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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I'm in my 3rd patrol and a few things are kinda bugging me. Not sure if it's my install or that's just the way it is in GWX.
1. I've not seen any ships in port yet when leaving my base @ willemshaven 2. I'm not really seeing fires from torpedo hits. But I see lots of fire almost immediately from hits with my deck gun. 3. The deck gun seems MORE effective than the base game. Like i literally sunk a small merchant with 5 hits at the waterline. Is this normal or is something wrong with my install? After GWX, all i have installed are: V16B1 patch GWX 16km atmosphere GWX Enhanced damage effects GWX Open hatch mod Ahnerbe Wide GUI Thompson's Sound pack A few minor tweaks by me(like removing contact tails and no crew fatigue) |
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#2 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
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Ok this is really weird.
The Campaign_SCR file in the "GWX - Lite Harbor Traffic" addon is 6,901kb. The Campaign_SCR file in my game data folder is 2,658kb. How is my campaign file 2.5x smaller if im not running the lite version? [edit] Hmm, looking in the hidden JSGME !BACKUP folder, it appears my Campaign_SCR file was overwritten by the V161B patch supplementals. |
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#3 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
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Ok i think i know what i did. I originally had the V161B patch installed with JSGME just on a stock game and played around with that for a day before installing GWX.
I need to redo the V161B edits to the supplemental files using GWX files as a base. One of the steps is to copy over your Campaign_SCR file and make some edits. *slaps face* Apparently i was running GWX with a stock campaign. |
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#4 | |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
![]() Quote:
As for my sig, yeah its broken the place that hosted my image no longer has it i guess. Too lazy to fix at the moment. |
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#5 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Definitely seeing ships in port now!!!!
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#6 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
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Still not seeing ships catch on fire from torpedos
Just torpedoed a large merchant and got no fire at all. Surfaced and fired one round from the deck gun.. and a fire started. Also, what is the visual range of the AI ships in good weather in GWX? I swear they are seeing me from ridiculous ranges. And i feel like im seeing them at ridiculous ranges. |
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#7 |
Watch
![]() Join Date: Sep 2015
Posts: 22
Downloads: 292
Uploads: 0
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gutted what gw mod you are using?
is it vs 1 2 or 3? if its 3 I found some goodies on this site that even gives it more of the real feel but the way I have my gw3 set up it runs a little slow but the effects are worth it |
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#8 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
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GWX 3
I just installed some of dark wraiths mods. SH4 effects for SH3, torpedo damage final, and some others. I would really like to know how far the AI can see in good weather in GWX. I looked in AI_sensors.dat.. and the visual value is like 20,000. What does that mean in game? |
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#9 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
|
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i just looked in AI_Sensors.dat again and under AI_Visual:
MaxRange = 30,000 say wut? That's a stock GWX3 value. No other mod i have modifies that file. Is that correct? I looked at the same value in my LSH install and it's set to 8000. *scratches head* |
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