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06-14-10, 10:49 AM | #1 |
Gunner
Join Date: May 2009
Location: Temerin, Serbia/Günzburg, Germany.
Posts: 99
Downloads: 93
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Hello everyone!
I've been on the shore since winter due to real life obligations but I am planing to go out to sea soon. This mod looks fantastic and I cannot wait to try it out. I just have one question - does it work with these two mods: "GWX 3 St Naz and Schluese and other units V4" and "WB's GWX campaign with 34 additional ships"?
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Bury me at sea where no murdered ghosts can haunt me, if I rock upon the waves then no corpse can lay upon me. |
06-14-10, 10:55 AM | #2 |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
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Yes it does.
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06-14-10, 12:15 PM | #3 | |
Seasoned Skipper
Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
Uploads: 0
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06-14-10, 12:35 PM | #4 |
Eternal Patrol
Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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It still works just fine. No problems whatever. Useing XP Pro sp2.
I still go with the mustard theory Steve. |
06-14-10, 12:38 PM | #5 |
Seasoned Skipper
Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
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06-14-10, 01:44 PM | #6 | ||
Eternal Patrol
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06-14-10, 02:36 PM | #7 |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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That's my installation and it works fine.
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 Extras for the Wilhelmshaven campaign v2.4c IBL Merchant Fleet Mod 3.2 GWX - Merged Campaign Contact Lines_for GWX2.0 Conus' Historically Accurate U-boat Emblems Colored Map Dowly's Hurricane Skin Foam Mod Grass and Bottom of the Sea (Full version) GWX - 16km Atmosphere GWX - No Medals on Crew GWX 3.0 Additional Ammo GWX 3.0 Light Flags OLC's Modified Searchlight Beams for GWX3 Pascal's Port People NMS_1935 Fix Rockets fix for GWX 3.0 16km Atm SH4 Effects for GWX 3.0 v7.1 SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default) Sub Image mod Torpedo damage Final U-Boat Aces Faces WBNN Messages Aces' Combined SH3.SDL Files v2 Yammato's Extra ships TexSh42010 LibSh42010 Wooden Lifeboats Mod Remove Searchlights from Merchants Remove Searchlights from Warships (Optional) Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4 Compatibility Remove SL from Warships+WBs ExtraShipsV2.4 Wolfehunter U-82 VIIC
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06-14-10, 06:21 PM | #8 |
Seasoned Skipper
Join Date: Mar 2010
Location: Canada
Posts: 651
Downloads: 282
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So far mine looks like:
MFM-Interim-Beta Rbs1_SH4_Effects_GWX_30_71 Rbs2_Forsoundandstarshells Rbs6-LRT Rbs8-optional smoke Rbs10-enhancedoilexplosion Torpedo damage Final ver2.0 Deeper Launch depth_Realistic Crush Depth_All Weather Guns V1.0 OLC's Modified Searchlight Beams for GWX3 GWX3.0 Additional_Ammo OLC GUI 1.2.7 Core Files BritishAsdicMkIFinal Combat Radio Frequency MFM-v3-US+UK_Skins19390901 I'm still adding mods and I will update later Last edited by pickinthebanjo; 06-14-10 at 08:05 PM. |
06-15-10, 08:04 AM | #9 | ||
Grey Wolf
Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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This is my mods' list. The mod works fine with "St. Nazaire etc. v4" mod and with Wb's ships v2.7. There are some conflicts but the museum loaded successfully with the first try. I did not try the mod on a fresh install. It takes up to 4 or 5 minutes for the museum to load.
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan Mods for SH3 Last edited by tomfon; 06-15-10 at 09:06 AM. Reason: I included the whole of my mods' list. |
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06-29-10, 03:08 AM | #10 | |
Gunner
Join Date: May 2009
Location: Temerin, Serbia/Günzburg, Germany.
Posts: 99
Downloads: 93
Uploads: 0
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Quote:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 Extras for the Wilhelmshaven campaign v2.4c IBL Merchant Fleet Mod 3.2 I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD.. Here's my computer specification: Pentium Dual CPU E2200 (2.2 GHz) 3 GB RAM NVIDIA GeForce 9600 GSO Win XP SP2
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Bury me at sea where no murdered ghosts can haunt me, if I rock upon the waves then no corpse can lay upon me. |
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06-29-10, 07:33 AM | #11 | |
Stowaway
Posts: n/a
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I tried to install the Merchant_Fleet_mod_3.2, but unfortunately it ctd'd just before completing loading of the museum, which might be something as simple as a ship name missing in the English names file.
I don't know yet, haven't investigated, it could be my system just can't handle it. I did have a quick look at a few of the ships with S3D tho, and couldn't help notice that the M13A, M13B and M14B had hitpoint ratings of 2160, which is extraordinarily high for a merchant, considering ur average battleship in GWX3 has a hitpoint rating of 800 to 1000. If the Min and Max effect in the torpedo.zon is increased to the levels suggested, you'll be sinking battleships easier than merchants. Perhaps there might be a small fault with the hitpoint ratings of some of the ships Iambecome, considering the M13X is rated at 460, and the M14X is rated at 585 hitpoints. Hope you get it stable in all variants, and i hope i can get my system to run it. it looks awesome Quote:
Apologies if i'm late to the party iambecome, i shall duly hold my head underwater for 10 minutes. Last edited by roadhogg; 06-29-10 at 08:13 AM. |
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06-29-10, 09:44 AM | #12 |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
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No I made no edits to these files. I just put them in and run the game.
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06-30-10, 07:33 PM | #13 | |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 33,730
Downloads: 171
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