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Old 04-07-20, 12:43 PM   #7291
John Pancoast
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Originally Posted by Kpt. Lehmann View Post
Yes that is what I am saying. No mod truly fixes it without sacrificing other element(s).

Like we discussed at length, and briefly tested a few days back, where it relates to modifying visual sensors in SH3, it doesn't leave you with enough string to tie your boots. I believe that we have approximated to the degree that if can be influenced without completely wrecking the overall balance.
Thanks, just wanted to verify. I've felt the same way for awhile via some things I've seen but glad to actually hear from someone with your knowledge of the sensor files.

Guess it can be partly considered the price to pay for a 16k env. eh ?
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Old 04-07-20, 12:50 PM   #7292
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Between GWX and NYGM, independently there have been times when we thought we had the problem licked... even made the claim at least once each, only for that to unravel later. IMHO, more collective time & effort has been spent on visual sensor exploration and modding, than any other sensor in SH3.

In short, the usual effect in a nutshell is this: If you 'fix' the vamp night vision bug... you'll wreck the daytime sensors so badly that you'll want the vamp night vision bug back.
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Old 04-07-20, 12:52 PM   #7293
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Originally Posted by Kpt. Lehmann View Post
Between GWX and NYGM, independently there have been times when we thought we had the problem licked... even made the claim at least once each, only for that to unravel later. IMHO, more collective time & effort has been spent on visual sensor exploration and modding, than any other sensor in SH3.

In short, the usual effect in a nutshell is this: If you 'fix' the vamp night vision bug... you'll wreck the daytime sensors so badly that you'll want the vamp night vision bug back.
Thanks. Rock and a hard place Am I correct in assuming it is less a problem in an 8k env., because of the shorter distance ?
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Old 04-07-20, 12:57 PM   #7294
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Thanks. Rock and a hard place Am I correct in assuming it is less a problem in an 8k env., because of the shorter distance ?
I think I will answer your question this way:

With the visual sensor range that Fifi noted above, in testing we were able to consistently simulate radar-directed gunfire between battleships at about the 18k 18,000 meter range.
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Old 04-07-20, 12:59 PM   #7295
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Originally Posted by Kpt. Lehmann View Post
I think I will answer your question this way:

With the visual sensor range that Fifi noted above, in testing we were able to consistently simulate radar-directed gunfire between battleships at about the 18k 18,000 meter range.
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Old 04-07-20, 01:07 PM   #7296
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Now i see, thanks for those informations Kpt Lehmann

I’ll let the 30000 meters visual alone then. Enemy ships have a damn sight i have to live with...an other difficulty brought to the mod!
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Old 04-07-20, 01:21 PM   #7297
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..... I've never had a problem with ships seeing me first at long distances.

I'm actually kind of glad that Fifi brought the matter up, as it reminded me of things I haven't thought of for a long time. (Already covered in the posts above.)

A gentleman by the name of Cdre Gibbs was the inventor of the LRG mod (Long Range Gunnery) mod and other elements that are exclusive to GWX. After some tangles with the leadership of the day here, he is no longer with Subsim. Try as I might, I was unable to successfully mediate between the two. I learned much of what I know regarding SH3 depthcharge behavior, gunnery behavior, sensors, and sensor behavior from Cdre Gibbs and Ref. (and many other things) I consider both to be friends and miss them both.
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Old 04-07-20, 01:27 PM   #7298
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Quote:
Originally Posted by John Pancoast View Post
Might be something else going on in your install, as I've never had a problem with ships seeing me first at long distances.
Quote:
Originally Posted by Fifi View Post
Now i see, thanks for those informations Kpt Lehmann

I’ll let the 30000 meters visual alone then. Enemy ships have a damn sight i have to live with...an other difficulty brought to the mod!

No worries Fifi.
Don't forget, there are all the usual factors that still apply such as light factor, wave height etc... when it comes to you being spotted by battleships, large cruisers, and others. As usual, the bigger you are, the easier you are to spot. For example: If you are running parallel to the Bismarck, and a mile closer to an enemy battleship, it will be the Bismarck that the enemy ship engages at great distance.... not your U-boat.
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Old 04-09-20, 07:30 AM   #7299
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Default Radar problem

Hi kaleuns
I have the following
In the begining of 43 i transfered to Bordeaux and i got IXD2. I added through jsgme "Late war SNK_RWR_for all_v2" Also i added Radar warning receiver and fumo 29 radar following the instructions from manual. I made 2-3 partols and all was working fine till i added fumo 30 and an a new model of radar receiver.
After that i have not radar contacts, only visual and hydrophone.
Can somebody to help


cheers

Last edited by nik112; 04-09-20 at 10:00 AM.
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Old 04-09-20, 12:05 PM   #7300
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Originally Posted by nik112 View Post
Hi kaleuns
I have the following
In the begining of 43 i transfered to Bordeaux and i got IXD2. I added through jsgme "Late war SNK_RWR_for all_v2" Also i added Radar warning receiver and fumo 29 radar following the instructions from manual. I made 2-3 partols and all was working fine till i added fumo 30 and an a new model of radar receiver.
After that i have not radar contacts, only visual and hydrophone.
Can somebody to help


cheers

The mod you refer to, "Late war SNK_RWR_for all_v2" is not part of GWX 3.0. However, post your activated mod list and I'll take a look at it. (No promises of resulting solution, though.)
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Old 04-09-20, 02:21 PM   #7301
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Hi Kaptain
Here are the mods. I saw your post and diactivataded "Late war SNK_RWR_for all_v2" and enabled the GWX - Late War Sensors Snorkel Antennas. I'll try now and i'll post the results



[MODS]
Conus' SH3GWXWS 2.3=1
SH-5 Water for SH-3 20 Km Atlantic V815=2
Sh3_volumetric_clouds&fog_V2.2=3
EAX_Sound_Sim_SH3=4
Antisub net sounds muted=5
Destroyers&Corvette=6
Haunting Atlantic Wind=7
Torpedo Hydrophone Sound=8
TKSS18 German U-Boats Compilation=9
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)=10
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)=11
FixAllSubGWX=12
ail Das Boot officers mod v2.14=13
blue menu II=14
CapZapEmblemsPack_Final=15
Darojax Officer Icons 1.0=16
Hull damage made by torpedo impact mod=17
new Torpedo_HAHD_1024_GWX=18
No continuous 'Ship spotted' V1.2 for GWX3=19
WB's Mission Orders Lite v1.1=20
Red Night Map=21
Sub Image mod=22
RMS HMT Queen Mary=23
U-Boat IXC (Skin 2 (U-505)) Turm 1-2-3=24
NTUS_=25
Convoy-Routes on Map - BL!TZKR!EG Edition=26
GWX - Late War Sensors Snorkel Antennas=27
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Old 04-09-20, 04:17 PM   #7302
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Just a thought Nik:
You’re giving others sensors to your German U-Boat Compilation with the last mod. No wonder you lost something on the road
Second, the German U-Boat Compilation sensors have different values than GWX ones (assuming you are playing GWX). So unless you give German U-Boat Compilation sensor.dat same GWX values, you are not playing GWX anymore!...
Quite complicated to perfectly adapt so many mods to a data base like GWX without breaking something (well should say many things)...
Last advice would be to deactivate your German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) unless playing VIIB & VIIC only first turm career. After VIIC first turm it will certainly CTD as the mod is not finished. Well here i got CTD anyway.
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Old 04-14-20, 11:30 PM   #7303
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Hi guys I'm a new noob with this whole modding experience. I downloaded the Grey Hunter torrent from the modders website, freshly installed Silent Hunter 3 on Steam, but it's telling me it can detect previous mods. I've never modded SH3 before, and it's a fresh install, so am I doing something wrong?

Windows 10 user very grateful for advice <3
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Old 04-15-20, 04:18 PM   #7304
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Quote:
Originally Posted by Sonnet View Post
Hi guys I'm a new noob with this whole modding experience. I downloaded the Grey Hunter torrent from the modders website, freshly installed Silent Hunter 3 on Steam, but it's telling me it can detect previous mods. I've never modded SH3 before, and it's a fresh install, so am I doing something wrong?

Windows 10 user very grateful for advice <3
If you try to install GWX v3.0 then you have not chosen the right directory for the install. This is not chosen automatically.

For the record:
If the directory is wrong, or even empty(!), then the GWX-installer tells you not the truth in the english language install: "- Modded files were found."

The same in the german language install the Message is not fully correct, but more then in english version: "- GWX3.0 Dateien konnten nicht gefunden werden". Which means in english: GWX-files could not be found.
In contrary to the EN this is complete revered in meaning.


So try to find where Steam has installed your SH3, and chose this for the GWX-install.


Next part will be the "Large Adress Aware" or known as 4GB-patch.

If you have then problems running GWX i recommend reading some more about how to install and run SH3 on Steam. What to do in Win10. (Run as Administrator, in Win7 Compatibility mode).

Please read, as this pops up here regulary:
"propbeanie steam gwx site:subsim.com" <== put this phrase into Google


HTH
Greetings.
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Old 04-15-20, 04:50 PM   #7305
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Originally Posted by Hebe Vollmaus View Post
If you try to install GWX v3.0 then you have not chosen the right directory for the install. This is not chosen automatically.
Exactly! You must tell the installer where you want GWX3 installed.
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