originally Posted by scrapser
Quote:
Originally Posted by Deimos01
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?

Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.

scrapser
Fired three impact 5m depth eels at BB Rodney moured at Lock Ewe. One right under the B turret, one under the superstructure and one at the stern. All hit. No fire no listing. :hmm:

Fired 2 keel shots to a C2 at the harbour, both amidships. She started taking water at the stern, bow started coming up. Water was too shallow so her stern almost touched the bottom. Didnt sink for 2,5 hours. Even shot a few HE shells. She kept on a smiling.

Finally 1 keel shot to take out a 7k ton Transport. Again too shallow so she's ablaze half of her at afloat, sitting at the bottom, still burning when i was leaving 2,5 hours later.

Again 2 impact torps to a Medium Cargo moured at the harbour. Sinking but again too shallow, no points..

As you can see, in GW, the ships dont blow up easily (do they ever?) , they start flooding, and it takes so much time for them to sink if its not too shallow, then they dont sink (maybe i shouldve sticked around more....) And deck gunning them doesnt help much, load times are huge and hits are far less efective.

I ended up dashing out of the harbour on the surface, frustrated and being gunned down by Rodney.. Still was a blast but i would've loved to see them sink in style.


Piri_reis
Well for the torpedos to do anything good you just have to pray. As for the deckgun the best place to aim is the waterline, it will take around 40 shells, maybe less, to see any effect on the ship itself. When i see a particular section that is flooding and is listing, I turn my attention to a portion of the ship that is still up and running. I once sank a large merchant with one torpedo and about 60 deck gun shells at the waterline. However, if you encounter a ship carrying that all important war material, cork, its a different story
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Old 09-13-06, 01:28 PM   #426
Notewire
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Why didn't I think of that, the boat is full of cork?

Ag ag ag ag ag ag ag.

Yarre
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Old 09-13-06, 04:34 PM   #427
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Quote:
Originally Posted by piri_reis
Quote:
Originally Posted by scrapser
Quote:
Originally Posted by Deimos01
The damage model in GW is supposed to insert MORE uncertainty, not less. Just like the real skippers had to face. Do I waste another torp on this or will it sink on its own?

Aslo, whether or not a ship explodes is not really based on what it is carrying but on whether or not you score a critical hit. This can still happen in GW. I think I did read somewhere though that the game only reconizes a hull shot when determining a critical hit and not an under keel shot. THis is not caused by GW.
I believe critical hits via keel shots are still functional. I sank another Large Cargo with a keel shot under the bridge and broke it in half. I also sank a Nelson with a keel shot under the turrets and instantly got the "She's going down..." message.

scrapser
Fired three impact 5m depth eels at BB Rodney moured at Lock Ewe. One right under the B turret, one under the superstructure and one at the stern. All hit. No fire no listing. :hmm:

Fired 2 keel shots to a C2 at the harbour, both amidships. She started taking water at the stern, bow started coming up. Water was too shallow so her stern almost touched the bottom. Didnt sink for 2,5 hours. Even shot a few HE shells. She kept on a smiling.

Finally 1 keel shot to take out a 7k ton Transport. Again too shallow so she's ablaze half of her at afloat, sitting at the bottom, still burning when i was leaving 2,5 hours later.

Again 2 impact torps to a Medium Cargo moured at the harbour. Sinking but again too shallow, no points..

As you can see, in GW, the ships dont blow up easily (do they ever?) , they start flooding, and it takes so much time for them to sink if its not too shallow, then they dont sink (maybe i shouldve sticked around more....) And deck gunning them doesnt help much, load times are huge and hits are far less efective.

I ended up dashing out of the harbour on the surface, frustrated and being gunned down by Rodney.. Still was a blast but i would've loved to see them sink in style.


Piri_reis
You forgot your "last resort" weapon. You should have RAMMED him!!! :rotfl:

Dep
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Old 09-13-06, 06:15 PM   #428
Claudius
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Using Mod Grey Wolves 1.1a with U-Boat War Ace Campaign

Will I install MOD Grey Wolves 1.1a, do I have interest in installing U-Boat War Ace Campaign 1.9, can it settle without problems? Is it possible? Or will there be problems?
I thank helps.
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Old 09-13-06, 09:05 PM   #429
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Quote:
Originally Posted by Claudius
Will I install MOD Grey Wolves 1.1a, do I have interest in installing U-Boat War Ace Campaign 1.9, can it settle without problems? Is it possible? Or will there be problems?
I thank helps.
If you talking about comibing both UBWAC and Grey Wolves I would leave them seperate. You can always make a copy of the clean 1.4b installation and rename the folder accordingly to play multiple mods.
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Old 09-13-06, 10:53 PM   #430
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Quote:
Originally Posted by Claudius
Will I install MOD Grey Wolves 1.1a, do I have interest in installing U-Boat War Ace Campaign 1.9, can it settle without problems? Is it possible? Or will there be problems?
I thank helps.
Version 1.7 of U-war ace is compatible with GW--it uses the war ace campaign with most of the GW features left intact---i'm currently using it and have had no issues yet--(only up to early 42 so far). you can get the download for 1.7 from the war ace thread on the mods workshop of this forum.
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Old 09-14-06, 03:18 AM   #431
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Default Overlay displaced

Hi I have downloaded the version 1.1a and installed it without problems. I appreciate the amount of work that has been invested. I was positively surprised to see that there were some "floating" documents with informations and the chart that was part of the original package.

I have nur a problem. When I go to the map view or the "attack room" (sorry about not knowing the exact name of this last one) the overlay with distances and angles is displaced. The sub is short over the 500 mark on the 135 degrees radius. At first I thought it was because I am using the resolution mod (patch) and had 1280 x 1024 which is not a 4:3 resolution. I deleted the files but the result was the same. This happened with all the subs I tested II, VII, IX.

Other thing I noticed is that to fire aals, they go with Enter instead of Ctrl+Enter as I read somewhere.

Does anyone know about this issues?

Last edited by mabad; 09-14-06 at 04:10 AM.
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Old 09-14-06, 06:47 AM   #432
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The first thing that comes to my mind is corrupted install/download. The button to fire eels should be the CTRL+Enter.
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Old 09-14-06, 01:42 PM   #433
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After reading from others how the deck gun has been downgraded so lots of rounds are needed to do effective damage, I feel better. I suppose the gun was probably not used all that much during the actual war, so for the sake of realism I can live without using it to nail a couple extra ships on top of my torpedo kills.

I just finished my second patrol. I sank the Large Cargo with a keel shot and around 60 shells, then steamed over to Lock Ewe and sank a Nelson with two keel shots. I actually fired three torpedoes but one was a premmie. Of the two that made it, one was a critical hit. Next, I sailed down to Gilbraltar after doing my 24 hours and ran into a task force off Spain. I sank another Nelson there with 3 torpedoes. It sank after about 10 minutes, having gone dead in the water.

Finally, I set up to ambush off the Gilbraltar Straits and caught a CV task force heading out to sea. I hit the Illustrious with two out of 3 torpedoes and it sank by the bow after about 15 minutes. I hit two Revenge BB's with one torpedo each during this patrol but neither of them flinched.

Total:
1 Large Cargo
2 Nelson's
1 Illustrious

I'm happy.

scrapser

Last edited by scrapser; 09-14-06 at 07:11 PM.
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Old 09-14-06, 02:21 PM   #434
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I wonder if the deck gun really WASN'T used that much early on in the war? The torps seem to have been pretty unreliable. And if you spotted a single cargo ship with no escort, as was common early on in the war, it would be easier and more efficient to blast it with a deck gun. Surface the sub about 700 meters from the cargo ship and WHAMMO...almost impossible to miss. Biggest worry would be rough water and aircraft. But again...not much aircraft threat early on. I'm using that very method early in my campaign to build up renown and get some practice sinking ships. I patrol in AN36 and often get British cargo ships with no escort. I man the deck gun myself and like to see the ship parts fly off into the sky

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Old 09-14-06, 02:53 PM   #435
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Quote:
Originally Posted by Deputy
I wonder if the deck gun really WASN'T used that much early on in the war? The torps seem to have been pretty unreliable. And if you spotted a single cargo ship with no escort, as was common early on in the war, it would be easier and more efficient to blast it with a deck gun. Surface the sub about 700 meters from the cargo ship and WHAMMO...almost impossible to miss. Biggest worry would be rough water and aircraft. But again...not much aircraft threat early on. I'm using that very method early in my campaign to build up renown and get some practice sinking ships. I patrol in AN36 and often get British cargo ships with no escort. I man the deck gun myself and like to see the ship parts fly off into the sky

Dep
Yes but dont forget early on in the war uboats used to stop and search ships to check on the cargo and where it was bound for
They used to use the deck gun as a warning to stop and possibly for taking out communication equipment
If a ship was suspect it could be either sunk with DG or torpedo or ship taken in as a prize
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