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Old 04-26-10, 03:38 PM   #1
dfscott
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Join Date: Apr 2010
Location: Atlanta GA USA
Posts: 68
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Default First post-war patrol with GWX

Ok, I've started a new career for the first time under GWX3. I've also tossed in a few mods for flavor (and one for cheating, but that's a different story). However, I have a few questions (again). For reference, I'm using GWX3 and SH3 commander with the GWX3 mod.

1. I'm using the SH3 cmdr realistic crew option. However, I noticed it doesn't fill all the slots on my VIIB. Specifically, I'm an officer short (which is a pain since I don't have a officer qualified on the engines - I get "not enough crew" messages a lot, even when the compartment is full). Is it "legal" to add another officer and/or PO, or would this be considered cheating?

2. I'm using both the Integrated Orders mod as well as the WB's Mid-patrol radio orders. However, other than providing a little extra flavor, I can't see that they actually have any game impact. I'll occasionally get info about convoys in certain areas, but locations are given in lat/long and I can't figure out how to do the conversions.

3. My hydrophone seems MUCH worse in GWX than stock SH3 -- is this by design? In my first patrol, I didn't have anyone qualified to run it, but now I do have one PO qualified, but he seems to be hit and miss.

4. I've given up on gray targets. I know it's not realistic, but it drives me crazy spending 30 minutes getting all lined up for a nice shot and finding out he's not an enemy. After about 4 in a row, it's stops being fun. And it also seems to completely eliminate any night hunting. Maybe my eyes are just bad, but I can't tell one flag from another in the dark.

5. Recognizing targets -- I'm thinking this is just a matter of practice, no? For example, I constantly confuse the Liberty and the C2 Cargo, particularly when I'm not directly abeam. Of course, it's not really an issue since a merchant is a merchant and I don't really care about range when I'm making my standard 90 AOB shot with impact pistols, but if I ever use mags, I'd need to know the draft. Any tips here?

6. Magic Ship ID - I've noticed that the scope magically identifies a broad category of ship simply by placing the crosshairs on it (coastal merchant, cargo, etc.). I can't imagine that the scope would have that built-in, so it seem like a bit if a cheat. Am I missing something? If not, is there a way to turn that off?
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