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-   -   [WIP] GWX Knight's Cross Development Community Update..... (https://www.subsim.com/radioroom/showthread.php?t=253734)

Kpt. Lehmann 10-03-22 12:36 AM

GWX Knight's Cross Development Community Update.....
 
On behalf of the Grey Wolves Expansion Development team, I am obliged to tell you all that we are no longer planning an update for GWX 3.0 'Gold Version.'

We have instead decided to entirely replace it, overhauling and modernizing a majority of our original work from years past.

GWX - Knight's Cross Edition.... will be a full release.

In June, when I first posted about the existence of GWX-KC, things were much thinner for our development team in terms of available skill set depth.

Unexpectedly, in rather short order, that all changed for us.... and now the opposite is true.

Without any intention to minimize the incredible works completed by the GWX Dev Team during the busiest heydays of SH3 in the early 2000's, I am happy to tell you that the development team we have now in terms of 'modding power' is almost certainly the the most powerful we've ever had.

Though we will continue to be in the 'Alpha Phase' for some time, make no mistake.... HEAVY progress has already been made since June.

*** I view the 'Beta Phase' as being essentially what we intend to release. When we reach that stage, further material additions are more or less locked out, for the sake of detailed deep testing and refinement of that block of material.

You can rest assured, that what we release officially will be rock solid and can stand alone, just as you've come to expect from our previous works. (Provided you RTFM) Above ALL MATTERS, "stability first" is the rule we begin with.... and end with.

Seriously, what is the point of even starting the game if there is an element that is built in and causing consistent CTD's?

I've seen it time after time, that a mod project dies because of instability.

The part that I wish I could show you the most, is impossible to show.... how well this team works together. They aren't just going through the motions. One of them described this as a "passion project" and it is exactly that. The good men working on GWX-KC, LOVE what they are doing, and have become a tightly knit crew crew of friends without exception. It is true too, that the pace of development is incredible compared to days past. Watching this team work together, passing files between themselves and sculpting them with their respective specialities is like watching the composition of a magnum opus to one day be played by a fine orchestra.

Another of our members pointed out to me, that most professional teams do not have the level of cohesion and passion that this team has.

What I am describing to you are things you cannot buy. I am honored to even be allowed to share the room with them.

As always, they are doing it all without out monetary gain of any kind.... and every thing they do will be given to you free of charge.

Given that our project has lain dormant and locked for over ten years, and because there is much to do, we project that our 'run-time' to completion will be approximately one year.

In terms of content, very little will remain untouched when we release GWX-KC. Most elements will be undergoing an overhaul. Everything we do, is also viewed through the lens of history, and within the limitations of the game, we will continue to do our best to present it in an accurate fashion.

GWX-KC will be built for stout modern PC's for the sake of continued longevity.... meaning that modernized GWX will be around for years to come.

Many previous optional included mods will be removed for simplicity of use.

New aircraft 3D models have been purpose built for GWX, to include at least one that has not yet been seen over the waters of SH3. Each of our aircraft will have a RELEVANT role to play in the simulation, and virtually the entire roster of aircraft in GWX is being overhauled.

Precious little will be added that does not serve a purpose as it relates to the 'big picture' simulation we all love. As a sort of over the top fictitious example, we don't need Tiger tanks to be included. It's a SUBMARINE simulation.

< Yes we know that U-boats are technically 'submersibles' and not true submarines, but you know what we mean. > :ping:

Most importantly, we are overhauling the player U-boats in GWX-KC.

Already we hold in our hands, the full range of U-boat types presented in GWX 3.0, refined to a degree that is not yet available to current SH3 players. This is likely the most important visual element in SH3. They are after all, the part of the game that we spend the most time looking at.

Before you sail out of the pen in GWX-KC, you won't have to first worry if player U-boat mod "A" is compatible with player U-boat mod "B" in order to have a U-boat with top-notch external appearance. We will have done it all for you. One example, Type IX U-boats had a number of cables that were incorrect in their placement. We have fixed them all. Until now, that that element by itself has eluded proper incorporation for all SH3 users employing newer high-poly U-boat 3D models. There aren't enough positive adjectives in the dictionary to describe how difficult this process ended up being, or to describe just how proud I am of the fine gentlemen on our team that that slew the White Whale that it was!

For the time being, I am not naming the members of our current dev team, but that may at least in part become evident as time goes on. Right now, I'm not sure if they want to be outed.

I may add to the text of this post later, but for now I will leave you with some official artwork and bits produced by the GWX-Knight's Cross development team for the project.

It will be ready when it is ready!

In the meantime,
Sink'em ALL!


https://i.imgur.com/2R2mp1X.jpg
https://i.imgur.com/jBqnEgz.jpg
https://i.imgur.com/wnPEkxr.jpg

Fifi 10-03-22 01:23 AM

Excellent news :up:

Just little advice if I may… but it’s only my point of view … most important improvements should be for U-Boats, ships, land stuff and airplanes in that order to me :)
We very rarely are looking closely to airplanes while playing :03:
At least we are supposed to look at them from our deck, not to say from our periscope !

:Kaleun_Salute:

Kpt. Lehmann 10-03-22 03:33 AM

Quote:

Originally Posted by Fifi (Post 2830595)
Excellent news :up:

Just little advice if I may… but it’s only my point of view … most important improvements should be for U-Boats, ships, land stuff and airplanes in that order to me :)
We very rarely are looking closely to airplanes while playing :03:
At least we are supposed to look at them from our deck, not to say from our periscope !

Yes of course, my friend. That is virtually our exact view as well, though I would add "solid campaign file work" as a cornerstone for it all.

Regarding the player U-boats, you already know that they have always been our number one priority. The player U-boat aspect of GWX-KC is now virtually completed compared to where we started. Without intending to poke you in the eye, Fifi I'm not certain if you read that part closely enough.

However, when I write these updates, we are only showing the tip of the iceberg in relation to what has already happened, and is happening within our flotilla offices.

Though 'hardcore realism' players will be VERY happy with what we are doing in GWX-KC, especially as it relates to manual targeting, TDC usage, and those sort of things, they are not the only SH3 players we build for.

You and I would naturally turn off the free camera when we run a 'real patrol' and aren't testing things during development. However, many prefer a more casual style of play. Any player can have the best of both worlds in GWX-KC.

To put it gently.... In days past, before your involvement with your impressive NYGM enhancement modifications, the leaders of the NYGM project arguably worked to alienate SH3 players that did not fit their view on how the game should be played. They did so, while attempting to undermine simulator realism elements that are present in GWX. Though I can completely understand the desire to play as realistically as possible, individual elements are very frequently argumentative. In my opinion, the elitist demeanor that resulted from their approach harmed the community, and rather blew up in their faces.

GWX does a very good job of introducing new or returning players to the shallow end of the pool, while shepherding them to the deeper end where the sharks live.

We believe that we shouldn't have to chose between visually accurate elements and realistic game-play / simulator experience.

The two elements are inseparable in our view.

We are also acutely cognizant of the 4gb data channel budget. We are also aware that it is not a true 4gb. It is a relatively unmovable obstacle that will remain merciless for all of us. We are able to accurately measure our expenditure within that channel and will react accordingly in development of GWX-KC to avoid overloading it.

That being said, as iambecomelife, Alex B., VonDos, and Texelbo may tell you, we asked for and received very kind and relatively sweeping permission for usage of their fine work. Furthermore, we are building other vessels with the overall tonnage balance in mind. As you can see, we have huge plans for the Sea roster.

At the risk of sounding arrogant, I believe that I have garnered a fair bit of experience managing huge mod construction. It is true that I had been gone for a while, but not everything has changed in my absence.

You have been very kind to me, and our development team are truly appreciative in regards to the Georgios Averof gun problem you pointed out to us. Thanks to you, it has been been corrected within GWX-KC approximately a week or two ago. Even if you are angry with me tomorrow, you will be credited for that help in the new GWX-KC manual.

Fifi, I am truly happy to listen to any advice you may wish to field in our direction. None of us are infallible. However, I would prefer that you offer it by private message, as I have done so for you, when it related to a concern about new ASW vessel stern resiliency against self harm in-game. I have no wish to undermine your work or intentionally embarrass you.

I certainly have no wish to gain another enemy.

SnipersHunter 10-03-22 06:31 AM

Wow good luck with this project guys! :salute:

ReallyDedPoet 10-03-22 08:06 AM

Good luck with it lads :up:

Hitman 10-03-22 08:26 AM

Thanks for the update :Kaleun_Salute: Glad to see everything is working smoothly for you behind the curtain :Kaleun_Cheers:

Quote:

Originally Posted by Kpt. Lehmann (Post 2830590)
Many previous optional included mods will be removed for simplicity of use.

I think that "official" compatible mods are one f the best ways to tailor your experience, and since you alreayd seem to be contemplating a scalable experience for users (From watering your feet in the pool to diving with sharks) that is probably a good tool for that purpose.

I had some pet ideas long ago for the improvement of sensors, they did not make it past the planning stage as real life caught up with me, but I would gladly send you the concept per PM if you guys are still in a phase where that could be considered. Cheers and good hunting :arrgh!:

JU_88 10-03-22 08:28 AM

Just to chime in Re Aircraft smaller vessles and such, I think everyone agrees they are lower priority than Uboats and the big Capital ships, Merchants, liners and Escorts etc.
But because thats how they are viewed (low priority), it also means they suffer the most neglect in terms of being updated etc. I think its nice to have some consistency in the level of detail across all the different unit classes in SH3. Having widley varying degrees of detail adds to the 'mod soup' flavour of the SH3.

What often gets forgotten is that the Air war on Uboats was as significant, as complex and as extensive as The Naval war on Uboats conducted by escorts,
In that sense aircraft kinda deserve abit more attention that just being thrown in as an after thought /unseen entity that only exists to make you crash drive. I mean we could just replace all the aircraft models with a box in this case, certainly would be less work :D Agree that those who play cautiously on high realism wont see AC's very much. But not everyone plays that way.

CapZap1970 10-03-22 01:29 PM

Great news!!! :Kaleun_Thumbs_Up:
Best wishes for your project! :up:

Anvar1061 10-03-22 04:27 PM

I don't want to sound like an upstart, but if you've seen my screenshots, sometimes I feel like I'm playing a flight simulator GWR. I collected a large collection of aircraft, checked the armament and flight performance. I tested each aircraft separately.

Kpt. Lehmann 10-04-22 02:09 AM

Quote:

Originally Posted by Hitman (Post 2830656)
Thanks for the update :Kaleun_Salute: Glad to see everything is working smoothly for you behind the curtain :Kaleun_Cheers:
I think that "official" compatible mods are one f the best ways to tailor your experience, and since you alreayd seem to be contemplating a scalable experience for users (From watering your feet in the pool to diving with sharks) that is probably a good tool for that purpose.

I had some pet ideas long ago for the improvement of sensors, they did not make it past the planning stage as real life caught up with me, but I would gladly send you the concept per PM if you guys are still in a phase where that could be considered. Cheers and good hunting :arrgh!:

Hi Hitman. It is always good to hear from you, my friend. :)

I will be happy to look at what you would like me to see regarding the sensor elements you were working on.

An example of optional mods already included in GWX 3.0 that we will be removing, is the "English Nav Map and Grid Refs." As it relates to GWX users, in screenshots and videos I don't think I've ever seen it being used.... so we intend to remove it to shrink the number of included optional mods. Our intent is to have as few as possible in that folder.

As far as "official compatible mods" are concerned, it is possible that after the release of GWX-KC we may make additional official parts in-house that may be added. However, there was a time years ago where that idea was attempted after such requests were made by modders external to the GWX development team. Even though the attempt was made in good faith, it resulted in quite the uproar when one mod or another made by someone in the community wasn't approved due to function breakage. The amount of time involved inspecting and testing external mods was also prohibitive. So lesson learned. We stopped trying to make everyone happy because it cannot be done. Everyone did start the idea with well-meaning.... but it just didn't work.... and caused holy hell. :doh:

Thank you for your kind words though, shipmate. Things are going very well behind the curtain and I am VERY glad to see that you are still around! There aren't many old hands still here, and it seems that our ranks get thinner by the year.

Kpt. Lehmann 10-04-22 02:29 AM

Quote:

Originally Posted by Anvar1061 (Post 2830758)
I don't want to sound like an upstart, but if you've seen my screenshots, sometimes I feel like I'm playing a flight simulator GWR. I collected a large collection of aircraft, checked the armament and flight performance. I tested each aircraft separately.

No worries, Anvar1061.
I think I have seen some of those screenshots.
I'll be happy to look at the aircraft collection you refer to. However, please bear in mind that most of the aircraft we wish to have included in GWX-KC, are being built in-house so that we can control polygon count. They won't be DCS flight sim poly count models, but they will be vastly improved over what we had in GWX 3.0.

I absolutely appreciate your offer though, Anvar. Thank you. :)

AirShark 10-07-22 06:50 PM

looks very promising, though i have a little worry on the gui whether it would support standard size of resolution like 1366x768 as many people still playing on laptops. nevertheless you have my good luck wishes :yeah:

divemonkie 10-11-22 11:36 AM

will this new version support Magui?
I've been making changes for a long time to make parts easier for me to see. I think I have a version that works and hope I can still use it.
:Kaleun_Salute:

David I 10-18-22 04:44 PM

Type IX Turms
 
Are you going to be able to fix the dimensions of the Type IX turms?

I'm always concerned that my deck crew will trip over the thigh high railings or the waist high conning tower walls(?)

David I

Rebel 10-31-22 11:14 AM

I'm still playing
 
if you need someone like me.,, To help test what you have done, I have the time and the patience. Most of the time:salute:


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