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The Grey Wolves Supermod (official thread)
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CRM114



Joined: 22 Apr 2006
Posts: 9

PostPosted: Mon Apr 24, 2006 9:15 pm    Post subject: Reply with quote

Thanks for the thoughts, all.

In hindsight, the theretofore-unexplained sinking of my boat in the harbor was clearly the result of hitting a mine; I hadn't played SH3 in months (long before any major mods were released) and I had forgotten that mines were included in GW. I simply ran the No Friendly Mines optional mod and that was that. For my money, getting out of port is tough enough as it is without having to worry about nosing into a porcupine.

As for the sound problems, I've found that if I simply save, exit to menu and reload, the problem goes away. A small price to pay for the finest sub sim experience to date. And it happens about once every other patrol, with no set pattern. And this is a laptop, so getting a new sound card isn't an option. I'll just grin and bear it/

Thanks again to everyone for the input!
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mainexpress



Joined: 06 May 2005
Posts: 13

PostPosted: Mon Apr 24, 2006 11:12 pm    Post subject: Reply with quote

hi im having a problem running the GW mod,ever since i added version 1.1 and AI hotfix my game loads then i CTD with the micro error report that says sh3.exe-app ver,1.4.0.1-mod ver,and offset:0007cfa,i ran GW 1.0 with basically no problems.heres the way i have them in order in JSGME 1.GW 1.0 2.GW update v1.13.GW 1.1 1024 & overlay fix, is this the correct way to enable with the mod enabler and do you put that hitfix in with JSGME?/also i tried running some additional mods with this new version made by JCwolf mainly the IO mods and when i did that the game was intializing then i get this beep sound and nothing happens. so then i alt+tab back to desktop i see SH3 warning running on taskbar, something is conflicting.now when i added GW 1.1 update, and the other mods i rolled back the game via commander,before i launched game.and also i used an existing career, starting in port. should i do a clean install of SH3,and does that entail getting rid of the game using add & remove programs? and starting all over again with everything. Damn
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Vermin



Joined: 27 Apr 2005
Posts: 36

PostPosted: Tue Apr 25, 2006 7:26 am    Post subject: Re: Absent aircraft. Reply with quote

I did finally see a Catalina - so They must still be there.

Yes - I was running at 1024/512 TC. I read on another post that this decreases the incidence of air attacks - for real?!?!

Is 512 or 1024 especially bad - or is it simply the greater the TC the less air attacks. I dont have weeks to spend crusing at 64 TC so if true its a real pain!

BTW, I cruised into a neutral (green) harbour W of San Juan in the Carribean (can't remember the name). Sitting there were a couple of US freighters. Since this was a neutral harbour I thought I would leave them alone. Before I knew a US PT boat came flying towards me letting me have it. So much for the Neutral Harbour!

BBTW: I set my crew to AA stations and fire at will on leaving St. Nazaire one day - they promptly shot down a bf109....

I guess they are a bit paranoid!

Vermin
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Wulfmann



Joined: 13 May 2005
Posts: 507
Location: Florida

PostPosted: Tue Apr 25, 2006 1:13 pm    Post subject: Reply with quote

1024 eliminates radar equipped planes form spotting you but not non radar aircraft.
.
You have to drop to 256TC if you use 1024 max to make sure you get spotted. I increased my high end YC to 2048 so get spotted at 512 TC.
Not sure but it seems you must be 2 down from your max TC to have air radar work.
Ship radar works no matter what.

One thing that is annoying is when you are at 512 (or 256) and you get a radar detected you know if it is ship or plane because with ship radar it drops to 8X but with aircraft radar it drops to 1X.

Wulfmann
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U-Bones



Joined: 23 Mar 2005
Posts: 56
Location: Ground Zero

PostPosted: Wed Apr 26, 2006 12:13 am    Post subject: Reply with quote

Wulfmann wrote:
1024 eliminates radar equipped planes form spotting you but not non radar aircraft.
.
You have to drop to 256TC if you use 1024 max to make sure you get spotted. I increased my high end YC to 2048 so get spotted at 512 TC.
Not sure but it seems you must be 2 down from your max TC to have air radar work.
Ship radar works no matter what.

One thing that is annoying is when you are at 512 (or 256) and you get a radar detected you know if it is ship or plane because with ship radar it drops to 8X but with aircraft radar it drops to 1X.

Wulfmann


I use 1x for both, but have not played radar age since making the change. It may remove the annoyance of providing unwanted intel, worth a try.
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mkubani



Joined: 21 Apr 2005
Posts: 35

PostPosted: Thu Apr 27, 2006 3:49 am    Post subject: Reply with quote

Just want to say thank you to the whole GW team + all other contributors. Great mod and great update 1.1. Thumbs Up
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Vermin



Joined: 27 Apr 2005
Posts: 36

PostPosted: Fri Apr 28, 2006 1:11 am    Post subject: Absent Aircraft Reply with quote

Well I had already set my max TC to 4096 so 2 less would be 1024.

Still not a lot of A/C (actually - I did get bombed by 2 liberators in the Bay of Biscay. Maybe it will be much worse in late '43...

Again - not that I want to be sunk by aircraft! Very Happy
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Kpt. Lehmann



Joined: 25 Jul 2005
Posts: 1665
Location: Texas, USA

PostPosted: Fri Apr 28, 2006 2:51 am    Post subject: Reply with quote

Just so all of you know,

I have to slam on the brakes a little here. The WRONG picture is being painted in regards to what GW is composed of.

For the benefit of all, let me clarify that GW DOES NOT have RUb imbedded in it nor is it based on RUb... it is based on the collected work of individuals, some of which have contributed to the RUb compilation and beyond. It does share some common elements, but even those have almost entirely been re-adjusted to serve the GW mod and its aims... file by file. Many mods like "decks awash," map contact tracking alterations, and snorkel detection by radar etc. are becoming commonly accepted I think primarily because they should have been included in the stock game to begin with and we all recognize these things. So it is perfectly reasonable to say there are similarities between the different big mods in many ways at least in intent to reach effect "X." In many ways it is arguably more advanced than RUb... some examples:

In GW U-boats sink by flooding on occasion as opposed to simply popping out of existence via the "Instant Screen-O-death." GW's U-Boat damage model is an amalgamation of the Hollywood Advanced U-Boat damage mod and the Die-Hard mod. This was mixed by Marhkimov. So far I am rather happy with it.
.... In GW, Depth charges are no longer laser-guided and are more inaccurate... but still lethal. (Remember the pin-point DC drop thread?) This is probably one of the most intensively tested subjects in GW and was adjusted numerous times by myself and Marhkimov. If adjusted further one way or the other, negative effects overcome the intent of the fix.
.... In GW, DD's are generally more aggressive and the "uber sonar lock" can now be broken by a quick thinking commander.
.... The deck gun and AA weapon uber inertial stability/laser guidance is effectively dealt with in GW. (On flat sea states, it will appear otherwise somewhat the same as stock though)

Myself and the GW mod-team have spent a great deal of
time and energy on "Realism." You can find a GREAT DEAL
of represented realism in GW. However, there have also
been long "discussions" and little wars on this forum
regarding what constitutes "realism." I submit that what
defines "realism" must be decided on by the individual
based on the information he or she absorbs related to the
subject matter. In the same vein one individuals definition or group's definition of "realism" should not be forced on another. Data can quite often be interpreted in more than one way, and many available research resources are just flat contradictory. The
player will eventually decide for themselves what elements constitute realism anyway... and this is why the creators of GW will never claim to offer the "highest possible level of realism." Though we WILL state that we do attempt to offer a well advanced representation of it.

GW is not just a "sound and graphics mod." What we have
done though is approach the entire package. Gameplay or
simulator content advances alone are pretty dull, in my
opinion, without efforts to make good sounds and graphics
to match the things you hope to achieve with code.

GW is not a "perfect" mod and neither is any other. We will continue to hunt for and correct issues as we find them.

The price to be paid is a large download and necessary attention to the recommended PC specifications to run SH3 smoothly.

Without a good mix... where is the immersion?

Having only one choice... is not a choice.
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Wulfmann



Joined: 13 May 2005
Posts: 507
Location: Florida

PostPosted: Fri Apr 28, 2006 1:46 pm    Post subject: Reply with quote

Your correct about opinions and we all have one like another part we all share! Rotfl

I took the things I liked about RUB and incorporated them into my own version were as with GW I installed the whole thing and then modded what few things were up my opinion! Rotfl

Realism is relative.
I make no secret of the weak RND (for the NA convoys) in every other install but mine (There is that other thing we share showing) but some might say 6-10 veteran-elite escorts are too much. Realism in 1944 could be 2 dozen so my more realism isn't real either.

I look at GW as the most complete SH3 freeware mod done with far more agreeable than any other. That is not a slam on the fine work RUB and others have done as GW could be made in light of what had come before.
It may sound simplistic but the graphic and sound changes helped to freshen up the game simply because they were different although most were also better.
I still laugh at the celebration for a hit or sinking every time.
Wulfmann
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Sailor Steve



Joined: 22 Nov 2002
Posts: 5433
Location: Salt Lake City, Utah

PostPosted: Sat Apr 29, 2006 11:33 am    Post subject: Reply with quote

I have had one GW complaint on my mind, and though it's a small one it affects my game style greatly:

GW's readme tells all the changes made, and that's good; but RUB has the ultimate readme-it explains each change AND tells exactly which files are affected, making it much easier to know what I want to pick and choose. I wish GW (and NYGM for that matter) did the same.
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r_wagner



Joined: 23 Mar 2006
Posts: 7

PostPosted: Sat Apr 29, 2006 9:11 pm    Post subject: Reply with quote

OK I've just installed (succesfully Very Happy ) GW1.1 and ran it for about an hour or so with my old campaign. Everything seemed to work fine, although I was surprised to reach my patrol grid (CF98) without a single contact on the way.

I've read somewhere that you should delete your old careers before using GW but as I said I didn't know to do this beforehand.

Since my game is working fine should I still delete it or has this been cleared in GW1.1?

Great job otherwise, the game looks beautiful and I especially enjoyed all the commotion when ordering a 'practice' crash dive...

Cheers Very Happy
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Sailor Steve



Joined: 22 Nov 2002
Posts: 5433
Location: Salt Lake City, Utah

PostPosted: Sun Apr 30, 2006 3:43 pm    Post subject: Reply with quote

I'd keep playing it. If things go wrong you can always start a new career.

Glad you like the crash dive sounds. That was one of DJ Funk's for the SHII DBSM mod. I translated it to .ogg for SHIII ('cause I love that one).
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blizzard_beast



Joined: 25 Apr 2006
Posts: 18
Location: UK

PostPosted: Sun Apr 30, 2006 9:56 pm    Post subject: Reply with quote

Downloading GW now...hopefully I'll like it! Smile
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blizzard_beast



Joined: 25 Apr 2006
Posts: 18
Location: UK

PostPosted: Mon May 01, 2006 3:34 pm    Post subject: Reply with quote

Sailor Steve wrote:
I have had one GW complaint on my mind, and though it's a small one it affects my game style greatly:

GW's readme tells all the changes made, and that's good; but RUB has the ultimate readme-it explains each change AND tells exactly which files are affected, making it much easier to know what I want to pick and choose. I wish GW (and NYGM for that matter) did the same.


This is also a big problem for me.

There are three mods which I find quite irritating:

The ever-present stopwatch
The automatic pullout CE report. (The guages themselves are great though)
The static map pullout in the nav screen.

Could someone tell me what these files are called, and how I can disable the pullout CE report?

Thanks
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Vermin



Joined: 27 Apr 2005
Posts: 36

PostPosted: Tue May 02, 2006 9:01 am    Post subject: Reply with quote

One minor point - please can you stop the Liberators etc from lob-bombing..... It looks terrible!

BTW I have never noticed a plane with DC's (pre-GW!) not drop at least 1 DC, but often they did not drop them all at once and sometimes made 2 or 3 runs dropping several on each pass.
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