Forum Index
SUBSIM Forum Search

The Web's #1 BBS for all submarine and naval simulations!
[ SUBSIM Review ] [ SUBSIM STORE ]
Current Forum | Archives 2002-2003 |

Grey Wolves Frustration Fest-Resolved-Plus a Question

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.     Forum Index -> SH3 Mods Workshop
View previous topic :: View next topic  
Author Message
Seminole



Joined: 14 Sep 2002
Posts: 644

PostPosted: Thu Apr 20, 2006 11:33 am    Post subject: Grey Wolves Frustration Fest-Resolved-Plus a Question Reply with quote

LIke I mentioned in a couple of threads I have had to be away from SHIII for some months. I was able to get back into play finally and over the last week I have been trying all the latest mods to see which ones appealled to me before I got deep into a career.

So yesterday , since GW 1.1 was released I decided would try Grey Wolves without the NYGM and Unified. mods. I uninstalled SHIII ,cleaned up the drive and reinstalled. I installed the JSMGE and tried to install GW 1.0 but much to my surprize it would not run. Surprized because over the past week I had installed it at least 3 times in conjunction with other mods...without a hitch. The problem it seemed to me was that instead of overwriting the Original SHIII files the GW files were instead creating new folders and subfolders within the SHIII files. I had not changed any settings in my WinRar program...or I would have blamed that....nor can I suspect that the JSMGE was to blame. No idea what was causing that. :shifty:

To make a long story short I ended up re- downloading GW super mod parts 1-6 plus uninstalling SHIII and reinstalling it at least 6 times yesterday. I even resorted to going file by file and copying the contents of each and every folder/subfolder/file from GW directly into the corresponding SHIII folder/sub folder. Tried the deleting SHIII folder in Documents before starting up trick. Nothing but nothing would make GW work! I was about pulling out my hair. :nope:

I got up at 5 am today and started all over from scratch....and finally GW installed and ran fine. Damn...go figure. I know for absolute certain that what I did today was exactly what I was attempting to do yesterday.. Yep ...and hed been for the past week.

Once I got GW 1.0 up and running I installed GW 1.1 and it too works fine...so I guess I am good to go.

I do have one question though.....I noticed there is a Armed Trawler fix linked in the originail GW mod sticky thread....so then ... is this fix still needed?....or did this fix get incorporated into either version 1.0 or 1.1.
Back to top
View user's profile Send private message Send e-mail
gouldjg



Joined: 17 Mar 2005
Posts: 959
Location: Manchester UK

PostPosted: Thu Apr 20, 2006 12:09 pm    Post subject: Reply with quote

I believe it is in the 1.1. readme and has been installed so no need for seperate fix.

I know how you feel though, things tend to get a little messy with the rush.
Back to top
View user's profile Send private message Send e-mail
vois2



Joined: 06 Apr 2005
Posts: 313

PostPosted: Thu Apr 20, 2006 1:11 pm    Post subject: Reply with quote

Seminole,

You might remember that you and I are in the exact same place, having come back to SH3 after some months and needing to learn about GW, GWNYGMEUC, etc etc.

I'm pretty puzzled by all the trouble you had to go the GW 1.0 --> 1.1 route.

I do wonder, though, if after uninstalling all the previous stuff (strip out using JSGME) if it would have helped to just blank out your SH3 install folder ... and copy a fresh SH3 version in there. This of course would depend on having a blank, fresh copy of SH3 v1.0 (before the 1.4b patch).

I keep a copy of the virgin SH3 1.0 from the day I first installed it, and even before I ever ran the program. This has saved me a number of occasions. I just blank out my SH3 installation folder, and then copy back in those First Day files, and I have been fortunate to have zero frustrations.

i'm keeping an eye on GW1.1 and am thinking like you, to try JUST GW1.1 . I want to give them a month or so though to work out kinks.

Of course, now you have me wondering whether there is some sort of armed trawler flaw with my GW1.0 + NYGM + EUC install?
Back to top
View user's profile Send private message Send e-mail
Seminole



Joined: 14 Sep 2002
Posts: 644

PostPosted: Thu Apr 20, 2006 10:55 pm    Post subject: Reply with quote

gouldjg wrote:
I believe it is in the 1.1. readme and has been installed so no need for seperate fix.

I know how you feel though, things tend to get a little messy with the rush.


Yeah...I finally saw that notice in the readme....there is so much there I missed it (not a complaint...glad it is that-a-way)....especially with all I had going on yesterday :down: ....but thanks for answering.

And BTW....I really had a great time on patrol today using the 1.0/1.1.

I am thinking this is what I will go with for as a career game. The NYGM/Unified mods made it very hard to get credit for kills from within convoys. I spent a good deal of time and effort to get into (not to mention back out of) a couple of juicy convoys but got no credit for the sinkings....that is.... if they ever did sink. Last look I had an opportunity at the ships were afire and listing. Its to bad you have to be within visible range to confirm the sinkings in order to get credit.
Back to top
View user's profile Send private message Send e-mail
Seminole



Joined: 14 Sep 2002
Posts: 644

PostPosted: Thu Apr 20, 2006 11:06 pm    Post subject: Reply with quote

vois2 wrote:
Seminole,

You might remember that you and I are in the exact same place, having come back to SH3 after some months and needing to learn about GW, GWNYGMEUC, etc etc.

I'm pretty puzzled by all the trouble you had to go the GW 1.0 --> 1.1 route.

I do wonder, though, if after uninstalling all the previous stuff (strip out using JSGME) if it would have helped to just blank out your SH3 install folder ... and copy a fresh SH3 version in there. This of course would depend on having a blank, fresh copy of SH3 v1.0 (before the 1.4b patch).

I keep a copy of the virgin SH3 1.0 from the day I first installed it, and even before I ever ran the program. This has saved me a number of occasions. I just blank out my SH3 installation folder, and then copy back in those First Day files, and I have been fortunate to have zero frustrations.

i'm keeping an eye on GW1.1 and am thinking like you, to try JUST GW1.1 . I want to give them a month or so though to work out kinks.

Of course, now you have me wondering whether there is some sort of armed trawler flaw with my GW1.0 + NYGM + EUC install?



It doesn't take all that long to uninstall,clean up and reinstall SHIII so I don't bother keeping a copy like you suggested....and with all the practice I had yesterday I can do it in record time now. Wink

For the life of me I don't have a clue as to what was happening yesterday. If I had not done it several times before I would have just chalked it up to my being a dumbass. Yep It was like some gadabout vagrant gremlin was inside my system screwing with me and decided to leave. :shifty:

Like you doubtlessly read above the trawler fix was included in the 1.1 version so you are good to go there.

So...how do you like the GW/NYGM/Unfied combo? I posted above my thoughts on it. I was ok with the loners but the convoy action became another story. I haven't had a chance at a convoy yet with the GW mod alone....maybe tomorrow


I almost forgot this trick from the early days of SHIII so I'll do it now with an edit into this post:

We were talking about doing the academy traing in a thread a couple of days ago. I had forgotten about this since it had been so long.

You don't really need to go through the training to get the academy bonus credit....500 tons or 1500 renown points.

All you need to do is look in the My Documets SHIII folder for the TXT file labeled "academy."

Delete the text and copy and paste in it with:

[PLAYER]
Name=(insert your player's name here)
Rank=11
Exam0=true
Result0=500.000000
Exam1=true
Result1=1095.000000
Exam2=true
Result2=340.000000
Exam3=true
Result3=1095.000000
Exam4=true
Result4=1645.000000


You will find that you have graduated with excellent scores in all training categories.


Last edited by Seminole on Thu Apr 20, 2006 11:32 pm; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
sober



Joined: 07 Jan 2006
Posts: 184
Location: australia

PostPosted: Thu Apr 20, 2006 11:25 pm    Post subject: Reply with quote

After reinstalling SH3 i forgot to apply the 1.4b patch and couldnt figure out what the hell was going on .
Back to top
View user's profile Send private message
Seminole



Joined: 14 Sep 2002
Posts: 644

PostPosted: Thu Apr 20, 2006 11:35 pm    Post subject: Reply with quote

sober wrote:
After reinstalling SH3 i forgot to apply the 1.4b patch and couldnt figure out what the hell was going on .



That wasn't it though I thought it might have been. I posted a question over in the regular forum yesterdayabout version 1.4b utility calling itself version 1.3.

http://www.subsim.com/phpBB/viewtopic.php?t=51498

Turns out 1.3 really is 1.4b for some odd reason.
Back to top
View user's profile Send private message Send e-mail
El-Fish



Joined: 13 Mar 2004
Posts: 36

PostPosted: Fri Apr 21, 2006 12:31 am    Post subject: Reply with quote

[quote="Seminole"]
gouldjg wrote:
Its to bad you have to be within visible range to confirm the sinkings in order to get credit.


You have to be within visable range of a sinking in NYGM mod to get credit? Surprised
Back to top
View user's profile Send private message
U-Bones



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

PostPosted: Fri Apr 21, 2006 6:49 am    Post subject: Reply with quote

[quote="El-Fish"]
Seminole wrote:
gouldjg wrote:
Its to bad you have to be within visible range to confirm the sinkings in order to get credit.


You have to be within visable range of a sinking in NYGM mod to get credit? Surprised


Not true. I have received long distance credit.
Back to top
View user's profile Send private message
vois2



Joined: 06 Apr 2005
Posts: 313

PostPosted: Fri Apr 21, 2006 8:33 am    Post subject: Reply with quote

I'm still using the GW1.0 + NYGM + EUC package. So far, I just love this package. I just ran out of torps on my second patrol (Nov '39) and so far with GW/NYGM/EUC I have not encountered a convoy yet, so I can't respond with regard to the 'visual sinking distance' parameter.

One thing I do notice is that I am receiving credit on captain's log (hotkey: K) as soon as it is determined that the ship will sink. (Even if the visual shows that the ship is 80% above water still.)

So I am inclined to think that this credit will be given in the same manner even if the target was in a convoy. We shall see.

I'm interested in GW 1.1 but going to wait a couple of weeks before moving to it. I like the dust to settle on new large mods before jumping in on them.
Back to top
View user's profile Send private message Send e-mail
Seminole



Joined: 14 Sep 2002
Posts: 644

PostPosted: Fri Apr 21, 2006 8:46 am    Post subject: Reply with quote

Never has worked that way with any sinkings I've done. Unless the targeted ship receives sufficient damage to trip the "ship destroyed" message you won't get credit for a sinking....and you won't get the ship destroyed message unless you are within a certain range.

Of course this is not peculiar to the NYGM mod but the slow sinking times(some times it is days) of NYMG makes it difficult to hang around in any convoy area, post attack, long enough to get the necessary message.....though with loners you can pull away a bit , submerge to periscope depth,cut your engines, and accelerate time until the ship goes down...even if it is days. You simply can't do that when attacking convoys with escorts.....and I never recall seeing an unescorted one.

Course it may be different if you play with realistic sinking times option off.... but I wouldn't know about that. Wink
Back to top
View user's profile Send private message Send e-mail
vois2



Joined: 06 Apr 2005
Posts: 313

PostPosted: Fri Apr 21, 2006 11:53 am    Post subject: Reply with quote

I'm sure you're right about the NYGM convoy visual sinking thing, but it's just that I haven't hit any convoys yet during my young career in GW/NYGM/EUC.

The one thing which did surprise me (for loner attacks) was how quickly the 'K' log showed a kill during my six (so far) successful loner attacks. The ships were not close to sinking when I checked my 'K' log, so it might just be luck that they happened to flood quickly and their fate was sealed.

When I do come up on a convoy, I'll get to confirm the information you've conveyed. I am assuming of course that this means I can make my attack, and then follow the target from underneath using the hydrophone. The sound of a dying ship is easily distinguishable from other ship screws. One tactic which has worked well in the past is to position yourself vertically below the crippled target. This is easy to do if the target's forward motion has been reduced to zero. (Not so easy to do if the injured ship still has some power and steering...)

In this way, I could keep myself within visual range (probably 6km?) of the dying target.

On the other hand, if this tactic proves to be impossible due to surface destroyers, then it will completely change my long term tactics for convoys. Whereas I used to always sneak into the lanes and fire on the juicy middle targets right up close, I would need to start firing from a much larger distance away from outside of the lanes. (Again, this paragraph is necessary only if the visual sinking distance of NYGM proves to undo my earlier lane tactics.)
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.     Forum Index -> SH3 Mods Workshop All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group