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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Mar 2010
Posts: 23
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Greetings all. I took everyone's advice and got GWX3, and oh man, it's like what SH3 should have been but the devs didn't have time for lol...
Ok first off the Realism setting is at 80%. I'm not going directly to 100% until I get the hang of things, having been on 2 Patrols already and not fired a single torpedo (no opportunity). The only settings that are not checked are: -Dud torpedoes (I just don't want to think about that...) -No Weapon Officer assisted targetting (I want him to do his job) -Manual torpedo targeting (it seems atrociously complicated) Starting first "official" Patrol for GWX now. |
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#2 |
中国水兵
![]() Join Date: Oct 2009
Posts: 280
Downloads: 35
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Good luck on your campain, GWX is a whole differant monster. I was personaly hopin' that UBI would have just "barowed" GWX and updated the graphics for SH5 but, alas, it was not to be.
Those setings are good for just starting with GWX, I personaly jumped in befor I had SH3 all figured out so I had to start lower. Dud torpidos aren't as scary as it sounds, if you keep your torpidos inside a 20degre arc when it impacts the target you don't get a lot of duds. And later in the war they are almost a non-issue. Manual targeting also isn't as scary as it is made out to be by some. I found some good tutorials, both writen and as vidio, and wrote down all the steps I needed to do in my own words to better understand the process, and that worked a trick for me; well that and the use of some other mods that add some neto tools for target data gathering. |
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#3 |
GWX Project Director
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SINK'EM ALL guys!
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#4 |
Engineer
![]() Join Date: Jan 2005
Location: Birmingham, UK
Posts: 211
Downloads: 173
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After GWX I just cant go back to vanilla SHIII..
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#5 |
Eternal Patrol
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Why would anybody want to?
But there are lots of good add-ons for GWX as well: The Kiel Canal Locks mod, DD's newest Open Hatch mod... And don't forget to optimize your career with SH3 Commander. It does for your career what GWX does for the game itself. You'll never look back.
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“Never do anything you can't take back.” —Rocky Russo |
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#6 |
Chief of the Boat
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Enjoy the GWXperience
![]() SINK EM ALL!! ![]() |
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#7 | |
Engineer
![]() Join Date: Jan 2005
Location: Birmingham, UK
Posts: 211
Downloads: 173
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I may have to get that Kiel Canal mod.
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#8 |
Eternal Patrol
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It's a good one.
![]() But better are in the works.
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“Never do anything you can't take back.” —Rocky Russo |
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#9 |
Watch
![]() Join Date: Mar 2010
Posts: 23
Downloads: 3
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Turning due East after leaving the Wilhelmshaven docks, I plotted a course for the Straight of Dover and decided to do a test run of the Batteries and Oxygen. I wanted to establish how long the Batteries would hold out while submerged at Ahead Standard.
I submerged to P-depth and pinged the DuK (Depth under Keel). 18 meters. I dived to 20 meters and the DuK became 10 meters. I figured it wouldn't get much shallower than that because the course I set pretty much followed parallel with the shoreline. Big mistake. Time compression at 8x, moving along, turned due North at next waypoint to leave the Bay, an hour later, then BAM....systems were getting knocked around left and right. I immediately surfaced and did damage control. To my horror, the DuK (while surfaced!) read 12 meters?! Probably the only complaint that I have so far is the depth of the ocean in this game. It's just not realistically deep enough. The continental shelf at 5km out from shore should be at least 80 to 100meters, not 12-20... Anyway it wasn't a total loss. Everything repaired, leaks repaired, and going steady at 14kts. |
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#10 |
Eternal Patrol
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Were you still in the North Sea? There are places that are deeper, but you should never go below periscope depth, just in case.
Out in the Atlantic it's plenty deep, but in the Nordsee, be careful.
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“Never do anything you can't take back.” —Rocky Russo |
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#11 |
Medic
![]() Join Date: Mar 2005
Location: New Zealand
Posts: 168
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I realize with the dodgy release of SH 5 you guys here are probably being inundated with mod's for SH3 questions so thought I would tack my question on the end of this thread
After installing the latest GWX supermod are there anymore 'must have' mods?
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#12 | |
Grey Wolf
![]() Join Date: Nov 2009
Location: Weimar
Posts: 930
Downloads: 86
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I visited the SH3-mods-forum recently and was overwhelmed by the massive amount of newer mods just released or soon to be. there is FM's "interior", SH5-water for GWX, the wide-screen mod by Rubini, the new Wilhelmshaven andsoon. I really lost track which one to install immediately. so I tried just the SH5-water, and it is awesome. the colours are great, the foam on top of the waves realistic and the sky very "atlanticy" pale. it even corrects the unrealistic high-waves at 15m/s wind which bring you down below 10m and when sometimes the hydro tells you he got a bearing .....
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Life, Liberty and Property! |
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#13 |
Chief of the Boat
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You might want to try the Q ship mod (available from my FF page)...but there are many other mods to choose from.
A tip: Try to use only those that are installable via JSGME because they are then easily removed without causing damage to your game installation. ![]() |
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#14 | |
Rear Admiral
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SH3 Commander isn't really a mod but I wouldn't want to do without that either. JSGME is essential for the hassle-free enabling and disabling of the vast majority of whatever mods I do want to use or experiment with. I had DD's OH v3.09 (or whatever the latest one is) and took it off for a bit but put it back on cuz I missed it so much. A 16K atmosphere mod is nice if your system can handle it, GWX has one that comes with the install, I've been using that but will be trying out a different enviromental mod after I finish my current patrol and then see which I like best. There are so many, really, a lot depends on what elements of the game are most important to you since those are the ones you will want to add to, change, or enhance. |
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#15 |
Eternal Patrol
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Here's a list of all the mods I was using when I had to stop playing. I'm looking forward to some of the new ones coming out, especially the corrected harbors.
GWX 3.0 GWX 3.0 16km Atmosphere (GWX 3.0 Enhanced Damage Effects) Too much for my card GWX 3.0 Open Hatch GWX 3 St Naz and Schluese and other units Assisted Plotting Mod Clean Nav Map Community Units Das Boot Clothes Das Boot Officers - AIL Das Boot Sound Mod - DBSM Team DFa UpDnRot + Flags - Anvart Eagle Tower English-To-German Names - Phoenix3000 Exhaust Smoke for Water Streams - Racerboy / Philipp Thomsen Historically Accurate U-Boat Emblems - Conus Kiel Canal Locks Mod - Trainer/Nautilus 42 Lifeboats & Debris - Rubini Modified Searchlight Beams - OLC New Freecam Mod - Asanovic7 New Compass Graphics U-505 - Hitman No Rank Or Medals On Crew - Dertien Open Hatch - Diving Duck Port People - Pascal RB Exhaust Smoke For Water Streams - Philipp Thomsen Remove GWX Compass - ichso Remove Station Labels Rick's GWX Recognition Manual Rowers For Lifeboats - Privateer Seabed Repair Mod SH3 Contacts - Nicolás SH3 Weather Simfeeling 6-Dials Mod - FLB_Sale U-999 Small Moon Mod - AIL TDC Dials In Periscope View - FLB_Sale U-999 Type IIb AI Camo - Sean (changed to IIA) Type VIIb Early War Skin Ultimate Aircraft Sounds Water Streams - Rubini And of course SH3 Commander - JScones Ship Names mod - Sailor Steve Randomized Loading Screens - Sailor Steve
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