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Old 07-08-11, 10:35 AM   #5986
danlisa
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Quote:
Originally Posted by U2222 View Post
If it is a GWX file, any ides which to save me downloading all of them again.
It is a GWX file that's corrupted.

Check this link for the MD5 Checksums: http://www.thegreywolves.com/downloads/

You will need MD5Mate (which is not available form that page) but you can get it here: http://www.softpedia.com/get/System/.../MD5Mate.shtml

Then, open the application, choose each GWX file and use the corresponding checksum to do a compare. The application will tell you when it finds the corrupt file.
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Old 07-08-11, 11:09 AM   #5987
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Thank you very much Danlisa
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Old 07-08-11, 02:09 PM   #5988
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Originally Posted by kknobl View Post
Is it me or is the AI in GWX 3 more challenging than it was in 2.1? I can sneak into a convoy, but once I fire my torpedos off and try to sneak away from what's left, the escorts hound me (and let their convoy go ahead unescorted) like crazy. We're not talking 1943 up, we're talking March 1941.

I noticed that it seems like their depth charges seem score direct hits anddestroy the sub time and time again the instant I rig for silent. It's disappointing because I've nailed four and five ships out of a convoy only to be killed right away. Is there anything to tweak down the AI? I play for fun. Some realism is great, but hardcore isn't for me. Things have gone down this way three times with different convoys.
When they are pinging you,wait till SO says "depth charges in the water" and then flank ahead and turn.Some may not know how it all works and its very hard even when you do.Put your SO to follow nearest warship and try to keep him at your 180 to reduce the amount of your ship your presenting.I do not go deep and survive this way(around 70m tp 100m)....though I am in Type IIa with max 100m dive depth and am not even past 1941.
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Old 07-08-11, 04:04 PM   #5989
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Questions about GWX and maybe someone can help me.First is that I have my own modded typeIIA that I install into the game but it says that it reinstalls the scene.dat from GWX.I want that except for the 20km part...I want that to stay.Is the 20km just a single line tweak and if so can someone point me to where in scene.dat its located?

Second is....any way to put the Ai to use the sensors I have onboard to their maximum perfromance.I actually hate when I submerge and ask my SO to do a sweep and he states no contacts.Then I get on it and there everywhere.Why is he a SO if he sucks so bad?
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Old 07-08-11, 04:11 PM   #5990
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The 20km scene dat was a major improvement of the GWX3.0 release.
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Old 07-15-11, 08:42 AM   #5991
Trasgu2010
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"TMT v2 + Thomsens Ships - Combimod"

Hy EveryBody!!!

I have this mods enabled:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
Add TMT ThomsonsShips fix
GWX - Alternate Loadscreen - Full Circle
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX_SH4StyleFlag_fullModel
SH4Style_flag_fastSpeed
SH4Style_flagS_midSpeed
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Radio Deutschland

I´d like to know if i have to install any previous mod before-"TMT v2 + Thomsens Ships - Combimod".


Thank you for your help.

P.S
I´m Student so Sorry for my English.
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Old 07-15-11, 08:50 AM   #5992
frau kaleun
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Add TMT ThomsensShips fix provides compatibility for Thomsens Ships (or TMT + Thomsens Ships) and Extras for the Wilhelmshaven campaign.

I believe instructions are included in WB's documentation for the latter, and you should consult them to be sure, but if I remember correctly the correct order is:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
TMT v2 + Thomsens Ships
Add TMT ThomsensShips fix

In any case the fix must be enabled after you enable the two mods whose conflicts it fixes.
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Old 07-17-11, 08:59 AM   #5993
Trasgu2010
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Flags,Penannts and Turms.Need Some Help.

Hy EveryBody!!!


I have this mods enabled:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
TMT v2 + Thomsens Ships
Add TMT ThomsonsShips fix
GWX - Alternate Loadscreen - Full Circle
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX_SH4StyleFlag_fullModel
SH4Style_flag_fastSpeed
SH4Style_flagS_midSpeed

Radio England
Radio Francais
Radio Deutschland

I´m looking for Flags,Pennants and Turms Mods.But after searching and reading about,I do not know which one or which ones to choose.
Which ones would you recomend me??.
What order do I have to enable??.

Thank you for your help.

P.S
I´m Student so Sorry for my English.
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Old 07-17-11, 12:07 PM   #5994
Trasgu2010
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Rewon in GWX3.0 Gold

Hy EveryBody!!!

Acording to the manual,if I do understand well,you only have "+rewon" if you pass each tutorial from the Naval AcademY and if you skink Ships.O.k

Now I have a doubt:

Do you have rewon penalty if you return from patrol whith some torpedos on board??.

Thank you for your help.
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Old 07-17-11, 12:08 PM   #5995
frau kaleun
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Quote:
I´m looking for Flags,Pennants and Turms Mods.But after searching and reading about,I do not know which one or which ones to choose.
Which ones would you recomend me??.
What order do I have to enable??.
Anvart did mods that will give you the pennants and flags noted on the picture plus control of the radar antenna:

http://www.subsim.com/radioroom/showthread.php?t=165617

http://www.subsim.com/radioroom/showthread.php?t=155413

For a super duper "upgrade" to your turms, check out Aces' stuff:

http://www.subsim.com/radioroom/showthread.php?t=184132

His Super Turms mods are compatible with Anvart's mods and a whole bunch of others, plus he gives very detailed instructions for their use and order of enabling. You can use his own mod list, which he usually posts along with the instructions, as a reference.

Also: there is no renown penalty for returning to base without using all your ammo, you just won't get the reward you might have gotten for using it successfully.

As far as I know the only way to lose renown is by sinking neutral or friendly ships, or a hospital ship regardless of its nationality.

If you are playing GWX, you can earn all the available Academy renown just by passing the test from one of the tutorials. (Take the navigation test, it's the easiest to pass). The others you can just use for training if you want.
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Old 07-17-11, 02:19 PM   #5996
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In GWX the option is, start with 500 or 1500.
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Old 07-18-11, 05:51 AM   #5997
Trasgu2010
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I need Help For Some Addons Please

Hy EveryBody!!!
I wanna install some addons but I have no idea what is the correct order to installing using JSGME.
I´ve spent all morning reading about the addons that I want to install and I´m very confuse,so I need your help.

Addons that I want to install:
[REL] Aces' Super, Dupah, Woopah Turms (inc. Super Turms v6) for GWX
REL] GWX_DFa-Flag&Pennants_2010
Radar Antenna Up/Down ... new version for GWX 3.0
Bidirect_compat_4_DFaFlag&Pens.7z
[REL] GWX... DFant_subFlag on Turm... Continuation...
Waterstr+Exhaust-CombiV2.3
Foam+Sobers 3d waves+VisibleMines
Depthcharge_shake_2.01_+Real Depth Charge
VIIC41_WaterSTream
Unofficial_rockets_fix_GWX3.0
Damo's_Ambient_Lighting_FM_interior+FM_NewInterior _V1.0
ThomsenSoundPackV3.2cg
War Radio MP3
Unofficial_rockets_fix_GWX3.0
Aces' Radio Room Postcards
Aces' Modified Headphones

I have this mods enabled and perfectly working:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
TMT v2 + Thomsens Ships
Add TMT ThomsonsShips fix
GWX - Alternate Loadscreen - Full Circle
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX_SH4StyleFlag_fullModel
SH4Style_flag_fastSpeed
SH4Style_flagS_midSpeed
Radio England
Radio Francais
Radio Deutschland

Thank You For Your Help.
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Old 07-18-11, 10:23 AM   #5998
Paulski
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Quote:
Originally Posted by HW3 View Post
Fire and go deep right away (200M usually works) as fast as you can, then go silent and drop your speed just a little bit more than silent running sets it.
So when after firing torpedo's I dive at full speed, the escorts won't hear me, and the convoy won't start zig-zagging..?
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Old 07-18-11, 10:51 AM   #5999
frau kaleun
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Quote:
Originally Posted by Paulski View Post
So when after firing torpedo's I dive at full speed, the escorts won't hear me, and the convoy won't start zig-zagging..?
The escorts will know you're around if you get a hit, and will come looking for you. And IME, yes, the convoy may change course or scatter somewhat if only to avoid hitting damaged ships that are dead in the water or no longer making speed.

The idea is to get away from where you were when you fired the eels, and go deep - and then rig for silent running - all of which will make it harder for them to figure out where you are by the time they know to start actively hunting for you. It's not a guarantee of a successful getaway, but if you have to escape submerged it's your best option.
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Old 07-18-11, 11:12 AM   #6000
Paulski
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Quote:
Originally Posted by frau kaleun View Post
The escorts will know you're around if you get a hit, and will come looking for you. And IME, yes, the convoy may change course or scatter somewhat if only to avoid hitting damaged ships that are dead in the water or no longer making speed.
What I meant is; won't the escorts hear me when I dive with my engines at full speed, before torpedo impact?
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