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The Grey Wolves - nowy Giga Mod !!!

Moderatorzy: Jatzoo, dragonfly

Posty: 204 • Strona 1 z 91, 2, 3, 4, 5 ... 9

The Grey Wolves - nowy Giga Mod !!!

Postprzez Myszkin » 21.03.06, 10:09

Wyszedł nowy mod gigantycznych rozmiarów: The Grey Wolves To zbiór modów podobny do Improved U-boat. Ale w przeciwieństwie do IUB, mod ten zbiera prawie same dobre/bardzo dobre recenzje na zagranicznych forach.

Zamieszczam fragment postu autorstwa głównego twórcy GW, kpt Lehmanna.

"As promised... here is The Grey Wolves Readme

(God I hope I didn't forget anything. )

.................................................................

Salute! Fellow U-boot Kaleuns,

READ THIS FIRST!!!!!!

THIS IS A FREEWARE MOD!!! YOU MAY NOT USE THIS MOD OR ANY OF ITS CONTENTS FOR PROFIT!!!!

This is a large download. In many ways there is no moddable subject that has not been touched . The Grey Wolves mod is compressed with 7z which is a searchable freeware compression/decompression program. Once you download it please save a copy of the COMPRESSED files to disk and label as "GW VERSION 1.0"

The Grey Wolves Supermod is a Stand-Alone mod. It does not require the presence of any other mod to run.

I STRONGLY recommend placing this mod by itself in a CLEAN/NEW installation of Silent Hunter III.

I also recommend saving a compressed copy to CD/disk once you complete your download for safekeeping and backup purposes.

To install:
The GW Alpha 3 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.

If you use JGSME... be aware that it takes several minutes for JGSME to enable the GW patch files because of its size. I have a pretty fast processor and it takes me about 5 minutes to enable on my own system. Just copy the Grey Wolves Mod folder to your SilentHunterIII/Mods folder and enable.

You can create a multiple installation by going into your C:/Program files/Ubisoft file and renaming your current installation to anything you choose. Then all you have to do is use your SH3 Disk to re-install the game. When you install the game a second time just choose the option to "repair." This process creates a brand new installation and is the simplest way to explain a multiple install. After doing this, patch to version 1.4b.

If you make a second installation of Silent Hunter III you will need to also either delete or re-name the "SH3" folder in your "My Documents" folder.

This mod is largely compatible with JSCones great SH3 Commander program. However, it is my understanding that SH3 Commander alters the .Sim cfg file which plays a part in the GW enemy ship AI aggression modification, which would also possibly revert the "waves attenuation factor" back to stock values.

There are no "executable" files in the Grey Wolves mod. Use this mod at your own risk. If you are unsure how to apply this patch, ask for help at subsim.com The GW team is not responsible for damages real or perceived due to the user improperly applying The Grey Wolves mod patch files.

Guys, I can't tell you how many countless hours by good people were put into this project.

PS: Prepare to have your socks knocked off :O)


GREY WOLVES MODIFICATION LIST:
-----------------------------

GRAPHICS MODS:
-------------

8 Kilometer Default Atmosphere Visibility mod

The Atmosphere Mod concept was actually born as a result of our need for info during the initial stages of building GW :O)

ALL OF THOSE WHO TOOK PART IN THE ATMOSPHERE ESCAPADE:
Kpt. Lehmann
Manuel Ortega
Marhkimov
Rubini
Rulle34

SPECIAL THANKS TO OTHER VERY IMPORTANT PEOPLE:
Jungman
Pablo
Redwine
Sergbuto
Timetraveller

Atmosphere Mod Notes:
Night, visual, and fog ranges adjusted. -Rulle34
underwater sea colors added. -Marhkimov
nighttime sky & sea textures. -Rubini,Marhkimov
Enhanced sun reflections and sky/sea textures. -Marhkimov
Sky dome adjusted to reflect visual range in 16km mod versions -Manuel Ortega
ADDED ALL MISSING reflections for Type IIA, IID, XXI U-boat hulls, Type IXB, IXC, and IXD2 conning towers, and reflections for periscopes for Type II, VII, XXI U-boats, and reflections/ wake trails for all the snorkels.-Sergbuto
Max visual distance alterred -Rulle34,Manuel Ortega
RWR ranges(player u-boat only) enhanced. -Jungman
AIL v2.0 clouds added. -Ailantd
AIL v2.5 moon added. -Ailantd
Water murkiness changed. -Marhkimov
Sky, cloud, moon domes altered. -Rulle34,Manuel Ortega
Cloud texturing fixed. -Seeadler

All New Primary Interface and Loading Screens By Marhkimov

All New Periscope Background movie by CCIP

All currently available player AND AI U-boat cablefixes by FlakWalker

Type VIIB bow flag pole removed- Flakwalker

ALL Player U-Boat Skins- Fubar (Awesome Stuff)

AI U-Boat skins- Fubar

Transparent torpedo loadscreen-unknown modder

New Officer Icons Non-Language Dependant-Kpt. Lehmann

Better looking bananas :O) Tikigod

Added Type 941's Home-Fleet British BB, CL, and Fleet Carrier

Added Pinup girls- Tikigod, Kpt. Lehmann

New Realistic Dolphin Texture-Tikigod

Various Ship Skins- Marhkimov, Iambecomelife, Type-941, Sergbuto, Juju, Pascal

Military and Merchant Mods by Juju

Multiple Ship Skin Mods-Sergbuto

Aircraft Skins- Brando, Macstu23

Scharnhorst Battle Cruiser- Gerome_73

British PT Elco and pilot/driver added- Sergbuto

Tirpitz Battleship - Model by Cdre Gibs, Skin by Type941

Type 1936A (M) DD - Model Cdre Gibs, Multiskin based on Sergbuto's Work.

Voorpostenboot- Model + Skin Cdre Gibs

USS Essex CV - Model + Skin Cdre Gibs

Flottenbegleiter DE- Cmdr 1980

Hospital Ship- Iambecomelife, Sergbuto

Southampton Class Cruiser- Sergbuto

New Transport- Sergbuto

New Cargo Ship- Sergbuto

Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini

MAS Torpedo Boat- Noline

Uboat Emblems-Church, Evil Jester

Bordinstrumente Mod-OakGroove with a few tweaks by Marhkimov

Slide-out CE Mod w/Bordinstr Tga- Vierkant, Oakgroove, Marhkimov

Sub Upgrades Chart / Technical Tree Screen by Ail

Ail Wakes

Ail Bowspray

Marhkimov's Supersmoke

High Res Flags for all countries- Pablo, Marhkimov.

Torpedo Textures-Marhkimov, Cdr Gibs

Crew Textures- Totenkopf, Marhkimov

Better looking Nurses and dock people- Pascal

New Sun graphic- Marhkimov (Nvidia Friendly too!)

Camera's Dat file- Marhkimov

Binocular Crosshairs removed- Marhkimov

Rubini's F1 Help Screen (Some small tweaks by Kpt. Lehmann and Marhkimov)

Several Changes to the 1024 Cfg for the Colorblind- Rubini, Marhkimov

Lighthouse Texture-donots76

Better Damage Textures- EFileTahi-A, Marhkimov

Better Dolphin Textures-Tikigod

Portions of Konrad Krumm's Colored Office- Konrad Krumm and Knox

Pascal's DC Explosions

Navi-Map mod- FLB Sale9999

Sunken Barricade Ships- Ref, with special thanks to Rubini and Teddy Bärr



GAME-PLAY CONTENT
-----------------

German Translation of in-game content by NippelSpanner

German Radio Message files from JGS4PIPS ... thanks also to NippelSpanner for additional translation of new GW campaign operational messages.

de_menu German Text corrections by NippelSpanner

English Radio Message Files by Irishred, Sniper1, Rubini, Sansal

Changed Number of Days in Base to prevent same patrol grid re-assignment

Corrected snorkel depths based on research by Syxx-Killer and allowing for Jungman's snorkel/AI sensor detection of same.

Re-wrote and added missing year descriptions in career flotilla choice menu- Kpt. Lehmann

Increased Attack Periscope Magnification to x10 to complement the All Grey Contacts mod- Kpt. Lehmann

All Grey Contacts-Kpt. Lehmann with some nice aircraft tweaks by Marhkimov

Re-named every non-hardcoded crewmember name for more variety.- Kpt Lehmann

Leigh Lights Mod-CCIP

Destroyer pinpoint DC drop fix and DD agression modifications -Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB, Caspofungin

Destroyer Agression Mod- Redwine, CB, Marhkimov/Kpt. Lehmann based on work by Gouldjg, Redwine, CB,and Caspofungin- This includes the reduction of 75% of all Elite DD and DE Naval units in the SCR and RND campaign layers to "veteran" level crew ratings by Kpt. Lehmann

Deck Gun and AA stability fixes-Cdr Gibs

Reduced deck-gun damage potential-Marhkimov, Kpt. Lehmann

Reload Rates for Deck gun- Kpt Lehmann, Marhkimov

Reload Rates for AA- 5 seconds per barrel- Kpt Lehmann

Airpower Mod- Marhkimov, Kpt. Lehmann, loosely based on work by Jace11

Type XXI U-Boat Radar and Sonar Fixes- Cdr Gibs

8 hour default and 24 hour optional realtime fatigue models-Gouldjg, with minor tweaks by Kpt Lehmann and Marhkimov.

Crush-Depth Changes by Marhkimov and Kpt. Lehmann (they are in the realm of realistic possibility... and no I won't ruin the surprise for you)

Waves Attenuation Factor changed for more realistic waves-CB

Watch Officer now gives weather report when on surface-Mod by Time-Traveller, Heretic, and Marhkimov

Fixed all known Uboat torpedo loadout problems-Marhkimov

Added Missing TVII Torpedo-Cdr Gibs

Modified all aircraft that were scripted to carry depth charges to carry bombs instead. It was noted by us that planes carrying DC's would often dive to attack but would fail to drop their ordnance.- Marhkimov

U-boat Damage Model- Marhkimov, amalgamation of the Hollywood and Die-Hard Mods by Gouldjg and Jungman respectively.

Ctrl+Enter is now used to fire torpedos... no more accidental firings!-Unknown Modder

Run with Decks Awash Mod- Rulle34

Deck Gun Damage Reduced- Marhkimov, Kpt. Lehmann

Nationality Mod V3- Sergbuto

NYGM Ship Damage Models- Teddy Bärr

KGV Guns fix- Cdr Gibs

Low Contrast Recognition book pages-Marhkimov, Kpt. Lehmann, Rubini

T2 Torpedo Range Fix- Clive Bradbury

Captain America's awesome Gauge Fixes

C-Class DD fixed, Now has DC racks- Sergbuto

Type IXD2 Range Fix- vonHelsching


SOUND MODS
----------

Approximately 100 new/old .wav file sounds and Ogg Vorbis Files- largely contributed by Nippelspanner and Representing the work of- Rulle34, Incognito, Nippelspanner, Kpt. Lehmann, Finiteless, Vix, Morhoon, Sailor Steve, Clive Bradbury, KptLt. Erich Karl, Marhkimov, and Hoshi. Thanks for all your hard work guys. I can't list every single sound here, but you have certainly added richness to our SH3 experience.

New Main Theme- "Escape from Mantua" from the movie "Romeo and Juliet" composed by Craig Armstrong, submitted by NippelSpanner

In-Game Music Removed- Kpt. Lehmann, Marhkimov

Re-assigned voice ID#s for all officers- Kpt Lehmann
(No more Mickey Mouse or Hulk voices among non-hardcoded crewmen)

Crew Cheers Enabled-Unknown Modder

Subnet Screech fixed- Unknown Modder

Morse Code Message Received mod: Unknown Modder

SDL File By Kpt. Lehmann based on work by Fangschuss and NoLIne

Pre-loaded Gramophone with period music- See GW MOD Version 1.0/data/Sound/Gramophone folder contents for individual artists

Various Speech Files: Rulle34, Sailor Steve, and Hoshi


CAMPAIGN/CAREER MODIFICATIONS
-----------------------------
Added the town of Moltenort and five lighthouses in-game at Moltenort Point in Kiel Bay as a representation of the Moltenort U-Boat Memorial- Kpt. Lehmann

Improved Convoys-JasonB885 with small tweaks by Kpt. Lehmann and Rubini

Lighthouses Mod-Sergbuto

There are 43 functional countries in GW- Rubini: Scripting, Sergbuto's Nationality mod

Uflak and other AI Uboats- Sergbuto, Fubar skins, Scripting by Rubini

Milk Cow Mod-Sansal, Rubini

Kiel Canal terrain update with scenic ride- Ref and CCIP

Panama Canal, Suez Canal, and Eastern entries to Scapa Flow- Ref
---------------------------------------------------------------------------------
Rubini's list of changes and news for the GW Campaign:
---------------------------------------------------------------------------------
1. Slight adjust on traffic and ships nationalities on HT mod. Included new german ships: Tirpitz, DD type36A, Scharnhorst and Gneisenau. Also in the GW mod I added the the Italian's MAS Torpedo boat. Made adjustments on Kiel departure: no more subpen start because historically they only became available in mid war at Kiel.

2. Approximately 54 NEW PORTS WITH TRAFFIC AND ALIVE THAN THE STOCK GAME!!! 30 more ports than RUB, all them alive and with historical approach, covering virtually all the SH3 Atlantic and Mediterranean world. This now includes the harbour at Scapa Flow.

3. We now have a completely new campaign in place for the Americas and Africa's Atlantic coast. This includes new random ships and convoys, many new ports, traffic, and allied patrols. No more empty western and South Atlantic scenarios! Your long range patrols (maybe with milk cows resupply's) will be now be much more fun! Obviously with attention to historical accuracy. OPERATION DRUMBEAT IS ALIVE!!!

4. We also now have a completely reworked Mediterranean campaign with exclusive Italian warships. The new Italian forces include a battleship, heavy cruiser, and light cruiser (these are only clones..for now) These are included on the Random and Scripted Italian campaign and a new exclusive Italian unit: MAS torpedo boat (thanks NoLine!).

5. A lot of new ships and unitshave been integrated into the Campaign files (RND and SCR): many of Sergbuto's and Cdr Gibs ship models as well as others (Southampton-class light cruiser, new transport and cargo ship, British Walrus seaplane, German Arado floatplane, PT boats, AI U-boats, Hospital ship, Old Liner, Essex US Carrier, Flottenbegleiter, Vorpostenboot and to finish the above mentioned DDType 36A, Tirpitz, new Scharnhorst Class Battlecruiser and MAS Torpedo boat.

6. I made lot of small corrections on LND layer and Locations files, adjusted duplicate entries, corrected wrong dates (Azores and Iceland for example). I also adjusted Mediterranean and Black Sea port political alignment and dates.

7. I placed new airbases to better fit the historical allied and german air cover. Four allied airbase were added in the Americas (including the missing USA airbase in Natal, Brazil). Six German airbases were added to France, Germany, and Norway. I also repositioned some Italian and German airbases in the Mediterranean.

8. I made many additions and adjustments in the RND layer to make a better game experience... all the while being historically minded. Spawn probabilities were raised in some empty areas like South America, Africa, the Atlantic Coast, and the Gulf of Mexico. NOTE! Radio report probabilities weren't touched, so hydrophone checks will be needed. I also double checked all the new port traffic and defences in order to not blockade potential random groups.

9. I tweaked Teddy Bärr's minefields a bit to avoid patrol problems. (slightly lowered the mines position in minefields)

10. We now have two new military operations: Operation Berlin- Scharnhorst and Gneisenau raid on Atlantic and Operation Ceberus- Scharnhorst, Gneisenau and Prinz Eugen go back to German seas after a year at the French port of Brest.

11. Added an awesome touch by our friend Ref... great looking sunken barricade ships can be found at the entrances to Scapa Flow. This mod took a great deal of work to make the deadline. Special thanks go out to Ref, Teddy Bärr, and Rubini. Be careful to not collide with these!

12. The above items are all in addition to the content of the Harbor Traffic Mod version 1.47

Cheers,

Rubini.


-----------------------------------------------------
OPTIONAL MODS ALSO INCLUDED
-----------------------------------------------------

GW Alternate 24 Hour crew fatigue mod- Gouldjg

Das Boot periscope background movie- W. Clear

No Torpedo TDC Tracking Mod- Church

Generic Ship Contact Mod - Derived from community manual, unknown modder

8km Atmosphere Mod Light Skies (GW Default)

8km Atmosphere Mod Dark Skies

16Km Atmosphere Mod Light Skies

16Km Atmosphere Mod Dark Skies

Stock SH3- Sea Floor reversion for lower-end PC's

Generic Contacts mod- Kpt. Lehmann"

Link: http://mpgweb.de/56759456354/ Uwaga na rozmiar, spakowany zajmuje ok 600mb!]

Wraki statków jako część zabezpieczeń bazy Scapa Flow:
Nie masz wystarczających uprawnień, aby zobaczyć pliki załączone do tego postu.
Myszkin
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Postprzez tigers96 » 21.03.06, 15:32

juz zassysam zoabyczmy co tam dodali ciekawego mam nadzieje ze lepszy od poprzedniego IUB
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Postprzez Myszkin » 21.03.06, 15:39

Moim zdaniem warto go ściągnąć choćby dla tych 30 nowych portów w porównaniu z RUB. Ogółem w grze są 54 dodatkowe porty, wszystkie z ruchem statków.

No i są operacje, min "Drumbeat" i "Berlin".
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Postprzez Jagdtiger » 21.03.06, 22:50

Działa to z SH3Cmdr ?
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Postprzez Myszkin » 22.03.06, 07:45

This mod is largely compatible with JSCones great SH3 Commander program. However, it is my understanding that SH3 Commander alters the .Sim cfg file which plays a part in the GW enemy ship AI aggression modification, which would also possibly revert the "waves attenuation factor" back to stock values.


Tak, jedyny problem może być jak widać z "regulacją długości/wysokości fali", która jak wiemy znajduje się w SH3 Cmdr.
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Postprzez amigo » 22.03.06, 09:06

OOO server http://mpgweb.de/56759456354/ się popsuł ???? wyskakuje błąd!!!
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Postprzez Myszkin » 22.03.06, 09:12

Bardzo możliwe, na subsimie wspominali, że jest przeładowany. To efekt tego, iż GW jest po prostu zajefajne. :)

Alternatywa dla tych co mają torrenta: http://www.torrentspy.com/torrent/614487/Grey_Wolves_Supermod_for_Silent_Hunter_III_Freeware
Myszkin
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Postprzez amigo » 22.03.06, 10:08

Dzięki
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Postprzez Paweł » 23.03.06, 14:51

Już mi się sciągnął ten mod przez torrenta. Qrcze ktoś mi powie jak go zainstalować?
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Postprzez Myszkin » 23.03.06, 14:56

GW instalujemy przez JSGME na świeżo zainstalowanego SH3 z patchem 1.4 Oczywiście można próbować instalki bez reinstalowania gry, ale na własne ryzyko.

Uwaga! - JSGME potrzebuje sporo czasu do zaimplementowania tak dużego moda do gry!
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Postprzez Paweł » 23.03.06, 15:12

Dzięki, w takim razie nie pogram bo nie mogę zainstalować patcha1.4, muszę wybrać się na zakupy :oops:
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Postprzez tigers96 » 23.03.06, 15:21

no mi poszlo bez reisntalki gry , trzeba bylo tylko troszke madrze kataolgi pokasowac bo po rozpakowaniu dodawał podwojnie :)
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Postprzez amigo » 23.03.06, 22:06

qurde a mi się wiesza komp po w/w , pięknym modzie, najpierw nie mógł odpalić, później jak strzeliłem sobie z działka wywaliło mnie do Windowsa mam tylko 720 RAM-u czy to jest p[owód???
pozdrawiam
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Postprzez amigo » 24.03.06, 08:09

Zamiast napisu Inicjalizacja " wyświetla ...NOT SO lONG AGO....
napiszcie czego mu brakuje
pozdr
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Postprzez tigers96 » 24.03.06, 08:42

U mnie działa stabilnie, chodz lekko czasami sie przycina, ale to chyba wina syfu w windzie.Mam konfiguracje 2,6 barton, 2 gb ramu, 256 grafe 8 potokow.
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Postprzez Myszkin » 24.03.06, 12:37

amigo napisał(a):qurde a mi się wiesza komp po w/w , pięknym modzie, najpierw nie mógł odpalić, później jak strzeliłem sobie z działka wywaliło mnie do Windowsa mam tylko 720 RAM-u czy to jest p[owód???
pozdrawiam


Na subsimie sygnalizowali już ten problem*, prawdopodobnie winien jest temu jakiś błąd przy ściąganiu GW skutkujący wadliwością całego GW (corrupted download). Niektórzy musieli ściągać z neta 3 razy kopię GW, zanim wszystko było ok. Serwery nie dają rady...

* - przy zalecanej instalacji moda - tzn poprzez JSGME na świeżą kopię SH3.
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Postprzez amigo » 24.03.06, 13:15

OK dzięki jeszcze powalczę
ale czy zbyt mała ilość Ramu (768) nie ma na to wpływu???
Pozdr
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Postprzez dragonfly » 24.03.06, 13:48

A czy współpracuje z Real U-Boat?
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Postprzez Myszkin » 24.03.06, 14:47

Goście odpowiedzialni za GW rekomendują co prawda 1024mb, ale już na 768 nic złego nie powinno się dziać (z wyjątkiem przycinania w niektórych momentach itp).

Dragonfly, wydaje mi się, że GW niejako "wchłonęło" RUB.
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Postprzez dragonfly » 24.03.06, 16:03

Jak czytam o tych wymaganiach odnośnie RAM'u to aż mnie skręca, bo sam mam tylko 512. Nie wiem czy warto szarpnać się na ściągnięcie tego moda, jeśli miałoby mi tragicznie chodzić.
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Postprzez Shakatan » 05.04.06, 06:30

Dragonfly - ja mam 512 i raczej grać się nie da, wierz mi... Przestało się ciąć dopiero około 50 od Wilhelmshaven :(
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Postprzez Myszkin » 05.04.06, 08:56

Zgadza się - najbardziej przycina w portach i okolicach oraz przy kontakcie z konwojem... :|
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Postprzez dragonfly » 05.04.06, 09:08

:x A dzisiaj miałem zasysać :cry: No nic. Ściągnę i tak, zobaczymy. Często jeśli gra ma duże wymagania, moja karta graficzna sporo nadrabia. Sprawdzić zawsze można.
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Postprzez Shakatan » 05.04.06, 09:37

Jeśli masz na karcie 256MB to może będzie lepiej - będzie miejsce dla pięknych tekstur, np. wnętrza u-boota w wyskiej rozdzielczości.
Mój GF 6600 128mb się poddał a u znajomego z niewiele słabszą konfiguracją wysunięcie peryskopu trwało około minuty (poklatkowo) :(
Shakatan
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Postprzez dragonfly » 05.04.06, 10:17

Uuuuuuu... :x Niestety też mam kartę 128MB :( Ale obczaję choćby po to żeby zobaczyć jakie są rożnice. Poza tym nie musze instalować przecież tych wszystkich graficznych dodatkow.
dragonfly
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