View Full Version : Grey Wolves Mod

04-09-2006, 03:59 PM
(In a very embarassing tone of voice)http://forums.ubi.com/images/smilies/blink.gif

In case I have had my head buried in the sand or something. I seem to have missed the whole Grey Wolves mod thing, can someone tell me briefly what the Grey Wolves mod is? and what it does for the SH3 gaming experience?

Thanks in advance!

04-09-2006, 04:46 PM
Heres another good question to go along.Why is this link dead at realsimulations?


Thats for the Greywolves US Server

04-10-2006, 06:58 PM

04-11-2006, 01:38 PM
Try this instead


Just installed on my pc - bit slow near land but nice to look at http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Not actually enountered anything yet, so not sure how it'll pan out in terms of game play compared to RuB 1.42 which I'm running on my laptop.

04-11-2006, 04:20 PM
GrewWolves is a total make over of SH3 with many very nice new things.
It is a huge DL and would fill a CD-Rom.
It is a very worthwhile improvement to the game, IMO and a generous free offering.
While it does not have a self installer it is simple to install with a little help for even the first time mod installer and you can always ask for help here or at the GreyWolves threads at the Subsim forum.

04-12-2006, 04:52 AM
Are there any plans for a Grey Wolves 1.1, that addresses the much-talked-about difficulty issues?

Also, am I right in thinking the recent GW mod addition is intended solely for mid-range PCs, and is not to be thought of as GW 1.1?

Dying to give GW a go, but there are too many mixed reviews at present. Amazing work though, by all accounts. http://forums.ubi.com/images/smilies/25.gif

04-12-2006, 12:38 PM
As for the difficulty I agree it is too easy at least in the North Atlantic which is why I put my own RND mis file in with higher rated enemies and twice the convoy escorts.

If you think it is too hard, well, you are not related to Leonidas, are you!!! http://forums.ubi.com/images/smilies/88.gif


04-12-2006, 12:55 PM
So, is it another version of RUB and IUB that is comprised of a collection of mods that have totally revamped and improved the original stock game?

If so, what features that stand out that make Grey Wolves a great mod?

04-12-2006, 01:27 PM
Never mind, I have finished downloading the mod and I have found the additions - quite a mod by the looks of it!

Gonna have to wait until I'm finished with my IUB 1.03 carrer though!!

04-12-2006, 02:52 PM
Originally posted by TheRealWulfmann:
As for the difficulty I agree it is too easy at least in the North Atlantic which is why I put my own RND mis file in with higher rated enemies and twice the convoy escorts.

If you think it is too hard, well, you are not related to Leonidas, are you!!! http://forums.ubi.com/images/smilies/88.gif

I heard the GW mod made it inordinately difficult to shoot down planes and there were cases of multiple-torpedoed ships not sinking.

04-13-2006, 02:07 AM
Can any experienced Grey Wolfers please refresh our minds on how balanced/difficult/enjoyable the mod really is? I'm guessing the GW mod has numerous lurkers seeking a bit more reassurance before making the transition from IuB 1.03.


04-13-2006, 05:14 AM
I'm on my fourth patrol with GW.

On the whole its a good piece of work and it has reignited my interest in the game and would say its definitely worth trying.

Things of note are:

- Harbour traffic

There is plenty of it. Harbours feel like populated places now. My only issue is that 109's perform CAP over the harbour which I'd like to see removed as they didn't do it in reality.

- Messages

You frequently receive or intercept messages from BDU which helps to provide a feeling that you are not alone in your fight. Reading a message about another sub being ready to attack is a nice touch.

- Ship Damage model

Personally I like it. I have experienced sinking Large Merchants with a single torpedo to having to use 3 on a small Merchant (but just 1 on another small merchant). In other words its quite varied and largely seems to depend on where you hit your target as flooding the vessel if you don't get a critical hit seems to be the key.

Ships tend to take a while to sink now - anything from immediately if you get a lucky shot to many hours if you are patient enough.

I've not seen any aircraft yet so I can't comment on their damage model - I tend to crash dive when I do see them anyway.

- Sound

Interior noises now give a feeling of a working sub although the blowing ballast sound doesn't work.

- Graphics

Many things are tweaked - you have to get it to see.

Overall I would recommend you give it a try, especially if you are a fan of RUB.

04-13-2006, 05:41 AM
Many thanks for taking the time to write that, mbabbs. GW certainly seems to be the mod of choice at present. Especially with the GW tweaks, fixes and questions answered that I've read about in the Subsim Modders forum

Would you also consider the Tonnage War mod?? (So much to read up on!) I'm hoping to configure the 'perfect' SH3 game before fully committing time to it. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

04-13-2006, 09:01 AM
I think many people have added the Tonnage War mod but I haven't yet. I think I'll wait for my current career to end before I do.

04-13-2006, 09:59 AM
Hi, I have an issue with GW regarding system performance€¦ When the immediate action window opens (torpedo reaching boat or what ever), that extra graphics seams to overwhelm my system. Also, in harbor with all that traffic and refined detail (this mod looks a all lot better than the original game) the game is very slow. Has anyone experienced this? I don€t have a top notch machine, I€˜ve neglecting a few upgrades. Basically I have an AMD2800xp, a nvidia 6600gt and about 1300Mb of Ram. This was enough for the original game, but the mod seams to need a awful lot more€¦ I also just installed a Creative x-fi in my machine and, as a new released card, the drives are not very mature yet. Wouldn€t be the first time I experience a drop in performance in a game because of the sound card. Collin McRae 2004 was carp with the eax 4 that was released for that game for the first time. So, any thoughts? But the mod is awesome, I refuse to play the original version as with GW things look a all lot better and more accurate. Cheers!

04-13-2006, 10:24 AM
This can tax the better 32 bit systems too much. There is a lot of harbor traffic and when you get an air raid as you leave it gets taxed even more.
I would like to see a no harbor traffic mod for this. As good as they did it, the smaller systems (remember when a 2800and a 6600 was a good system?)
While there are a few tweaks being worked out they are small considering the size for the mod.
This dwarfs any RUB or other mod to date and finding the small bugs can itself be fun, in a way, as you contribute to perfecting the closest thing to perfect in a SH3 mod yet.
But, that is IMO.