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Old 02-17-08, 02:54 PM   #496
Boris
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Quote:
Originally Posted by Mikhayl
Quote:
Originally Posted by Einzelganger
Great fun this, good job on it !

Just wondering if anyone is playing with GWX ? I got sunk pretty fast by an Eelco from a big distance. In stock, this might be really fun.

Keep up the good work on this project
I'm playing with GWX, now I've just finished my 3rd patrol in der Kanal, sunk a 10000 tons lone merchant (armed) and a small coastal vessel. So far that makes 2x 10000 tons merchants, one small coastal vessel, 2x motor torpedo boats and 1x elco. Plus a few schooners and a hurricane. I had a hard time with a DD on my 2nd patrol but all in all it's going quite well, you just need to be very careful
Which port do you start in... Wilhelmshaven? Because even then, I don't have enough fuel for the return journey out of the channel.
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Old 02-17-08, 03:04 PM   #497
Boris
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Nice, thanks

So the fuel load and range on the boat is accurate otherwise?
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Old 02-17-08, 03:19 PM   #498
Hakahura
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Hi Mikhayl
Consructive critism I hope.....

This mod rocks. I've been following and using it since this thread first appeared.
I've now completed 5 patrols in career mode with nothng overly negative to report.

IMHO all thats lacking is....

Custom Gui, Latemail's looks great, hope your still working on it mate!
Ability to fire AA guns at shipping. (I've tried Privateers fix with no luck)


Other than that.....

What a mod.

You've given us a whole new game. This mod is fantastically playable. Don't listen to those who say the AI needs tweaking. IMHO it's about right. You shouldn't be able to just charge in with impunity. Players only need to reassess their tatics and realise what they are sailing in.

Couple of additional ideas for you.....

If Latemail's GUI happens, is it possible to get rid of the F6 Attack Map and the F2 Control room?
To my mind these serve no purpose with the S Boot style of play. Omitting these could decrease load times.
In fact is there any point in being able to access the Sonar and Radioroom? I for one do not even man the Hydrophones. What's the point?

Your efforts ARE greatly appreciated, keep up the good work!
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Old 02-17-08, 03:51 PM   #499
Hakahura
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Quote:
Originally Posted by Mikhayl
Quote:
Originally Posted by Hakahura
Don't listen to those who say the AI needs tweaking. IMHO it's about right. You shouldn't be able to just charge in with impunity. Players only need to reassess their tatics and realise what they are sailing in.
Have to admit that's exactly my thinking I'll still see how it goes after much feedbacks and own testing but I really feel that the AI is quite well balanced (at least when playing with GWX). They're tough for sure, but they were even tougher in real life so ...

Now a couple of answers :
I already updated some commands and stuff relating to interiors views (not in the released version), I still have to change the default starting view (if possible, I think so), then the related buttons will be deleted from the GUI. I don't think it will speed up loading times but at least you won't be able to go inside that odd submarine interior :hmm:

For the AA guns ... I tryed a few different ways, with no luck so far but I would have to try harder. It would have been piece of cake if the boat was based on a type VII or type IX but it seems a bit tougher here (or maybe it's just me).

I also started some text work for immersion, and will do more once GWX 2.1 and the new SH3 Commander are out (lot of text work to make the whole thing fit). That's some tedious work but adds a lot to a game imho :hmm:

That plus various subsim artists' work in progress to enhance the current thing, so hopefully it'll only get better.

Thanks a bunch for the feedback
You're welcome Mikhayl.
I'm looking foward to whatever comes next.
And yes I'm playing S-Boot on top of GWX 2.
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Old 02-17-08, 04:21 PM   #500
latemail
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Quote:
Originally Posted by Hakahura
Custom Gui, Latemail's looks great, hope your still working on it mate!

SURE I´AM !!!


I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two
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Modding-Tutorial for menu_1024_768.ini (Thread, presently only german)

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Old 02-17-08, 04:52 PM   #501
Hakahura
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Quote:
Originally Posted by latemail
Quote:
Originally Posted by Hakahura
Custom Gui, Latemail's looks great, hope your still working on it mate!
SURE I´AM !!!


I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two

Take your time dude, I'm sure it'll be worth the wait.

That's it, enough hanging around here....
I'm off to sail my shiney,speedy white S-Boot.
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Old 02-17-08, 05:19 PM   #502
Letum
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So stealthy they thaught you where a sub!
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Old 02-17-08, 05:31 PM   #503
Hakahura
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It's things like this that prove the AI in GWX is fine for S-Boot.
If they didn't detect you, then they react as if there was a U-Boot nearby instead.
Seems real enough for me.

"Fortune Favours the Fast"... Herman Spedzt (S-Boot Kaleun)
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Old 02-17-08, 06:34 PM   #504
Boris
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Quote:
Originally Posted by Hakahura
It's things like this that prove the AI in GWX is fine for S-Boot.
If they didn't detect you, then they react as if there was a U-Boot nearby instead.
Seems real enough for me.

"Fortune Favours the Fast"... Herman Spedzt (S-Boot Kaleun)
Sounds more like an unintended side-effect of the fact that the ships in the game were always looking for you as a sub anyway. Either way, it works out pretty well.
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Old 02-17-08, 06:56 PM   #505
Mush Martin
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Default OOooops

Well working in the other direction
(though not really on purpose)
I took the Sboote out for a spin today
and had forgotten to take out uberboot
mod. so I decided to have a go at the
original uberboot surface combat mission

with a few interesting effects.

first off the auto evasion worked fine as was
without adjustment it didnt throw the lighter boat
around to much at all and went smoothly. also
while I was on auto evasion for approximately two
minutes with five gwx black swans firing at me
at 39 kts they scored zero hits in two full minutes
plus while I was in range.

not that it would have mattered as I found out later
I got bombed fairly badly and then took a direct hit
from a 4" dg on an AMC right square amidships he got
me really really good. and it just bounced off and left a
big hole as uberboots zone file was still in (ooops) and
since it effects all subs while active the little Sboote
had some serious staying power.

I got some great polaroids of me a bunch of great
action screenies and one of me doing 39kts upside
down in the water after a bomb hit.:rotfl:

at first I didnt realize what was happening I thought
you guys had uberized it.

M
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Old 02-17-08, 06:56 PM   #506
Hakahura
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Quote:
Originally Posted by Boris
Quote:
Originally Posted by Hakahura
It's things like this that prove the AI in GWX is fine for S-Boot.
If they didn't detect you, then they react as if there was a U-Boot nearby instead.
Seems real enough for me.

"Fortune Favours the Fast"... Herman Spedzt (S-Boot Kaleun)
Sounds more like an unintended side-effect of the fact that the ships in the game were always looking for you as a sub anyway. Either way, it works out pretty well.
Exactly what I was getting at...
If it ain't broke, don't fix it!
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Old 02-17-08, 06:57 PM   #507
latemail
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Quote:
Originally Posted by latemail
I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two


OK, late again, but not so much

..... that´s how the SBoot-GUI looks like at the moment (dials and buttons fully functional, graphics have to be sized and polished a bit )








Problems to solve:

- single click sound when game starts up
- cockpit interfere with the OLC-panel for manuel torpedo settings
- cockpit-background is still a trial version
- small buttons are too small
- the starting cam-position of the Kaleun should be set some degree downwards (like on the screenshots), otherwise the cockpit covers too much of the foredeck (my opinion)



Comments and suggestions are welcome, I clean up the files a bit, then I will release a beta version for some test-missions .............



CU and n8
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OLC1.1.4/1.2.1-Sale-Kombimod for Stock (Thread)
OLC1.2.1-Sale-Kombimod for GWX 2.0 (Thread)
OLC1.2.3-Sale-Kombimod for GWX 2.0 (Thread)

working on
Modding-Tutorial for menu_1024_768.ini (Thread, presently only german)

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Old 02-17-08, 07:23 PM   #508
Hakahura
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Quote:
Originally Posted by latemail
Quote:
Originally Posted by latemail
I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two

OK, late again, but not so much

..... that´s how the SBoot-GUI looks like at the moment (dials and buttons fully functional, graphics have to be sized and polished a bit )








Problems to solve:

- single click sound when game starts up
- cockpit interfere with the OLC-panel for manuel torpedo settings
- cockpit-background is still a trial version
- small buttons are too small
- the starting cam-position of the Kaleun should be set some degree downwards (like on the screenshots), otherwise the cockpit covers too much of the foredeck (my opinion)



Comments and suggestions are welcome, I clean up the files a bit, then I will release a beta version for some test-missions .............



CU and n8
Lookin good...
Lookin real good...

Keep it going guys.

"Fortune Favours the Fast"... Herman Spedzt



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Old 02-17-08, 07:42 PM   #509
Boris
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Great to see the new GUI taking shape!

@ Mikhayl, just a question, what's happened to the green bars that show at what capacity a station is filled in the crew management screen?
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Old 02-17-08, 07:48 PM   #510
latemail
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Quote:
Originally Posted by Mikhayl
If I read you correctly ... Did you already moved the TDC dials to the left side ?! :hmm:

no, it is where OLC put it in his mod ..... at the bottom ..... at present under the cockpit ......

but I´ve an idea, I will try this and made a screenshot as suggestion .... :hmm:

or would you prefer the TDC on the left side, where the OLC-dials were positioned before?
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finished
OLC1.1.4/1.2.1-Sale-Kombimod for Stock (Thread)
OLC1.2.1-Sale-Kombimod for GWX 2.0 (Thread)
OLC1.2.3-Sale-Kombimod for GWX 2.0 (Thread)

working on
Modding-Tutorial for menu_1024_768.ini (Thread, presently only german)


Last edited by latemail; 02-17-08 at 10:04 PM.
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