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-   -   GWX3.0 Q Ship mod (https://www.subsim.com/radioroom/showthread.php?t=149513)

gar 07-15-14 07:13 PM

No file
 
Please reconnect the 3.0 version. The link claims file no longer exist.Thanks

banryu79 07-16-14 01:59 AM

Quote:

Originally Posted by gar (Post 2225121)
Please reconnect the 3.0 version. The link claims file no longer exist.Thanks

Hey gar, the link on the post of Von Tonner still works for me (post #42).

Hey Jimbuna, I've a question for ya :)
This is my mod list, included your Q-ship-mod:
Quote:

Thomsen's Sound Pack V3.2cg
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
LifeBoats&Debris_v4
Flags_enlighten
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
M.E.P v4.2
M.E.P v4.2 to v4.3
Optional - FSF for MEP v4.2
Optional - ShipVanishingHull for MEP v4.3
M.E.P v4.2 - VisualSensors for GWX3
Moon_light_mod
Officer 3D icons
OLC's Modified Searchlight Beams for GWX3
Das Boot Clothes
Johnfb Crew Management and Officer Icons
Johnfb's Sepia toned crew managment
EnvSimAct_Stiebler
Q Ship mod GWX3.0
As you can see I use GWX and already had "TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships" the question is: can I remove the Q-ship-mod (because it is already included in the former mod)?

Jimbuna 07-16-14 06:47 AM

I wasn't aware it was incorporated into someone elses mod but if your enabling via JSGME then it should be fine.

Jimbuna 07-16-14 06:48 AM

Quote:

Originally Posted by gar (Post 2225121)
Please reconnect the 3.0 version. The link claims file no longer exist.Thanks

My link:

http://www.mediafire.com/?5j64z6t5o7ix14z

HW3 07-16-14 08:37 AM

Quote:

I wasn't aware it was incorporated into someone elses mod but if your enabling via JSGME then it should be fine.
It is in WB's USAM v69.61.1 mod, with credit given to you for it.

Jimbuna 07-16-14 08:52 AM

Quote:

Originally Posted by HW3 (Post 2225257)
It is in WB's USAM v69.61.1 mod, with credit given to you for it.

Ah, right...not sure I knew but probably once did and forgot :doh:

Wreford-Brown 07-16-14 01:45 PM

Jim's Q Ship is definitely in USAM so there's no need to enable the standalone mod after USAM.

banryu79 07-17-14 02:41 AM

Quote:

Originally Posted by Wreford-Brown (Post 2225377)
Jim's Q Ship is definitely in USAM so there's no need to enable the standalone mod after USAM.

So, do you know if this USAM mod is related/included in TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod?

Wreford-Brown 07-17-14 11:56 AM

Quote:

Originally Posted by banryu79 (Post 2225503)
So, do you know if this USAM mod is related/included in TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod?

USAM isn't included in Thomsen's mod - I believe that the GWX+Xtra ships he refers to is bbw's mod, but I can't find a link to his latest version (v7) and can't remember whether Jim's Q Ship is in it.

Easy check - when you enable Jim's Q Ship mod through JSGME which mods does it conflict with?

banryu79 07-17-14 05:08 PM

Quote:

Originally Posted by Wreford-Brown (Post 2225647)
USAM isn't included in Thomsen's mod - I believe that the GWX+Xtra ships he refers to is bbw's mod, but I can't find a link to his latest version (v7) and can't remember whether Jim's Q Ship is in it.

Easy check - when you enable Jim's Q Ship mod through JSGME which mods does it conflict with?

Well it conflicts exactley with TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod, the culprit is a file named NLOV.sim or something along that line.

HW3 07-17-14 08:40 PM

NLOV is the Q-ship folder in the data/Sea folder. The .sim is a file in that folder. After finding and reading the readme for TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod, you would be safe enabling it after the Q-ship mod, as all it does is change the speed dynamics of the ship so there are more realistic starts and stops. It does not add the Q-ship itself, only the .sim file, in case you have added the Q-ship mod.

Quote:

I believe that the GWX+Xtra ships he refers to is bbw's mod, but I can't find a link to his latest version (v7)
It is not in it.

banryu79 07-18-14 02:20 AM

Quote:

Originally Posted by HW3 (Post 2225822)
NLOV is the Q-ship folder in the data/Sea folder. The .sim is a file in that folder. After finding and reading the readme for TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships mod, you would be safe enabling it after the Q-ship mod, as all it does is change the speed dynamics of the ship so there are more realistic starts and stops. It does not add the Q-ship itself, only the .sim file, in case you have added the Q-ship mod.

Great HW3, that makes sense!
Thank you very much for the explanation (also, in the Q-ship mod there are the .cfg that provides the Q-ship names for SH3C, in the TMTv2+ThomsensShips etc... they are not there).

Nemo45 07-21-14 01:27 AM

the Bismarck in my sh3 hasnt the nazi Symbole :down:
where can i download the orginal Bismarck Skin ?

Shark62281 05-01-19 05:03 PM

Q Ship Mod
 
Hi, Jim.

On your Filefront link for the Q Ship mod, do I check all the boxes for all of the files in order for the mod to work? Thanks.

Jimbuna 05-02-19 06:26 AM

Simply enable with JSGME

Quote:

Copy and paste the following line into your

C:\Program Files\Ubisoft\GWX3.0\data\Sea\EnglishNames CFG:

SCF=Small Coastal Freighter

Copy and paste the following into your

C:\Program Files\SH3 CommanderGWX3.0\Cfg\Ship names Cfg:

[SCF]
CrewRange=40|70
0001=Q Ship HMS Chatsgrove
0002=Q Ship HMS Maunder
0003=Q Ship HMS Prunella
0004=Q Ship HMS Lambridge
0005=Q Ship HMS Edgehill
0006=Q Ship HMS Brutus
0007=Q Ship HMS Cyprus
0008=Q Ship HMS Looe
0009=Q Ship HMS Antoine
0010=Q Ship USS Atik
0011=Q Ship USS Captor
0012=Q Ship USS Asterion
0013=Q Ship Uss Big Horn
0014=Q Ship USS Irene Forsyte


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