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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#811 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 501
Downloads: 26
Uploads: 0
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It looks like I have not escaped the random mines.
The NEXT patrol from my comments above regarding sudden death - same boat, same Kaleun, May 1940, assigned sector AN84 near the east mouth of the Channel. Came across to the W and then headed sorta south 100+ km off the Lowestoft eastern British coast. Had the same sudden flooding, and "death" just 100+ km east of Lowestoft heading SWS. Night, quiet seas, no vessels or aircraft. Also no associated sea turmoil, no sound, nothing but a message, and F7 showing massive interior flooding, dead seamen, and The End. A bit far off the coast for a random mine I thought, but...mines break away a float hither and yon. Rebooted the Boot, and repeated the patrol but off Lowestoft immediately headed 180 degrees due south to assigned sector; did my 24 Hrs in the sector, ran into only a squadron of destroyers, headed home along the border of the Ostfriesisiche Inseln, cut south through two of the islands and safely docked at W'havn. This replicates the same "mine" incident I had abaft the Helgoland Island near W'havn I/we discussed before. It would actually seem that some mines are seeded in the program. Reality is not "fun". But I do find it interesting that only this same sub, this same Kaleun, this same date triggered the event. And perhaps from a future design perspective, some incident visual activity - explosions, sound, external visual evidence (sea turmoil) of damage to the sub - might occur in the program during the event to give the user some clue as to causation. And better immersion. I now know - there are mines floating around out there guys. And you will never see, hear or know when they will remove your bow. -=Archive1=- |
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#812 |
Seaman
![]() Join Date: Dec 2023
Posts: 40
Downloads: 34
Uploads: 0
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Hi do I need the steam fix to play GWX GW KC if I own the steam version of SH3? Also does the steam fix include the 4gb patch?Thanks
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#813 |
GWX - KC Crash Test Dummy
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Hi there Captbubble66 you have a PM from me hope this gets you squared away Sir
Once you have downloaded SH3 from the link i sent you then unpack in drive C:/ outside Program Files X86 run the stock SH3 install then make a games folder on drive c:/ but outside Program Files X86 and then unpack the GWX KC install in your Games Folder and your good to go.
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Someone Had to Make the Tea Last edited by blackswan40; 05-24-25 at 08:27 AM. |
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#814 |
Seaman
![]() Join Date: Dec 2023
Posts: 40
Downloads: 34
Uploads: 0
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A thank you so much blackswan40,does this version your sending me have the 4gb patch also?
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#815 |
GWX - KC Crash Test Dummy
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no its just SH3 the 4Gig patch is part of the Hsie already in GWX KC and active when you unpack GWX KC but if you want the 4gig Patch for GWX3
Download Link below Sir https://www.subsim.com/radioroom/dow...o=file&id=5737
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Someone Had to Make the Tea |
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#816 |
Seaman
![]() Join Date: Dec 2023
Posts: 40
Downloads: 34
Uploads: 0
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Thanks again,much appreciated.
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#817 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 920
Downloads: 360
Uploads: 0
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I noticed that my fuel consumption is more realistic or it seems so because the fuel gauge is easier to read. I cruse and patrol at 7kts. So that being said, I'm plotting out my stratigy a was wondering if the surface resupply ships are edited to allow pseudo docking ? For example, the Bessel.
My only request would to incorperate the Moon Mod (Night Surface Attacks) at some point, and to brighten up the deck fires a bit on burning ships at night, when useing the Enhanced Special Effects. Thanx. Great mod, love it. Up-Date, Yes , I got my answer to my inquiry on surface re-supply ships.
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ONEALEX 1.53 ARB / NYGM "ENHANCED Steel Coffin Edition" v7.8 DGUI / CCom12 DGUI / WAC 5.2 DGUI / Toyotagt86 v2.3 ARB / GWX3 DGUI / GWX Knight's Cross v1 Last edited by Doolar; 05-24-25 at 04:37 PM. |
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#818 |
Seaman
![]() Join Date: Dec 2023
Posts: 40
Downloads: 34
Uploads: 0
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Thanks again,much appreciated.
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#819 |
Frogman
![]() ![]() Join Date: Jun 2020
Posts: 298
Downloads: 16
Uploads: 0
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There are no random mines, they are all scripted (although it might be possible to throw some random ones in our GWX friends are not that evil). Use SH3MissionEditor.exe to look at Campaign_SCR.mis, set a date range and view the mines. They are generally where you would expect them to be.
A real uboat would have access to intelligence reports indicating which areas to avoid so I suggest you simulate this by using SH3MissionEditor before you go out on patrol. If you know when to look you can see the mines using the external camera or the periscope (which is not realistic!). Obviously not very practical. Towards the end of the war some submarines were fitted with mine detection sonar, but I don't think the Kriegsmarine managed this. |
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