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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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GWX Project Director
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The Grey Wolves Supermod FEATURES LISTS including version 1.1!!! 4-22-06
http://rapidshare.de/files/18626955/...ation.zip.html The Grey Wolves Supermod is FREEWARE!!! You may not use it to make a profit. This is unpaid, free, community-based work that was made on sheer enthusiasm and nothing else. You are fully responsible for any changes made to your game or system by installing this mod, and even though it has been thoroughly tested and made with a player's enjoyment and game stability in mind - the creator(s) cannot guarantee either total satisfaction or 100% absence of technical faults. Feedback is accepted and technical support may be given by the creator(s), but depends entirely on their goodwill. We will continue to work to solve any identified problems. Please remember that opinions are not "bugs." You can find The Grey Wolves Supermod version 1.0 on Terrapin's wonderful SH3 website (Our primary and fastest DL host) Just go to the SH3 downloads section and choose the Grey Wolves server. MANY many thanks go to Terrapin for the real-life hours he has spent to make sure The Grey Wolves Supermod has a reliable home. Please do not create hot-links directly to mods on Terrapin's site to help preserve his bandwidth. http://mpgtext.net/u-boot/component/...page/Itemid,1/ The Grey Wolves Version 1.1 Update (Read on) http://rapidshare.de/files/18388148/...e_v1.1.7z.html Hotfix for AI U-boat overlay problem and missing SH3 map correction: http://rapidshare.de/files/18621296/...ay_Fix.7z.html ------------------------------------------------------------------------------------ Now that FileFront seems to be running faster... you can also get GW there: ------------------------------------------------------------------------------------ Part 1: http://files.filefront.com/The_Grey_.../fileinfo.html Part 2: http://files.filefront.com/The_Grey_.../fileinfo.html Part 3: http://files.filefront.com/The_Grey_.../fileinfo.html Part 4: http://files.filefront.com/The_Grey_.../fileinfo.html Part 5: http://files.filefront.com/The_Grey_.../fileinfo.html Part 6: http://files.filefront.com/The_Grey_.../fileinfo.html UPDATES!!! to The Grey Wolves Supermod. =============================================== Version 1.1 Update Changes: TO EVERYONE.. IMPORTANT IMPORTANT IMPORTANT!!!!!!!!!!!!!!!! 1) On your first patrol of a new career before leaving port... do not upgrade or change anything. (I think you can add a sub emblem... but do so at your own risk.) 2) On your following patrols do not upgrade your sub at the end of the patrol... wait until you are about to leave for the next one. (In base at end of patrol=no upgrading In base just prior to patrol start=ok go ahead and upgrade it.) 3) Also regarding ships in harbors all running straight towards the nearest ground, beaching, and burning etc.... THIS happens when you save your game within 50 km of a harbor... and is also a stock SH3 bug. (Another tip, you will take an FPS hit in harbor areas because there is a lot for your PC to track and render... USE LOW TC if you must use TC to leave the area. 4) If you do upgrade your sub at the wrong time or save a game before an enemy ship is actually sunk YOU WILL NOT GET CREDIT FOR DESTROYING THEM!!! 5) Numbers 1-4 above we cannot fix... but you can change your actions to adapt to them, thereby nullifying them. Stock SH3 Save-game routines are simply screwed up and cannot be fixed otherwise. This is NOT a new bug introduced by the GW mod. ----------------------------------------------------- The Grey Wolves Supermod is fully compatible with JSCones SH3 Commander program. ---------------------------------------------------- TO INSTALL The Grey Wolves Update version 1.1: The GW mod files are in JGSME format however you can also paste it directly over a clean installation of Silent Hunter III. To do this just save the patch and decompress it into a personal document. Then go inside the patch files, copy the "data" folder and paste it over the data folder found just inside your Silent Hunter III directory. Note: Do not install this update while on patrol. You must roll back/disable ALL mods and GW optional mods with the exception of the GW version 1.0 Supermod prior to installing The Grey Wolves v1.1 Update. ------------------------------------------------------------------------------ Changes incorporated in The Grey Wolves Update 1.1 ------------------------------------------------------------------------------ Added Periscope TGA Hi-res fix by Mkubani and JonZ Corrected Sub availability dates for 2nd and 7th Flotillas-JSCones Re-worked player rank and medals requirements Changed Player U-Boat weapon reload times: (Un-damaged weapon with full crew compartment efficiency) 88mm Deck Gun= 10 seconds per re-load 105mm Deck Gun=12 seconds per re-load (Note the above changes were made to better reflect sustained fire rates of aimed direct-fire from a platform moving in three demensions at targets moving in three dimensions. Though higher rates of fire were certainly possible, such use would only be useful for area bombardment... not accurate fire.) Also note... shell hits above waterline will hardly ever result in the sinking of targets larger than tug-boats. Anti-Aircraft Weapon reload times: (Un-damaged weapon with full crew compartment efficiency) All AA Weapon reload times= 5 seconds per barrel Added further deck gun stability changes for more realistic gun movement and crew accuracy effects by Cdre Gibs Increased Shell Power by approximately 33% for both the 105mm and 88mm deck guns Reduced some terrain resolution and substituted terrain graphics from Kriller2's Terrain mod version 2.0- This should help with FPS in harbors and near land and in many cases actually looks BETTER than some of the high resolution versions I've seen. Reinstated stock seafloor graphics for FPS improvement Tanker IV Seafloor mod is now an optional mod... Note: if your system can handle it, this is an awesome little mod. Corrected broken "Submarine blowing ballast" via the use of Ogg Vorbis speech file blending- Unknown modder Added vonHelsching's Real Battery Life mod for GW- see the readme... wonderful mod! Added -6 db Clock sound volume reduction- VodkaJello Added slower DD propellor sound, Changes in DD speeds now discernable by hydrophone- Kpt. Lehmann Added better underwater abient sound- NippelSpanner Removed engine sound from bows of ships- Vapor Siaj by NippelSpanner Reverted Creaks Level 2 sound to stock in effort to prevent looping sound. Added Armed Trawler corrected damage model- Teddy Barr Added "Blow Ballast" Ogg Vorbis speech files- DocAguirre (This was a bugged/broken sound in stock SH3. Now instead of silence you will hear the sound of your officer confirming your order to blow ballast followed by the sound of compressed air forcing out the ballast water.) Clean Confirmation Window by Tikigod Reduced all high resolution flag TGA sizes with intent to assist harbor/port framerates- Kpt. Lehmann Added KptLt Erich Karl's Navimap datasheet mod Fixed 1024 Cfg Leer TGA file failure- JCWolf Added JCWolf's version of Manuel Ortega's Leer TGA file showing Sailor Steve's feet (LOL Sorry Steve I couldn't resist! ;O) Added JonZ Improved Ship Recognition Book Mod Added optional/partial Swastika remover mod ------------------------------------------------------------- Notes by JonZ- to revamp and make the recognition manual even bigger. ------------------------------------------------------------ Recognition Manual, contains both Profile and Angle views on one page. Useful when Interface is Disabled with (Number/ 10 Keypad ".") and positions can be swapped with the toggle button when Interface is enabled. - Bigger arrows buttons on cover and closer to the title. That way you will still focus on the countries titles and on the arrows at the same time without accidentaly click on the 'open' zones. - Nationalities navy flags added on the titles for a faster recognition browsing. - Datas information for ships including draft, length, mast, beam, and tonnage are now on top of the page. The most important info such as tonnage and draft are kept on the top right corner. - Scale bar now has scale numbers associated with the ship dimensions. - Improved High Res Texture of the manual in general with assorted color shemes. ---------------------------------- Rubini's notes: ---------------------------------- Made some Roster folder Ship Cfg and date-based corrections Defside file Panama entries corrected Argentinian alignment changes to axis side after May 12, 1945 to allow the player to escape in the last days of the war. This is done by modifying the Defside entries for Argentina in the Defside file. I find it very cool and historically correct. Some U-boat captains did sail into Buenos Aires after Germany capitulated. All credit for this idea goes to Stiebler. Made some Scripted Campaign Layer adjustments for stability to both the regular and no-friendly-minefields optional mod. In the Sea folder I have added the Walrus/Arado for the correct ships and using renown. I also added the English/GermanNames.cfg in the sea folder with the corrected "Ftboot=Flottenbegleiter" entry. I also added the correct Map entries for the new maps zoom levels. I also added the Bismarck deck skin with swastika in the texture folder. GW VERSION 1.1 UPDATE FAQ: -------------------------------------- Quote:
Further proof for you and an answer to another question: Quote:
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Regarding JonZ Improved Recognition Manual Mod, all files are merged properly for user-friendliness. Whatever problems you had before should go away AS LONG AS you install the GW version 1.1 update via JGSME. For those using JGSME... you MUST disable/roll back all un-related GW mods and all optional GW mods before enabling the GW 1.1 update. Quote:
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You also need to be aware that many of the problems that are being attributed to GW are stock game bugs that we cannot do anything aboiut. We've fixed a great deal of them, but we cannot fix things that are hard coded. (The save-game routines are totally screwed up for example. In the process of trying to educate gamers regarding them, people get the idea that it is the fault of the GW mod... WHICH IT IS NOT.) Quote:
GW Includes a very advanced version of "Harbor Traffic" and contains essentially what Rubini intended to be included in HT 1.48. Rubini now has real-life obligations that will seriously limit his involvment with modding. Therefore HT 1.48 may be quite a ways away. Also, to address another of your posts. You must have GW 1.0 properly installed BEFORE installing the GW 1.1 update. The GW 1.1 update IS NOT a stand-alone mod. Quote:
Either you tried to apply it as a stand-alone, are using other mods, have a corrupted install... but more likely have just installed it wrong. Read the readme on "how to install." You can use SH3 commander to change your time compression settings when nearing ships, airplanes, land proximity, etc etc. I consider the harbor traffic to be essential to the immersion factor that GW offers and will not be removing it. http://files.filefront.com/Stock_Gun.../fileinfo.html This mod replaces the 4 second stock reload rate for the deck guns. This mod also reverts the shell damage potential back to stock. For GW users, this does not add AP rounds back in. Kpt. Lehmann GW version 1.0 FAQ: ----------------------- Question: I am having slowdowns in underwater and in-harbor camera views... what do I do? Answer: Install the stock sea floor mod included as an optional mod in your GW download. First thing... I'm not angry with anyone here because dealing with this kind of stuff is very challenging for some users.... BUT.... As much as I would like to personally fix up everyone so that they could run GW comfortably.... Recommended (should be mandatory)specs to run Silent Hunter III include 1024 mb of RAM!!! (1 gigabyte) The best way to set up your RAM cards: (your computer guy can do this...) 1) Get TWO STICKS THE SAME SPEED AND SIZE!!! Two sticks can be faster than one.... keep reading. 2) Have your computer guy DUAL CHANNEL THEM in BIOS... this allows the reading or writing of data to be channelled into whatever direction is most in-demand by your PC at the moment. 3) You cannot dual-channel a single stick of RAM. 4) Turn off all un-used programs running in the background when you play... especially temperature sensors. I have a temp sensor that refreshes the temp reading every three seconds... and if I leave it running I experience a severe and rhythmic dip in FPS every time it takes a measurement... and that is just one program of several I turn off before each SH3/GW run session. 5) MORE RAM IS USUALLY A CHEAPER/MORE AFFORDABLE UPGRADE 6) Not enough RAM will cause "memory mini-dumps" basically this means your PC cannot keep up with the running computations to continue the SH3 process... and you get CTD'd!!! 7) I learned all the above the hard way... and fixed it... and I am far from being a rich man and can I claim to even live comfortably. I can feel your pain... believe me. I remember that crappy feeling of being so close but so far away. (All I want to do is just sail and sink stuff!!! WHY is it so hard to just run SH3?) 8) GW is a graphically intensive mod... yes.... but not nearly in the way that you think. With 99% of the altered graphics inclusions in GW... the Tanker IV Seafloor mod is one of the ONLY mods that expanded the actual size of the TGA file!!! For the most part this means we have simply replaced existing graphics with items that are no more difficult for your PC to process than the original. In some cases we have IMPROVED FPS!!! The Tanker IV Seafloor mod is optional as of GW Update to version 1.1. Our smoke mod improves FPS and so does our "Waves Attenuation" values in the Sim.cfg Given the right setup... GW can actually improve the performance of SH3 on your machine at sea. Findings compiled by citizen Vodkajello (many thanks sir!) ------------------------------------------------------------------------ 1. Missing textures on interiour of uboat. SOLVED Solution: Corrupt download or bad install. Fresh install and new DL of GW fixed problem. Confirmed not to be a problem with the files available for download. 2. Shadows on dragable chrono not displaying properly. SOLVED Solution: Update your graphics card driver. 3. Type XXI engine rooms must be filled over the green bar to get the sub moving at all. SOLVED Solution: -Confirmed not to be GW problem by Ribini and K.L. -user was using beta of GW, not release version 1.0. 4. - ARMED TRAWLER - FIXED (this small ship was indestructible. Added missing armed trawler Cfg file and corrected .zon to the GW version1.1 update file thanks to Rubini and Teddy Barr respectively. 5. the fuel guages in the CE's report doesn't jive the slide out report. Also as we were coasting into Whilhelmhaven on fumes with our IIA it appears the slide out readings were accurate for fuel remaining.OUTSTANDING 6.The NLOL and the NPTR are the same ship. SOLVED... Having a cloned identical ship is not really a problem. 7. Slovakian aircraft graphics use historically inaccurate graphics. SOLVED Developer's disgression. There will eventually be an update that will include these changes. 8. Bad frame rates. SOLVED ... User specific settings and/or system specs that do not meet recommended levels. Possible Solutions: Update your graphics drivers and use the particle effects slider in the SH3 video settings. Do not use the 16km optional Atmosphere Mods. The GW team will also take further steps with the upcoming update to improve FPS in "busy" areas like the harbors... however, some FPS loss will still occur as it alsways does in harbor areas. harbor traffic will remain an integral and default part of the GW mod. 9. Crew not responding to orders for course/speed changes and requests to man the deck gun as if they don't have enough people in the relevant compartment. SOLUTION- Stand-down from silent running and select one of the throttle options from "Ahead Slow" to "Ahead Flank." 10. Ships hard to kill. Ineffective deck guns. People just need to get used to the new flooding to sink damage model. Read the NYGM / GW damage model sticky thread. This is a work in progress as is all modding. -Users: Use torps, deck gun won't be effective on an undamaged ship of medium or large size. Aim the deck gun BELOW THE WATER LINE and in different areas. Objective is to speed flooding by making more holes in more than one "compartment." 11. No credit given at end of mission. SOLVED- SH3 STOCK BUG, see suggestions on work-around presented in the GW readme. 12. Missing weather report. SOLVED Solution: Weather report has been moved to Watch Officer. It is only available when surfaced with the Watch Officer on the bridge. 13. Crew fatigues too quickly SH3 Commander includes the GW default 8 hour crew fatigue model and using JSCones awesome SH3 Commander program. Simply select it uder fatigue options if you are confused. 14. Can't sink C2 ship with deck gun, therefore can't pass training. SOLVED Solution: Damage model makes largish ships impossible to sink with an 88mm deck gun. Because of this you can't pass the gunnery training mission with GW installed. Pass it without the GW, then enable the GW mod. (Very easy thing to do with JSGME). Explanation of new Damage model and gunnery is found on Page 3 of this post and in the NYGM/GW damage model sticky thread. 15. No binocular crosshairs? SOLVED Solution: It is an intended of the GW mod. No crosshairs in optics that didn't really have them! 16. Periscope red overlay misaligned. SOLVED Solution: When viewing through the periscope at night, the red layer seems to be slightly misaligned revealing the layer used in daytime. I took a screenshoot that shows what I'm talking about. You can see it at the top and right edges of the screen. It is harder to see in the screenshot than in the game. This will be fixed in GW Update version 1.2. 17. WHY WON'T that DARN SMALL MERCHANT SHIP SINK??!!??: Well it DOES sink... the first one I sunk useing the GW mod blew sky high... others took a while to sink... good luck/bad luck. (Kpt. Lehmann) irish1958 wrote: "Since most ship sink because of uncontrolled flooding, it takes a long time, sometimes hours. irish1958 " My response: Exactly, and with the smaller ships, striking the same spot with a subsequent torpedo may have little or no effect in sinking the ship. You can think of the ships as having more than one compartment that is "water-tight." Therefore, you really need to hit more than one place on the ship. There is always the chance for a critical hit... but largely you should never count on a critical. Another thing about smaller ships and compartments... you can think of these compartments as being a little closer together, which can be a good thing or a bad thing for you... depending on where your torps hit. Furthermore, re-modelling damage for one boat can actually have a cascade effect and cause problems in other boats. There are some smaller ships/boats where I am going to review the DM, but I am still deciding as to whether or not the small merchants need futher attention at the moment. At the very least... engaging enemy ships will yield an uncertain outcome for you... You will find yourself seriously asking "Is she worth another torpedo? Should I risk surfacing and using the deck gun?" Your decision may have a definite impact on your total end-of-patrol tonnage score. Stock SH3 was full of certainties in-game... These certainties are things that are going the way of the dinosaur. Lack of certainty is a GOOD thing. If you are unhappy with the damage model itself, try de-selecting "realistic sinking times" in your realism settings. I don't know what effect this will have for you because the GW mod aims at achieving higher levels of realism in this area... but it may accelerate the death of enemy shipping that you encounter. From the school of hard knocks!!! We salute you! ![]() ![]() ![]() Cheers! All I hope you enjoy! |
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