SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-20-07, 05:16 AM   #61
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,993
Downloads: 124
Uploads: 0


Default

@Spytrx

Everybody's an expert... and everybody is a critic, LOL.

Do what you will. The "sledge-hammer" is what we advertised. (As if we all got paid to build it.)

If you'd read the manual... you would find that we have explained it in great detail... and there is an ENTIRE APPENDIX (C-1) titled "SURVIVING ASW WARFARE IN GWX"

That ought to tell you something.

That being said, there's been way too much "its too soft" or "its too hard." That tells me that we've got it just about right.

Adapt and overcome.

RTFM.

@down and out... Thank you.

Really folks, we can twiddle and adjust continuously, and it will always be wrong for somebody.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 04-20-07, 06:32 AM   #62
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

If I may add this...... "You can please some of the people some of the time, but not all the people all the time." This holds ture for SHIII. Just use what mods "you" think best.

The GWX Team did what they did as a "Group" , not as individuals. If one person had the willpower and time to type over a million lines of code and did it "his" way, then we might be asking for the how's and whys. Many believe GWX is "as close as it can be" considering how SHIII was made. Remember the flaws in it and how long it's taken to get where it is now. As the good Kpt, says, adapt.... and READ THE MANUAL. Remember too, this is all free. All it cost you was the time to install and play it.

The added tweeks by modders are welcome to many.... even me. And I for one thank each and every one of them for the hard work they've put into their mods. We should all be greatful that work still continues on SHIII no matter what form it takes. One day if we're not careful it could end, and then there'd be something many would really bitch about. If one isn't happy with SHIII and any Expansion or mod, then it's time to try SH4 and have a royal fit. :rotfl: It's not even close to being fixed from what I've read and heard, Some lessons are never learned.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 04-20-07, 07:03 AM   #63
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by Reece
Hi, I'm actually starting to hate this game, I don't know how anyone can put up with the uber DD's ( jan 41), convoy, silent running, once I have fired my torpedo's I move away going deep but after 3 attempts I have to give up!! It doesn't matter what escape route I take the Destroyers always find me and hound me, what ever move I make they match imediately, within 15 minutes - uboat is destroyed!! Most frustrating!!
Is there a fix for this?
It is strange Reece you dont remember the long DD and DE AI research done some time ago, i posted my silent runing tweaks many times.

Let me to upload a pack of files for you.
Redwine is offline   Reply With Quote
Old 04-20-07, 07:23 AM   #64
Kaleun Cook
Chief
 
Join Date: Apr 2007
Location: ger
Posts: 313
Downloads: 25
Uploads: 0
Default

May the GWX-Devs please calm down. You've done a great job, you know that, and noone did really attack the mod in this thread. It's just that the language used in some posts should have been a bit more kindly, regarding the hours and hours of work you put into this free superpatch.

Think of the UBI-Devs looking through forums like this one. If they posted angry replies to every offend they find their renown would sink to the ground of the atlantic.

Sailors, don't start a mudslinging here. I think the originally thread was rather ment to ask for tactical help than to offend the GWX-Team.

Peace n harmony etc. (damn, no hugging smiley available :rotfl
Kaleun Cook is offline   Reply With Quote
Old 04-20-07, 07:25 AM   #65
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Hi Reece !!! :rotfl:You are in the credits for this mod !!!

How do you forgeted it !

http://hosted.filefront.com/Redwine/1940352

Download the :

DDs_Detection_13C_Stage.zip
Do not forget to accomplish the step 4 from the readme file.

and :

Zones.zip
You can use the sub part of zones only if you want to maintain your present ships and aircraft zones. Sure you know how to replace the sub zone section only, just erase your present, and copy and paste the new lines. I cant remember who made this subzones, but was at very early SH III times.
Planes zone parts was reduced in armor to ensure a protection when you sail at port in shallow waters.

This will be enought sure.

Plus ....

You can download the :

Depth_Charges_FX_Stage_4.zip

for spectacular graphic effect too.


Last edited by Redwine; 04-20-07 at 09:10 AM.
Redwine is offline   Reply With Quote
Old 04-20-07, 09:05 AM   #66
Reece
CINC Pacific Fleet
 
Reece's Avatar
 
Join Date: Sep 2003
Location: Down Under
Posts: 34,701
Downloads: 171
Uploads: 0
Hi Red

Haven't forgotten Red, it's just that most of the GWX files are quite different, even the sensor files, both the AI_Sensors * Sensors.dat contain more data, also the cfg files, you can't use the minitweaker without the new Sensors_dat.txt file. We got things going just right Red, then GWX comes along, which is very good, but changed a lot of things, as it happens I am useing your files now, except the Sensors.dat, this one is vastly different as I mentioned.
Rubini has improved the visual range for Aircraft & ships, and improved the hydraphones vastly, so at the moment I have Rubini's good sensors with your mod for AI_Sensors (even this was changed in SH3 Commander) & not so Uber depthcharges! many thanks for this, I think, for 8k version, I have it just about right!
Anyway how have you been? taking a break from SH3 for a while! I have SH4 but have shelved it for now till some of the bugs have been removed, good to hear from you! Cheers.
__________________

Sub captains go down with their ship!
Reece is offline   Reply With Quote
Old 04-20-07, 09:37 AM   #67
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by Reece
Haven't forgotten Red, it's just that most of the GWX files are quite different, even the sensor files, both the AI_Sensors * Sensors.dat contain more data, also the cfg files, you can't use the minitweaker without the new Sensors_dat.txt file.
Sorry... wasnt in know about that, i am user of "War Ace Campaign Mod".

May be you can adapt/copy my settings into that new file ???


Quote:
Originally Posted by Reece
We got things going just right Red, then GWX comes along, which is very good, but changed a lot of things, as it happens I am useing your files now, except the Sensors.dat, this one is vastly different as I mentioned.
This mod do not changes Sensors.dat file, any way i have it tweaked too.


Quote:
Originally Posted by Reece
Rubini has improved the visual range for Aircraft & ships, and improved the hydraphones vastly, so at the moment I have Rubini's good sensors with your mod for AI_Sensors (even this was changed in SH3 Commander) & not so Uber depthcharges! many thanks for this, I think, for 8k version, I have it just about right!
Stock lethal radius are so unreal, they are incredible big...


Quote:
Originally Posted by Reece
Anyway how have you been? taking a break from SH3 for a while! I have SH4 but have shelved it for now till some of the bugs have been removed, good to hear from you! Cheers.
Yes a little break !! :rotfl: ... here, but with a lot of job... there ! :rotfl:

It seems the first days of SH III !!!!

But SH IV has not so bugs as SH III when it was released.

And have lot improvements requested by the people.

I have my SH III well personalized to my taste, the only job i need to do is to introduce the new changes of War Ace Campaign Mod neww versions, without change or ruin my personalized tweaked files.

So i go to SH IV, because it is better to stay day at day reading and participating of the tweak discussions... if not, if you arrive moths later, you will understand anything.... not sure if will be a good supermod for it, any way, if it will be, sure you will not like lot of things of the supermod... then is better to read day at day, and make the job day at day... at first days.
Redwine is offline   Reply With Quote
Old 04-20-07, 12:58 PM   #68
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,500
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by Kpt. Lehmann
@Spytrx

Everybody's an expert... and everybody is a critic, LOL.

Do what you will. The "sledge-hammer" is what we advertised. (As if we all got paid to build it.)

If you'd read the manual... you would find that we have explained it in great detail... and there is an ENTIRE APPENDIX (C-1) titled "SURVIVING ASW WARFARE IN GWX"

That ought to tell you something.

That being said, there's been way too much "its too soft" or "its too hard." That tells me that we've got it just about right.

Adapt and overcome.

RTFM.

@down and out... Thank you.

Really folks, we can twiddle and adjust continuously, and it will always be wrong for somebody.
We could also charge for GWX v1.04 or whatever....then everyone would really have something to moan about :hmm:
In the meantime:
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 04-20-07, 05:34 PM   #69
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by Redwine
Quote:
Originally Posted by Reece
We got things going just right Red, then GWX comes along, which is very good, but changed a lot of things, as it happens I am useing your files now, except the Sensors.dat, this one is vastly different as I mentioned.
This mod do not changes Sensors.dat file, any way i have it tweaked too.
The file changed by my mod is Sensors.sim, not Sensors.dat....

The changes there are for the Bolds..... only that.
Redwine is offline   Reply With Quote
Old 04-20-07, 07:54 PM   #70
GoldenRivet
Subsim Aviator
 
GoldenRivet's Avatar
 
Join Date: Mar 2007
Location: Texas
Posts: 8,726
Downloads: 146
Uploads: 0


Default

Quote:
Originally Posted by Kpt. Lehmann
@Spytrx

Everybody's an expert... and everybody is a critic, LOL.

Do what you will. The "sledge-hammer" is what we advertised. (As if we all got paid to build it.)

If you'd read the manual... you would find that we have explained it in great detail... and there is an ENTIRE APPENDIX (C-1) titled "SURVIVING ASW WARFARE IN GWX"

That ought to tell you something.

That being said, there's been way too much "its too soft" or "its too hard." That tells me that we've got it just about right.

Adapt and overcome.

RTFM.

@down and out... Thank you.

Really folks, we can twiddle and adjust continuously, and it will always be wrong for somebody.
Amen!

I have taken my boat to 220 meters to avoid escorts.

I am on my 22nd patrol with GWX from 1939 to late 1942 now and have not been sunk once. I have been attacked by aircraft, DDs and DEs i have taken a severe ass kicking from some of them... but EVERY time so far i have managed an escape.

Even in stock sh3 my strategy was to go as deep as i dare go and set the speed to one or two knots and rig for silent running, and if i had them - deploy a decoy or two on the way down at the shallower depths.

I stay deep, i stay at one or two knots, and i stay at silent running for as much as a day if thats what it takes, but every time i have escaped so far. By the skin of my teeth once or twice (some may recall my post of sinking to over 290 meters only to save the boat at the last second).

I think the level of historical realism that GWX offers for escort difficulty is quite accurate.

if you choose not to read your GWX manual - great - but at least understand this

Active sonar (pinging) is a bitch and you only have a couple of ways of evading it be quiet all you want to it wont help against active sonar.

passive sonar wont really PINPOINT your position but it will give the escorts a great place to start looking because they can hear every little fart that squeeks out on your boat.

to beat active sonar 1. GO DEEP 2. POINT EITHER THE NOSE OR TAIL OF YOUR SUB DIRECTLY AT THE ESCORT IF YOU CAN

To beat passive sonar 1 GO DEEP 2. RIG FOR SILENT RUNNING 3. SET SPEED TO LESS THAN 2 KNOTS

the enemy cannot use both sonar methods at once BUT one DE can use passive while another uses active sonar to hunt you down.

It is supposed to be hard to survive especially from 1943 on... a lot of u-boatsmen on the sea floor can attest to that fact.

i dont know how much easier it can get to avoid getting killed besides to say... opt for descretion over valor, stay quiet and stay deep, never attack in water less than about 200 meters deep unless it is a hit and run against a lone merchant, dont tangle with airplanes... a U-boat, not even a U-Flak - is not an AA platform.

good luck, read your manual, command smartly

and

SINK THEM ALL!!!
GoldenRivet is offline   Reply With Quote
Old 04-21-07, 07:34 AM   #71
j_o_nn_y
Loader
 
Join Date: Jul 2003
Location: Nottingham, UK
Posts: 85
Downloads: 58
Uploads: 0
Default

Well I don't think that GWX is that historically correct because im reading iron coffins for the 3rd time now and the author only says that the destroyers and their tactics became instantly good around march 25th 1943. From the start GWX even in 1939 the destroyers can locate you with surprising accuracy and so force you to go silent which is really slow going and can be boring at times. I am usually pretty successful at this game, but it still infuriates me that it is constantly hard from the outset. I have read other books from uboat captains and servicemen and they all say it was easy to avoid destroyers and employ surface tactics. Is there some kind of way to make the difficulty less so until 1943?.
j_o_nn_y is offline   Reply With Quote
Old 04-21-07, 07:41 AM   #72
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,993
Downloads: 124
Uploads: 0


Default

Quote:
Originally Posted by j_o_nn_y
Well I don't think that GWX is that historically correct because im reading iron coffins for the 3rd time now and the author only says that the destroyers and their tactics became instantly good around march 25th 1943. From the start GWX even in 1939 the destroyers can locate you with surprising accuracy and so force you to go silent which is really slow going and can be boring at times. I am usually pretty successful at this game, but it still infuriates me that it is constantly hard from the outset. I have read other books from uboat captains and servicemen and they all say it was easy to avoid destroyers and employ surface tactics. Is there some kind of way to make the difficulty less so until 1943?.
Iron coffins is a great read, but considered by some, including myself... to be a questionable source for U-boat loss related research. For that we look to Clay Blair and U-boat.net.

Based on months of research, modding, testing, and adjusting, we feel we have a logical progression of sensor / lethality.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 04-21-07, 07:42 AM   #73
Kaleun Cook
Chief
 
Join Date: Apr 2007
Location: ger
Posts: 313
Downloads: 25
Uploads: 0
Default

Some posts here seem to claim that the brits were superdumb till 42/43 and then suddenly became superefficent. The GWX manual describes the different asdic-developments through the war - but they could always hear a submerged uboat when it ran too fast.
Kaleun Cook is offline   Reply With Quote
Old 04-21-07, 07:46 AM   #74
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,993
Downloads: 124
Uploads: 0


Default

U-boat losses versus U-boat availability:

http://www.subsim.com/radioroom/show...1&postcount=60
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 04-21-07, 07:50 AM   #75
Kaleun Cook
Chief
 
Join Date: Apr 2007
Location: ger
Posts: 313
Downloads: 25
Uploads: 0
Default

Of course the number of sunken boats rises, Kaleun. What I ment was that some people here seem to find it impossible to get sunk in the early years which of course wasn't the case.
Kaleun Cook is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:33 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.