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Old 03-29-25, 12:54 AM   #676
d@rk51d3
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Quote:
Originally Posted by Archive1 View Post
Propbeanie:
You are correct. I just started pressing F1 for each screen and there it was. Would be nice to be able to Ctrl+C and copy it to a Word-type file to print out. There are some differences there from other lists I have. Need to accommodate. What's new, eh?

I'm going to bring up something that may raise some hackles for (at least) the developers...and I hope that it is not taken as some criticism of their work, which I admire.

In SH3 and in LSH3 contacted ships are color-coded upon contact: Red, Blue, Green - obviously Red for ENEMY ships, Green for NEUTRAL and Blue for FRIENDLY...I believe that is correct. Here that is not done - all are uniformly grey/black. Of course, this coding would not be available to any 1939-1945 Keleun on patrol...and I do not want an arcade game, but...Using F12 and soaring away like a drone to close the target and identifying the flag of the contact and then returning to the sub to set-up one's attack is equally not "realistic" - but then it is a game, not real life. Not spending time identifying the flag of the target and spending more time on strategy appeals to me most. Can this contact color be a modification for the user to activate or not?

There I've said it...now let the attacks commence!
-=Archive1

Contact colours were done away with in the origianl GWX too, if I recall correctly.

You could enable it again via a JSGME mod.

This mod doesn't seem to be available for the new KC edition yet........... but.......... if you get the popup box when a ship is sighted that asks if you want to attack, dive or ignore...... it's an enemy vessel.

Not quite as helpful in a convoy situation though.
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Old 03-29-25, 03:34 AM   #677
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Quote:
Originally Posted by Archive1 View Post
Propbeanie:
You are correct. I just started pressing F1 for each screen and there it was. Would be nice to be able to Ctrl+C and copy it to a Word-type file to print out. There are some differences there from other lists I have. Need to accommodate. What's new, eh?

I'm going to bring up something that may raise some hackles for (at least) the developers...and I hope that it is not taken as some criticism of their work, which I admire.

In SH3 and in LSH3 contacted ships are color-coded upon contact: Red, Blue, Green - obviously Red for enemy ships, Green for friendly and Blue for neutral...I believe that is correct. Here that is not done - all are uniformly grey/black. Of course, this coding would not be available to any 1939-1945 Keleun on patrol...and I do not want an arcade game, but...Using F12 and soaring away like a drone to close the target and identifying the flag of the contact and then returning to the sub to set-up one's attack is equally not "realistic" - but then it is a game, not real life. Not spending time identifying the flag of the target and spending more time on strategy appeals to me most. Can this contact color be a modification for the user to activate or not?

There I've said it...now let the attacks commence!
-=Archive1
@Archive1
You were right. It did make at least one collar hot.
We will not be implementing UNREALISTIC color coded contacts that automatically identify friend, foe, or neutral. That is for you to figure out REALISTICALLY in GWX and GWX-KC, as we have always intended and implemented, using your MK1 eyeball, your available optics, and ship flags, just as the real U-boat captains were expected to do.

It is an intentional realism feature... not a realism deficit.

I personally made scores of grey contacts for our very first release of GWX... originally titled TGW 1.0 in 2006, and well over 100 for GWX-KC
They are a staple item for GWX/GWX-KC from the beginning, and I've no intention of changing them.

One thing that we have noted, is that you complain a lot relating to your personal preferences, and are now dictating to us what your interpretation of 'realism' is. Criticism is one thing, while just saying a thing is 'wrong' is another.

Some time ago, well over a year now, some random idiot referring to GWX 3.0 made the FALSE claim that British Submarines weren't involved in convoy escort duty during the Battle of the Atlantic, and that they shouldn't be in GWX. They absolutely did so in real life. The fool didn't bother to do any homework.... he just shot his mouth off without thinking, going on about how he felt that GWX was unrealistic.
I kept my mouth shut and kept working on GWX-KC.
There are intentional reasons, behind virtually everything we have done.

If you are so unhappy that you feel it to be unsatisfactory for your use... no one is forcing you to use GWX-Knight's Cross. We spent a little over 2.5 years building it, and you remain welcome to get the money back that you paid for it.
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Old 03-30-25, 03:30 AM   #678
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Quote:
Originally Posted by Kpt. Lehmann View Post
@Archive1

Some time ago, well over a year now, some random idiot referring to GWX 3.0 made the FALSE claim that British Submarines weren't involved in convoy escort duty during the Battle of the Atlantic, and that they shouldn't be in GWX. They absolutely did so in real life. The fool didn't bother to do any homework.... he just shot his mouth off without thinking, going on about how he felt that GWX was unrealistic.


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Old 03-30-25, 12:24 PM   #679
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Obviously you don't read the General Topics Thread.


Kpt. Lehmann did NOT point out, nor attack, a specific member at SubSim.
So since he did not do that? I don't see a violation of any rules.
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Old 03-30-25, 12:55 PM   #680
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Originally Posted by Kpt. Lehmann View Post
Please excuse me for taking a minute to get back with you.

Sink'em ALL!
Sorry for being late to reply to you. I was on a cruise for a week.

I was using the NVidia GeForce recording tool. I didn't know it picked up my machine noise from the microphone. Sorry about that. That whine is from the cooling system in the Alienware laptop starting up. If the external mic is on, then it probably also picked up the fans in the cooling mat I put the laptop on.

Thanks for looking into it.
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Old 03-31-25, 04:22 AM   #681
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Originally Posted by Jeff-Groves View Post
Obviously you don't read the General Topics Thread.


Kpt. Lehmann did NOT point out, nor attack, a specific member at SubSim.
So since he did not do that? I don't see a violation of any rules.
I do agree with you!
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Old 03-31-25, 12:01 PM   #682
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Originally Posted by propbeanie View Post
Do not attempt any memory management applet, such as 4Gig Patch, because it is already set on the SH3.exe file by the H.sie 'fixes'.
One thing that I suggested in a much earlier thread unrelated to KC for older games with memory constraints (like Civilization IV) is a small program called Process Lasso by Bitsum.com. This program manages the prioritization of processes that run in the foreground and background to try to optimize CPU performance by lowering the priorities of certain background processes in order to give the foreground process (the most visible to the user) a smoother experience. One feature of Process Lasso is "Trim" which will ask certain programs to release memory as available RAM gets tight.

Some programs (I suspect SH3 to be among them) use a lot of RAM at startup, and then that RAM sits allocated from now on. Process Lasso has another feature called "Process Watchdog" which monitors the performance of specific programs and can set triggers to perform certain actions. For SH3, I set Watchdog to monitor SH3.exe for virtual memory exceeding 3,200 Mb (3.2Gb) for 1 second and then Trimming SH3 memory.

The specific settings are:

Process Match: sh3.exe
for: virtual memory
Greater than: 3,200 megabytes
for: 1 seconds
then: trim virtual memory
Virtual memory metric to use: Working set

Then click on Add Rule.

If you're CTD is memory related, this might help free up memory while the program is loading, certainly while you're playing. I wonder if this might also address late game issues that I've read when lots of vessels might be loaded into memory.
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Old 03-31-25, 10:11 PM   #683
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Cheers all this looks great
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Old 03-31-25, 10:50 PM   #684
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Added GWX - KC No Crew Fatigue for v1.0 mod to the 'Important Notes' section of the first post.
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Old 03-31-25, 11:45 PM   #685
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A BIG Thanx.
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Old 04-02-25, 09:32 AM   #686
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Default Error message on boot up

I followed all of the steps in from the installation instructions, the "I remember..." video starts playing, but when I click to move on from it I get a pop up saying "can not initialize 3d engine".

I am using a clean install in a new folder, is there a fix for this? I can provide more info if needed, just not sure what I need to provide that could help.
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Old 04-02-25, 09:52 AM   #687
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Originally Posted by Darthlucky View Post
I followed all of the steps in from the installation instructions, the "I remember..." video starts playing, but when I click to move on from it I get a pop up saying "can not initialize 3d engine".

I am using a clean install in a new folder, is there a fix for this? I can provide more info if needed, just not sure what I need to provide that could help.
1. Change the Windows desktop resolution to 1024x768
2. Run SH3.exe to start the game
3. In the video setting menu, uncheck the full screen option
4. Save your game settings and exit the game
5. Return your Windows desktop resolution to its normal value
6. Re-run the game and it will appear in a 1024x768 window
7. Check the full screen setting in the game's options, and
8. Exit and restart. SH3 now transitions from your native desktop resolution to full screen 1024x768 and back, no issues.
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Old 04-02-25, 09:55 AM   #688
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Thanks, would I need to do this with my clean install of SH3 BEFORE unzipping the mod file over? When I follow these steps right now, I get the same error message.
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Old 04-02-25, 10:38 AM   #689
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I tried the steps you gave me ANVAR, and I'm still getting the same error. Do I have to run this in compatability mode for Windows 7 or 8?
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Old 04-02-25, 11:53 AM   #690
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Quote:
Originally Posted by Darthlucky View Post
I followed all of the steps in from the installation instructions, the "I remember..." video starts playing, but when I click to move on from it I get a pop up saying "can not initialize 3d engine".

I am using a clean install in a new folder, is there a fix for this? I can provide more info if needed, just not sure what I need to provide that could help.
GWX-KC uses a built-in 1920x1080 widescreen, you do have to set the SH3.exe "Properties" to match your hardware, such as "Run as administrator", "Disable fullscreen optimizations", "Compatibility mode for..." as it works best for your computer - I have one on WinXP SP2 and another on Win7, and the "Change high DPI settings" button, set to "Application" at the bottom of that window.

However, do you have a valid install of SH3?? That is where the DirectX v9.0c dll file and codecs come from to run the game. Lacking that, you will get that (or a similar) error. Also, stay out of the Program Files folders for your KC modded game. Do not forget to either use MultiSH3 (included in modded game folder) to create a new Save folder with 3-characters you enter, or delete the stock SH3 folder in My Documents.

If none of the experimenting with those settings work, post back with your computer specs, including cpu, amount of ram, where you have KC set-up, what video card you are using, and the display monitor.
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