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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Sep 2006
Posts: 6
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I'm not much of a forum junkie, but after not playing SHIII for a few months, I saw the changes brought about by the GW mod on the internet somewhere.
Somewhat bored, I downloaded and installed it. The difference between the standard and GW version of SHIII is so vast... I don't know where to begin. I knew from even the menu screen how incredibly different the mod is. The Das Boot footage on screen is seamlessly done, I didn't even realize it was from there until I noticed Jurgen Prochnow on screen. The background music really channels the mood. After starting a new campaign, I nosed out of the submarine pens, and was struck at all the naval traffic. (I was kind of confused at why they were all black instead of blue, more on that later) After getting out into the open, I noticed something right away, the diesels no longer sound like a bicycle with a playing card stuck in the spokes! The UI has completely been redone, and the pop-out battery, compressed air, co2 and fuel gage addition is brilliant! So off I go, headed out to somewhere really far. Turn up the time compression, and random radio messages start coming in, really added to the immersion. I get about halfway to my destination, and my ever vigilant bridge crew gives me the ship spotted warning. It's a warship, so I dive to periscope depth and start figuring out how best to engage it. It's a Destroyer, but...Something's wrong. The icon is black, just like the german ones, and... It's 14,000 meters away! ![]() I realized that the mod had changed the visual alert distance, and I could BARELY see his smoke on the horizon through my binoculars. (Great job, watch crew) Also, while I was irritated I wouldn't be able to tell the difference between neutral and enemy ships, the longer I played with it it opened up an entirely new aspect to the game and looking up the different nation flags in the ship recognition book to see if they were neutral or not. I go to full ahead for a few minutes on time compression, having done the intercept calculations already. I end up about 88 degrees off his port side, at a range of 600 meters. ![]() I almost missed my green shot, because when I opened my tubes the sound effects made me pause! Fire one, forward ammo bunker. Fire two, dead center. The torpedo firing sound effects made the hairs stand up on the back of my neck. About 25-30 seconds later the first torpedo nailed him right in the ammo bunker, the new explosion effect turned him into a massive fireball. Second torpedo wasted, but it hit too. ![]() Onward and upwards. There's so many ports now, and they've all got traffic of some sort! I hit a large convoy, killing two large tankers, reloaded, and killed a 10k tonnage cruiser with the remaining forward torps. My patrol area was northeast of britain by a pretty long way, so after I completed my patrol I went for a drive to Reykyavic (sp??) I had 3 torps left, but they were in the rear tubes. :rotfl: I snuck in at nightfall, and found a large tanker, multiple cargo ships, several destroyers and a light cruiser. After creeping around at ahead slow at periscope depth looking at flags on ships trying not to kill neutrals, I found the cruiser to be the only real target worth killing here. Lined up a PERFECT stern shot (90 degrees, 500meters) put my best bubbas back there in the starboard torpedo room, and fired one into his forward ammo bunker. Didn't get him with that one, so I fired the second one when it reloaded. Boom, ship dead. I set course to leave pronto, and I've got 3 warships charging into the bay after me. I eventually escape with about 42% hull, and return to base. Bottom line, is that having played vanilla SH III and the GW mod, I can't believe how huge the difference is. It's as if SH III went out unfinished. If you love Silent Hunter III, install the GW mod. If you hate it you can always uninstall and reinstall the game. I'm only suprised it hasn't been snapped up as an official expansion. |
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#2 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
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Welcome to subsim
![]() Total agree with what you had to say about GW it has made my game infintiley better. You will be pleased to hear that the GW dev are hard at work on GWX which is the follow up to GW. Good hunting ![]()
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#3 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
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Welcome, mate!
Wait till you see GWX (not released yet). For me the difference bewtween Stock - GW1.1a is comparable to the difference beween GW1.1a - GWX. |
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#4 |
Swabbie
![]() Join Date: Sep 2006
Location: Belgium
Posts: 6
Downloads: 0
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it is great
there are maps of friendly ports in top left corner if you press f5, also moveable compass and other map tools also press f1 for a ton of info |
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#5 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Somewhere in the Atlantic
Posts: 849
Downloads: 25
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Welcome to subsim
![]() Thank you for your kind words..we ( TGW ) devs are happy you are having so much more enjoyment out of SH3 |
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#6 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
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#7 |
Lucky Jack
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Welcome to SubSim, mate. The best forum there is when it comes to naval warfare.
![]() Thank you for your kind words of GW. As VonHelsching said, the GWX will blow your socks off. Also, feel free to visit our website, just click the image under our (dev team) post. |
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#8 |
Grey Wolf
![]() Join Date: Oct 2004
Location: London, UK
Posts: 778
Downloads: 0
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GW mod made SH3 absolutely brilliant. i love it
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#9 |
Silent Hunter
![]() Join Date: Sep 2006
Location: Sweden (I'm not a Viking...)
Posts: 3,529
Downloads: 5
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If you ask me, SHIII was already brilliant
![]() Anyway, haven't played GW yet, problems with gaming comp. ![]() |
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#10 |
Grey Wolf
![]() Join Date: Oct 2004
Location: London, UK
Posts: 778
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GW made it twice as good.
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#11 |
Silent Hunter
![]() Join Date: Sep 2006
Location: Sweden (I'm not a Viking...)
Posts: 3,529
Downloads: 5
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Oh........I see.....got to be one heck of a mod in that case!
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#12 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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Good job and can't wait for the next one. |
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#13 |
Silent Hunter
![]() Join Date: Sep 2006
Location: Sweden (I'm not a Viking...)
Posts: 3,529
Downloads: 5
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I wonder if they notify the events at Pearl harbor and the German declaration of war aganst U.S.A on december 11th.........:hmm:
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#14 |
Swabbie
![]() Join Date: Feb 2005
Location: U.K.
Posts: 10
Downloads: 8
Uploads: 0
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For the first time I can play Silent hunter III without triangles missing in the middle of the screen; the mod is briliant new life to the game. I think I am being plagued by sabateurs at the moment the boat wouldn't move even with a full team in the engine room. Please carry on modding.
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It dosen\'t matter if you win or lose! It\' how you place the blame. |
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#15 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
Downloads: 5
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Yup GW is a pretty good improvement over the stock game. So are some of the other mods.
But dont come whining you cant get as much renown as you used to :p (grumbling) Three premature detonations in one patrol. Funny thing in a two cases the DD's dident even notice and just continued to steam on... out of my reach ![]() Then to make things even more fun I had a doink shot into a flower corvet (hit but no detonation) ![]() So... 5 torpedoes later I have one flower corvette to claim ![]() |
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