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Old 04-23-07, 09:19 AM   #1
Woof1701
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GWX: Wolfpack/Elco question

I'm not sure if this has been discussed before. At least I couldn't find anything useful on the topic. As far as I remember, GWX uses wolfpacks with AI uboats that can't shoot torpedoes and are mainly there to distract the enemy, right?

The Elcos and all other AI torpedo boats also lack the ability to fire torpedoes.

So my question is: "Why weren't the virtual torpedoes included in GWX?"
In my opinion it would be pretty nice to have some Elcos that are more dangerous than firing a machine gun at you, and also to have uboats (maybe even british S-class subs) that actually engage the enemy. Of couse with the AI uboats we would have to greatly limit the supply of torpedoes otherwise they'd shoot away all the targets
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Old 04-23-07, 09:28 AM   #2
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The first time i played SH3 one one of my first missions i was recharging my batteries on the surface in relatively calm seas but heavy rain - one of my watch crew spotted an elco charging me at about 800 meters or so. i ordered a crash dive and thought that i was done for because one torpedo from those little boats will put any U-boat on the bottom, but i learned quickly after a few similar encounters over the first months of gameplay that those little buggers cannot fire torpedos. The lack of AI torpedos in the default rendition of SH3 is a huge mistake. Several U-boats were torpedoed by either elcos or british subs and the fear of being torpedoed in some areas were surely an operational consideration that commanders had to take.

I have heard rumor that someone is working on a mod to make them fire torpedoes in GWX but that it is a lot of work.

I think it can be done... after all, late ware elcos in GWX will use hedgehogs against you with surprising accuracy.

Perhaps someone who knows about the AI torpedo mod will speak up on here???
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Old 04-23-07, 10:23 AM   #3
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Old 04-23-07, 10:47 AM   #4
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I don't really care whether they shoot real rendered 3-D torpedoes like my boat does, or whether they shoot virtual torpedoes like in Sergbutos Mod. In subs and uboats you'd only be able to see the torpedo launches when in external cam underwater and very near the to the sub. The Elco's and DD's torpedo launchers are a different thing of course. But nevertheless the running torpedoes are more or less invisible anyway. At least the electric ones. And even though it'd be nice eye candy I prefer not to stick around and watch the enemy shoot at me
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Old 04-23-07, 12:34 PM   #5
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Quote:
Originally Posted by Woof1701
The Elcos and all other AI torpedo boats also lack the ability to fire torpedoes.

So my question is: "Why weren't the virtual torpedoes included in GWX?"
Why do you need them included in GWX? You can always download the corresponding mod from my site. According to Rubini, it works with GWX. In case, you decide to use it, do not install guns.dat, .sim, .zon and shells.dat, .sim, .zon files from download (unfortunately, I did not have time to update the download), instead take the files from my Library pack 2.0.
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Old 04-23-07, 12:59 PM   #6
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Quote:
Originally Posted by GoldenRivet
I think it can be done... after all, late ware elcos in GWX will use hedgehogs against you with surprising accuracy.
Elcos in GWX use hedgehogs? That is new to me. I have not seen that in the GWX manual. In this case, I wonder if any part of my PT-boats mod was used in this respect? I have no doubt that some members of the GWX team are perfectly capable of doing it, my question concerns the very files I worked on.

While I am at it, I have not seen any mentioning the dolphin mod in the acknowledgement section of the GWX manual (except for the texture). From the screenshots I saw, I got an impression that my work on the dolphin mod is included, at least partly, but I can't be sure since I do not have the files. Is that correct?
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Old 04-23-07, 01:12 PM   #7
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Quote:
Originally Posted by privateer
message received and understood herr kaleun
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Old 04-23-07, 06:17 PM   #8
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Quote:
Originally Posted by sergbuto
While I am it, I have not seen any mentioning the dolphin mod in the acknowledgement section of the GWX manual (except for the texture). From the screenshots I saw, I got an impression that my work on the dolphin mod is included, at least partly, but I can't be sure since I do not have the files. Is that correct?
It is my understanding that credit for the correction of the UV-Mapping, animation, sound assignment, and the new fix allowing the dolphin to follow waypoints belongs to Ref.

IIRC the dolphin texture base was TikiGod's.

I will look into it. Wouldn't want to miss crediting you if it is warranted.
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Old 04-23-07, 06:37 PM   #9
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Dolphin animation was already in stock SH3. That is the only thing which was.
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Old 04-23-07, 06:41 PM   #10
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Addenda:

IIRC the only change to the Elcos was to add more guns (no hedgehogs, etc.), We have credited Sergbuto with the Vosper MTB.
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Old 04-23-07, 11:43 PM   #11
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No H\Hogs on GWX Elcos

Could do with DC as a loadout though
Not all Elco's had Dc
Some late war ones in the USN even had rockets
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Old 04-24-07, 01:20 AM   #12
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yeah - i guess i was mistaken about the elcos using hedgehogs in GWX... but i know i have seen them use them before in SH3.

maybe it was RUB? or some other mod? surely it wasnt stock?
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Old 04-24-07, 01:51 AM   #13
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Quote:
Originally Posted by down and out
Could do with DC as a loadout though
Not all Elco's had Dc
Elcos used DCs to get rid of destroyes chaising them, not for hunting subs.
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Old 04-24-07, 02:29 AM   #14
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Woof1701
The Elcos and all other AI torpedo boats also lack the ability to fire torpedoes.

So my question is: "Why weren't the virtual torpedoes included in GWX?"
Why do you need them included in GWX? You can always download the corresponding mod from my site. According to Rubini, it works with GWX. In case, you decide to use it, do not install guns.dat, .sim, .zon and shells.dat, .sim, .zon files from download (unfortunately, I did not have time to update the download), instead take the files from my Library pack 2.0.
Hi Sergbuto,

Do you mean that guns.dat, .sim, .zon and shells.dat, .sim, .zon in you Library pack is comparable with GWX files? If so that would be great and I will be able to use your wolfpackmod in GWX.

Mikael
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Old 04-24-07, 03:33 AM   #15
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The idea of the Library pack is to make my mods independent on any setup. I have not tested this pack with GWX therefore I can only refer you to what Rubini and bigboywooly have told.
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