![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
This week for a change we will be bringing you some of the campaign changes in 1.04
Part of the GWX campaign changes have included removing the random groups that started in the middle of nowhere and ended the same way ![]() These groups were mainly hunterkiller groups Now they begin in a port and end in one ![]() The hunterkiller groups now typically follow the convoy routes a few hours behind one convoy and in front of another So if you get pinned down by a convoy escort you may find he gets reinforcements from another source Plus you may also encounter random HK groups ![]() Patrols are another thing we have changed Instead of the static patrols that change warship type once a year and activate when you come within rendering range ![]() Patrol groups are now random Journeys start in or close to a port and end the same way Entries for groups are random so any warship of a particular type called for may show up Of course removing the static patrols reduced the SCR by some 1.5mb - These patrols are implemented around the US\UK\Caribbean and Germany ![]() And only added .7mb to the RND layer Now as warships follow a patrol pattern if you get spotted by one patrol boat there may be othes well within range to join in the hunt Milkcows can also be seen leaving and entering ports going to \returning from station in the Atlantic Convoy entries are now as generic as they can be The only entries not generic are for lit ships or dark ships by nuetral countries\the Black Sea and historical convoys with named units Generic convoys mean you should see a difference of units from convoy to convoy This will also mean that any future merchant releases are literally plug and play and can be dropped into rosters and show ingame with no further work The same will apply to Patrol boats\Corvettes\Frigates and Destroyers Especially in the RND groups So even if the GWX team is no longer around to include new units it can be done simply by you - the player This time around we have been able to include the new Kreigsmarine units by Sergbuto and Greg Law Allowing us to replace many " placeholder " units in historical missions for the correct ones Operation Cerberus for example now uses the correct Torpedoboot classes as was the case Operation 60,000 in the Black Sea has also had an update thanks to Ichneumons own Kreigsmarine fleet I wont give away all the secrets here Not to mention the multiple roster alterations that have taken place with a lot of unsatisfactory units removed from certain countries I will say as one last thing that GWX 1.04 will include over 35+ new sea units alone And you wont like all of them :rotfl: To further help with load times the Black Sea and Indian Ocean are removed from the main GWX campaign files Removing over 1mb from each These two areas will have their own JSGME enabled campaign files for when transferring to those areas ( Thanks in part to Hitmans idea ![]() Load times in both those theatres are considerably faster Air cover has also been looked at and without giving too much away you wont be seeing any Hurricane fighter patrolling before 1941 You will still have air cover but not as heavy as shouldnt be during that time That is all Carry on Last edited by bigboywooly; 07-10-07 at 10:40 AM. |
![]() |
![]() |
|
|