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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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First of all I'd like to say: NO THERE'S NOTHING NEW HERE.
I just found that keeping up with the long sneak peak threads was quite a lot of reading due to all the (much deserved) praise, questions and other chat, and went through all the sneak peak threads and tried to unearth as much information as possible and compress it here in an all-in-one thread so everyone get's a nice overview. For more information I've provided the link to the actual thread. Sneak Peak I: AI submarines http://www.subsim.com/radioroom/showthread.php?t=116843 The GWX team's objective is to further counteract the lack of AI submarines in stock SH3. As we all know from GMX 1.03 there have already been released the lend lease American S-class boats used by the Royal Navy as well as an American Gato/Baleo/Teng-class sub. In GWX 2.0 we will see further more: (real) British S-class ![]() British T-Class ![]() Italian Adua Class ![]() Russian Scuka Class ![]() Additional Information in Sneak Peak I: Liberator Bomber ![]() He-111 Medium Bomber ![]() Last edited by Woof1701; 11-23-07 at 07:59 AM. |
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#2 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Sneak Peak II: The Sea Forts
http://www.subsim.com/radioroom/showthread.php?t=117511 Those Forts were built to protect the English Coast from uboats and surface vessels and some still stand today. They are land units but can be torpedoed and according the Kpt Lehmann are quite deadly ![]() ![]() ![]() New German coastal ship ![]() Additional Information: Including whales was discussed but tabled: ![]() But there's hope yet: http://www.subsim.com/radioroom/showthread.php?t=123111 http://www.subsim.com/radioroom/showthread.php?t=123199 ![]() Last edited by Woof1701; 11-23-07 at 08:11 AM. |
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#3 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Sneak Peak III: The Campaign
http://www.subsim.com/radioroom/showthread.php?t=118211 - Hunter Killer groups now start and end in harbors - Hunter Killer groups now can be randomly roaming around independantly or trail or precede a convoy. Therefore if you're nailed by a convoy escort in late war years, expect a hunter killer group to appear on the scene. - Patrol routes around the coast have been randomized and now start and end in the harbors. - Merchants, Destroyers, Patrol boats and Frigates are now plug and play. That means any of those ships added to the roster will automatically be included in the game without scripting! (especially important when Iambecomelifes Merchant Mod is finally released) - Milk Cows now start and end at harbors too and do not simply appear out of nowhere. - Convoys are now entirely generic except for historic convoys and lit (neutral) ships. - New real Kriegsmarine units were completed and scripted into the campaign to replace placeholder units. - more than 35 new sea units can be expected - Black Sea and Pacific campaigns can now be activated via JSGME in order to improve loading times. - Air cover has been tweaked to use more realistic airplanes and to be as realistic as possible. Additional Information There's been talk about audible SSS radio calls from torpedoed ships. But noone can say if something like this is included. Maybe a case for Cpt. Racerboy? ![]() However, ships with barrage balloons will be avaiable ![]() Last edited by Woof1701; 11-23-07 at 08:15 AM. |
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#4 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Sneak Peak IV: Shipping
http://www.subsim.com/radioroom/showthread.php?t=119741 I especially recommend this thread for its extensive number of images ![]() Just a few: Cruiser ![]() Lutzow ![]() Milk Cow ![]() Higgins Boat ![]() Sperrbrecher ![]() Kriegsfischkutter ![]() Trawler ![]() Raumboot ![]() Cyclops Type Collier ![]() Granville Type Freighter ![]() Nipiwan Park Type Tanker ![]() Additional Information: Loading times and ingame speed should be similar to GMW 1.03! |
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#5 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Sneak Peak V: Gameplay Issues
http://www.subsim.com/radioroom/showthread.php?t=121331 This section deals with realism and gameplay issues that have often been a grounds for discussion with SH3. Hard to put into a few sentences. You'll have to read this one yourselves ![]() Just a few things to give you an idea: - Longer Repair Times Mod is not included - Stay Alert Mod is not included - Radar warners have been tweaked to be more realistic - Loading Times will increase from 1.03 but the game will run well with the same specs as before - no tails for map contacts. - Enemy AI will remain unchanged from 1.01 And a small surpise to download ![]() Last edited by Woof1701; 11-23-07 at 08:07 AM. |
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#6 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Sneak Peak VI: Aircraft Galore
http://www.subsim.com/radioroom/showthread.php?t=123357 - All stock aircraft were replaced - Aircraft AI behavior tweaked (repeated passes over the target and all aircraft attack as they should now) - Better damage models - real Leigh Lights - many new units - U.S. Navy airships! Just a few pics: ![]() ![]() ![]() ![]() ![]() Additional Information: - floating drydocks - new fighter planes (like the Fw 190) were left out due to the fact that they seldom served as naval planes and had little to do with the uboat war. Last edited by Woof1701; 11-23-07 at 08:09 AM. |
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#7 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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![]() ![]() That took some doing Woof ![]() |
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#8 |
Grey Wolf
![]() Join Date: Nov 2006
Location: D/Niedersachsen
Posts: 777
Downloads: 0
Uploads: 0
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Very good collection!
Thank you for making me unable to sit still anymore... ![]() :rotfl:
__________________
SH3 battle capability upgrades: GWX2.0, JSGME2.0, SH3Commander 2.7, SH3Gen 0.8.2, TorpDamageMod 2.0, OLC GUI 1.1.5 Awaiting combat readiness for GWX2.0: SH4 effetcs for SH3, SH3Weather 1.5 Following development of: www.subwolves.com Realism: 90% ![]() ![]() |
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#9 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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cool. but just one mistake - your first pic is also of the russian sub, not the S-class.
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#10 |
Watch Officer
![]() Join Date: Nov 2006
Location: St. John's, Newfoundland, Canada
Posts: 332
Downloads: 6
Uploads: 0
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Color me salivating.
HB |
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#11 | |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
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Great collection, Woof, thanks!
Quote:
![]() ![]() auf,auf :rotfl: I know, I'm sitting in a glasshouse ![]()
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition Last edited by Paco; 11-22-07 at 05:59 PM. |
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#12 |
Commodore
![]() Join Date: Mar 2007
Posts: 604
Downloads: 139
Uploads: 0
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Am I to expect playing U-boats after 1943 will be completely senseless in GWX 2.0 mod?
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#13 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
Downloads: 1
Uploads: 0
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Now counting the days till the release! Thanks for getting together an overview of all the sneak peaks!
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#14 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Austria
Posts: 1,070
Downloads: 0
Uploads: 0
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#15 | |
Fleet Admiral
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