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Old 03-19-06, 06:38 AM   #1
vodkaphile
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Default GW vs RuB

I figured this topic would draw more attention...:P

Anyway.

How does GW compare to RuB as far as realism, difficulty...etc?


The screenshots look good, the campaign changes, etc look nice but how realistic is it all?


The only thing I saw that I didn't really like -- changing AS zoom to 10x? Were there 10x scopes?


Thanks in advance..
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Old 03-19-06, 09:08 PM   #2
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Yes, I'd like to know this too. Anyone?
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Old 03-19-06, 09:16 PM   #3
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Not really a good comparison because GW includes pretty much all of RUb, and then adds on top of it. It should, on the whole, be an improvement over RUb - the only concer is that it's very new and, even after beta testing, could end up showing rough edges like RUb did in many of its earlier versions.

The more relevant comparison right now is between GW and NYGM, but it's also rather speculative; I lean more toward NYGMs list of realism-related features, many of which are based on very 'cutting edge' modding approaches, but GW isn't too shabby either. :hmm:
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Old 03-19-06, 09:18 PM   #4
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Thanks CCIP. I must admit I have a partial soft spot for RUb. But it may be time to let go... Or perhaps wait for a Grey Wolves Tonnage War mod.
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Old 03-19-06, 09:20 PM   #5
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I am writing up a document entitled GW Concepts that covers this issue and other "Why did we do that?" topics.

The problem is that I am exhausted lol...

and I also have to work extra shifts this week since we are very short-handed at work. I am trying to figure out how to pace myself and triage what to do first...

First thing I want to do is correct my mistakes on the credits page.

I need 2-4 days to get this done and posted. Its important stuff... so I don't want to rush it.

I am also keen to hash out making it fully SH3 Commander compatible. (Our Sim.cfg has several altered values.)

Don't worry. I'll get to everything. Though probably not as quick as I would like to.
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Old 03-19-06, 09:25 PM   #6
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Quote:
Originally Posted by JScones
Thanks CCIP. I must admit I have a partial soft spot for RUb. But it may be time to let go... Or perhaps wait for a Grey Wolves Tonnage War mod.
I wonder if you could make a quick update to make SHIII commander work with the Tonnage War mod changes - just so that it doesn't overwrite some of the changes made by NYGM files. I think Greywolves is the same.

And yea... Sim.cfg has been a bit of a pain for my personal config. My solution so far has been taking out my DVD, pressing play SHIII in commander, and then copying back some of the custom files before starting up SHIII.
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Old 03-19-06, 09:36 PM   #7
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That's not necessary. SH3Cmdr *only* changes the LostConcactTime value in SIM.CFG, nothing else. It will not overwrite any other setting.

If changing this value does cause a conflict, the fix is simple - just set the LostContactTimeUpper and LostContactTimeLower values in SH3Cmdr's "Miscellaneous.cfg" to be whatever value GW expects.

I would have been happy to clarify this during development but was never asked...

Re SH3Cmdr and NYGM, I have the fix included as part of R2.5. I'll see what compat probs may exist with GW and consider whether I need to bring forward the release.
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Old 03-19-06, 09:43 PM   #8
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Jscones
Check your pm.

Thanks
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Old 03-19-06, 09:45 PM   #9
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Quote:
Originally Posted by JScones
That's not necessary. SH3Cmdr *only* changes the LostConcactTime value in SIM.CFG, nothing else. It will not overwrite any other setting.
Oh, thanks!

That's not for either NYGM or GW, since I'm kind of hogging my own AI sensor solution
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Old 03-19-06, 09:46 PM   #10
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Quote:
Originally Posted by CCIP
Not really a good comparison because GW includes pretty much all of RUb, and then adds on top of it. It should, on the whole, be an improvement over RUb - the only concer is that it's very new and, even after beta testing, could end up showing rough edges like RUb did in many of its earlier versions.

The more relevant comparison right now is between GW and NYGM, but it's also rather speculative; I lean more toward NYGMs list of realism-related features, many of which are based on very 'cutting edge' modding approaches, but GW isn't too shabby either. :hmm:
I want to say this... before being misunderstood. GW is not based on RUb. It is based on the work of people like you who have contributed to RUb... and those contributions.... most of which have been further modded by the GW team.

I will explain what I mean as tactfully and as sensitively as I am able to when I post the article I spoke of earlier.

GW is and will remain a stand-alone mod that does not require RUb or any other large mod to function.

GW was born as an alternative to limited choices, and from my stand-point... occasionally closed minds, and negative attitudes. Work began in mid-November 2005.

In the same vein of providing for choice within the community, I have agreed to facilitate a merger which would incorporate/share common ground with the NYGM mods for those who are interested.

(The Grey Wolves-Tonnage War... its gonna be a hell of an awesome thing!)

However, GW will continue to exist... and serve a purpose as an alternative to other big mods.
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Old 03-19-06, 10:04 PM   #11
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Quote:
Originally Posted by Kpt. Lehmann
I want to say this... before being misunderstood. GW is not based on RUb. It is based on the work of people like you who have contributed to RUb... and those contributions.... most of which have been further modded by the GW team.
Yes, and I want to stress that I didn't mean it any other way

For the most part, I think it's fair that any large mod - RUb, IuB, NYGM or Greywolves - isn't really a mod as such at all, but a collection of different mods by a lot of individuals, both in the team and otherwise.

One thing that GW can't be beaten in is the sheer number of these mods that it brought together under one roof
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Old 03-19-06, 10:19 PM   #12
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Even though I have had the test versions and knew for some time what was in this mod, I'm still in awe of how much was actually done to this game. It is just amazing. GW is my first "supermod" I have used for the game. I didn't use RUb or IUb. Both seemed like good mods, but they didn't have what I was looking for. This mod has got me really excited. Since running test versions, and now the public release, I feel enthusiastic about SH3 again. GW didn't just modify SH3, it redefined it. Btw, my absolute favorite part about the mod is the new shipwrecks. I don't know why, I just love them. :rotfl:
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Old 03-19-06, 10:25 PM   #13
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Does anyone have the answer to a question posed in the first two posts of this thread; how does one 'get' a 10x view on the periscope and UZO ?

Thanks,
Old Dog
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Old 03-19-06, 10:33 PM   #14
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Quote:
Originally Posted by CCIP
Quote:
Originally Posted by Kpt. Lehmann
I want to say this... before being misunderstood. GW is not based on RUb. It is based on the work of people like you who have contributed to RUb... and those contributions.... most of which have been further modded by the GW team.
Yes, and I want to stress that I didn't mean it any other way

For the most part, I think it's fair that any large mod - RUb, IuB, NYGM or Greywolves - isn't really a mod as such at all, but a collection of different mods by a lot of individuals, both in the team and otherwise.

One thing that GW can't be beaten in is the sheer number of these mods that it brought together under one roof
No offense was taken at all. You are entirely correct regarding the "bigmods." They are a collection of works made by the community that are further refined by every set of modder's hands
that they pass through.

Take the ship builder/3d modeler as an example- He can build new ships all day long... but what good is that until they are scripted by the campaign builder. No one part is infinitely more important than the other.

GW could never exist without the community. The only thing I can really take credit for is the big idea and the determination to see it come to life.... (it takes big boots and weathering good deal of loneliness when doubt sets in)... and even that doesn't matter without people like Neil Stevens, and Terrapin to give these works a home.
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Old 03-19-06, 10:37 PM   #15
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Quote:
Originally Posted by Old Dog
Does anyone have the answer to a question posed in the first two posts of this thread; how does one 'get' a 10x view on the periscope and UZO ?

Thanks,
Old Dog
You can use Time-Traveller's awesome mini-tweaker to reset those values in data/Library/Cameras.dat

Give me a sec and I will edit this post to include his website.

Here you go... http://www.delraydepot.com/tt/sh3.htm#crushdepth

Cheers!
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