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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Helmsman
![]() Join Date: May 2006
Posts: 110
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downloaded sh3 world mod & when i reload a saved game my hydrophone dial dont work along with my command room dials & guages can i get some help
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#2 |
Sparky
![]() Join Date: May 2006
Posts: 152
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OOOH BAD IDEA!
One important thing with mods - NEVER install/enable them mid patrol. Most mods have an accompanying readme.txt that states specifically that this should not be installed mid patrol as it causes serious glitches to the game. ![]() Uninstall/disable the mods, finish the patrol and then install/enable them and you should be without a problem! ![]()
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#3 |
Helmsman
![]() Join Date: May 2006
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Thanks Scorpious for the reply....I hear what your saying and i didafter i downloaded mod start a new career because due to the change my old or existing career would crash or not allow mod to run....so are you saying to uninstall shiii and start anew or just start a new career and then put sh3 mod into the new career thanks again & good hunting
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#4 |
Sparky
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If you use jonesoft generic mod enabler you can disable and enable quick and painlessly. But if you dont then yes you will have to either scrap the mid patrol save and start the same patrol afresh or if you desperately want to use the mid patrol save, you will have to reinstall the game. Then load the save, finish it, and then whilst you are docked, install the mod and then start a new patrol.
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#5 |
Mr. Bad Wolf
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Sorry to say so, but as far as I remember, when I tried that particular mod, at a time when fewer mods were around, then you'll have this problem always, when using that mod!
I can't really remember if someone found a solution to it, but it's a pretty old mod, and so I don't know, if the creator is still around to get help from.... But the world mod added traffic and cities to the map, and you have plenty of other mods around, which does the same: RuB, IUB, GW.....
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#6 | ||
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
Downloads: 43
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![]() Quote:
Quote:
Have you experienced this issue, Teddy Bar? Kb |
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#7 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
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Kaizerkat - i guess we're the only ones with this problem?
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#8 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
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I got the same issue. With GW + latest Unchange Adding (1.13), after reload, all dials are stuck in the 12'o'clock position and won't budge. In the old times (the times of world mod), this issue was associated with the presence of other uboats on the map. then, soomeone found a solution and ai uboats did no longer cause this.
Carotio, please could you look into the issue? Thx in advance. |
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#9 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
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Ah = other uboats - that sounds right. Maybe this only happened to me when I had used the Utankers? That's possible, though I can't say for sure. I think I first had the problem when I used a utanker off of halifax. It's a real bummer.
Kb |
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#10 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
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Keelbuster, I think it's not related to u-tankers, because I don't use any, I just started a fresh campaign in '39, when there were no milk-cows. I think it's related to the other subs (regular, not tankers) on the map. will try to delete them from the campaign files and see what happens - but don't have time these days. maybe over the weekend.
Yet, there is the other mod "war ace campaign" which uses not just other subs, but wolfpacks, and does not give this behavior, so someone must have found a fix for it. |
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#11 |
Ace of the Deep
![]() Join Date: Oct 2005
Location: BA 72
Posts: 1,092
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Yea maybe. In my game (NYGM 1.03) the only other subs were the utankers. Could be a more general other-sub thing though.
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#12 | |
Mr. Bad Wolf
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![]() Quote:
So you need to play GW1.0 + GW-UA1.1 (mod) + GW-UA1.13 (patch)
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#13 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
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Posted by Carotio:
Quote:
I play as you indicate in your site GW1.0 + UA1.1 + 1.13, enabled through jsgme, but I also added some extra mods (don't remember all of them precisely, as I am at work now), like several ships, the 16 kms light mod, a smoke mod that came up recently, and a few others, plus my custom-picked sounds. will see tonight precisely what I added. anyway, I'll do a fresh install this weekend, only put gw 1.0, ua1.1 and 1.13, and see what happens. then, will add the rest of the mods via jsgme and see when the dial-up issue appears. I'll post the result here. Another point, I tried to remove the other subs in campaign_scr, but did not find any in wilhelmshaven. yet I am pretty sure I saw some when starting the mission. where are they? BTW, your mod is great and brings a lot to the original gw, which in its turn brought alot to sh3. I really appreciate your effort, especially you trying to support people who use it. Thx again. |
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#14 | ||
Mr. Bad Wolf
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![]() Quote:
2) Odd, I haven't removed stationary or moving subs/uboats from either Kiel or Wilhelmshaven, so in the campaign_scr, they should be there as Rubini put them for GW. I built my extra info on the GW campaign files... 3) Support means feedback for improvement! ![]()
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#15 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
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Downloads: 544
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As promised, I did a fresh install: sh3 + patch 1.4 + gw1.0 + gwua1.1 (JSGME) + gwua1.13 (JSGME). No other mod.
Started a mission in wilhelmshaven, aboard a type VII. Results: save-reload in port, dials work OK save-reload just after exit harbor, dials OK save-reload after getting past heligoland, dials stuck up - only the inside (F2) dials, the shortucts in the right bottom corner work OK. Tried to remove AI subs near w-haven - still stuck dials after heligoland Took another approach and installed GW1.0 + GW1.1 - no dial problem. Can't say what it precisely means, but found this older link http://forums.ubi.com/groupee/forums...1092223/inc/-1 It says something about AI subs, as I posted previously. Once again I must stress that this is just my personal experience, and other players may not get this bug. Still I'd very much like to see it fixed, as I much appreciate Carotio's work. I remember the bug was also mentioned on subsim forums, but now can't find it. Maybe they got deleted, 'cause it's really old story. |
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