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Old 11-09-08, 02:00 PM   #3946
Kpt. Lehmann
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You are welcome.

We do what we can to make everybody happy... but it really is a losing proposition if you know what I mean.
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Old 11-12-08, 05:59 PM   #3947
DMK79
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Help requied with installation...

Hi all, I am new here and require help installing the GWX2 mod.

Spent about 2 hours downloading all the files, and followed the instructions exactly.

But when I run the .exe, I get a message saying:

D:\Program Files\Ubisoft\SilentHunterIII\data\Air\ADB_JU87Stu ka\ADB_JU87Stuka.cfg

An Error occurred while trying to read the source file:
The source file is corrupted.

I get this message every time, and if I try again it keeps happening, and if I ignore, it happens with every other file.

Is there anything I can do, or do I have to download it all gain?

Any help would be very welcome, as I am eager to get back into this brilliant sim, with this wonderful looking mod adding a lot more to the experience!

Cheers,
Dunk
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Old 11-13-08, 08:16 AM   #3948
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It sounds like you still have the odd file in your system.

Put the SH3 game disc in your machine and delete the game via the disc.

Don't forget to delete the SH3 folder in C\MyDocs also.

Install GWX over a fresh install of SH3 patched to 1.4b
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Old 11-17-08, 11:04 PM   #3949
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ok fixed those former questoins...

but still wonder

can we add ships to GWX 2.1 without messing things up?
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Last edited by Admiral Von Gerlach; 11-17-08 at 11:43 PM.
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Old 11-18-08, 12:17 AM   #3950
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Quote:
Originally Posted by Admiral Von Gerlach
ok fixed those former questoins...

but still wonder

can we add ships to GWX 2.1 without messing things up?
Yep
The GWX campaign is designed as generically as possible
Allowing you to add new ships knowing they will be seen in game

Certain specialist units may need work to show properly but your average merchant\tanker\destroyer etc are no problem
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Old 11-18-08, 04:31 AM   #3951
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I am assuming the GWX mods i now see in the mod folder need to be "selected" by JSGEM and moved to the right side window.

I tried to install some skin changes and a couple of ships but was told i already has the thumb file and some other things installed....is there a limit to skin changes and certain ship files?
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Last edited by Admiral Von Gerlach; 11-18-08 at 05:03 AM.
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Old 11-18-08, 04:36 AM   #3952
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Quote:
Originally Posted by Admiral Von Gerlach
I am assuming the GWX mods i now see in the mod folder need to be "selected" by JSGEM and moved to the right side window.
If you choose so, those that are in the JSGME are optional mods.
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Old 11-18-08, 05:00 AM   #3953
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ok thanks
much appreciated.
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Old 11-22-08, 07:09 AM   #3954
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Kpt. Lehmann,

As I get back into GWX after a huge break I came across the "Longer Repair Times 2.02" mod. I really want to enjoy this mod with GWX however I seem to remember that, back in the old days, there was a problem using this mod with GWX as it breaks the long range gunning for the DD's or something like that. Is this still true or did we find a way to avoid these side effects?

I am not bashing any mod at all here. I bow to all modders. I was just wondering your take on this mod with respect to GWX and if it still breaks something critical in GWX.

Good Hunting,
Lanzfeld
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Old 11-22-08, 12:29 PM   #3955
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Quote:
Originally Posted by Lanzfeld
Kpt. Lehmann,

As I get back into GWX after a huge break I came across the "Longer Repair Times 2.02" mod. I really want to enjoy this mod with GWX however I seem to remember that, back in the old days, there was a problem using this mod with GWX as it breaks the long range gunning for the DD's or something like that. Is this still true or did we find a way to avoid these side effects?

I am not bashing any mod at all here. I bow to all modders. I was just wondering your take on this mod with respect to GWX and if it still breaks something critical in GWX.

Good Hunting,
Lanzfeld
Hi Lanzfield.

Older versions of of the LRT mods broke player sensors causing 100% effectiveness of player sensors. (Visual, Hydrophone etc.)

During development of versions of the LRT mod were done without conference with the GWX dev team because the builder was upset with us for one reason or another. We tried for a cooperative venture to ensure compatibility but the relationship between the developing parties was impossible, inspite of my personal best efforts.

GWX modifies many of the same critical files touched by the LRT mods.

Given the history of the LRT series and the subsequent fallout described above, players may of course use that material AT THEIR OWN RISK. The LRT mods remain incompatible. They may function without crashing, but will break any number of elements our developers deem critical to other elements of GWX.

Subsequently, use of the LRT mods is not recommended by the GWX Dev Team.

Sorry guys.
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Last edited by Kpt. Lehmann; 11-22-08 at 12:31 PM.
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Old 11-22-08, 03:00 PM   #3956
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got it

and thanks
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Old 11-25-08, 04:40 PM   #3957
Lanzfeld
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by Lanzfeld
Kpt. Lehmann,

As I get back into GWX after a huge break I came across the "Longer Repair Times 2.02" mod. I really want to enjoy this mod with GWX however I seem to remember that, back in the old days, there was a problem using this mod with GWX as it breaks the long range gunning for the DD's or something like that. Is this still true or did we find a way to avoid these side effects?

I am not bashing any mod at all here. I bow to all modders. I was just wondering your take on this mod with respect to GWX and if it still breaks something critical in GWX.

Good Hunting,
Lanzfeld
Hi Lanzfield.

Older versions of of the LRT mods broke player sensors causing 100% effectiveness of player sensors. (Visual, Hydrophone etc.)

During development of versions of the LRT mod were done without conference with the GWX dev team because the builder was upset with us for one reason or another. We tried for a cooperative venture to ensure compatibility but the relationship between the developing parties was impossible, inspite of my personal best efforts.

GWX modifies many of the same critical files touched by the LRT mods.

Given the history of the LRT series and the subsequent fallout described above, players may of course use that material AT THEIR OWN RISK. The LRT mods remain incompatible. They may function without crashing, but will break any number of elements our developers deem critical to other elements of GWX.

Subsequently, use of the LRT mods is not recommended by the GWX Dev Team.

Sorry guys.
Since we were on this topic anyway....

I know that OLCE2 is a mod I use but that has an effect on night detection. I dont mind this. Have you tried P.T.'s Ships Mod (2.0) and does that have any negative effects besides the occational harbour escort hitting land? He made it so it does not effect the subs...
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Old 11-26-08, 12:12 AM   #3958
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Quote:
Originally Posted by Lanzfeld
Since we were on this topic anyway....

I know that OLCE2 is a mod I use but that has an effect on night detection. I dont mind this. Have you tried P.T.'s Ships Mod (2.0) and does that have any negative effects besides the occational harbour escort hitting land? He made it so it does not effect the subs...
@ Lanzfield.

<Kpt. Lehmann takes deep breath.>

it is true in SH3 that vessels are able to accelerate, decelerate, and often maneuver in an overly rapid fashion.

There is good reason for this given the behavior of convoy AI as limited by the SH3 game engine.

When one or more ships are hit / disabled in-game, a traffic jam often develops while the convoy attempts to re-organize itself. Often, undamaged ships will stop dead in the water to allow other convoy-mates to pass... and in the process make themselves easy targets.

This can take some time for the game engine to sort out... more time than it would take a convoy to react in real life in many cases.

GWX increases following distances / ship spacing to more accurately reflect real life... and the extra space allows convoy elements to reform more rapidly.

In real-life... stopping when under attack was an enormous NO-NO!!! Survivors in the water were to be LEFT and BYPASSED. (The needs of the many outweigh the needs of the few... Though sometimes 'rescue-ships' were assigned to convoys... generally speaking, it was not the rule.)

Whether it is realistic or not, PT's ship behavior mod causes convoy traffic jams to be again more frequent, as AI collision avoidance routines kick in. Given ingame convoy behavior, PT's ship behavior mod can make a huge mess and give players gratuitous tonnage on a plate, beyond the other unpredictable effect you relate.

Again, it may function... but we don't recommend using it. P.T. often thinks we are picking on him, so I will try to not be more harsh than is necessary.

We've done everything we can to bring player tonnage hauls down to more believable levels for the player who attempts to play the game realistically. (Not because we dislike U-boat players... but because it is important for the overall simulation.)

Regarding OLC's GUI and environmental mods... I personally and heartily recommend them. He's really done his homework and frequently corresponded with and reported his test findings to senior GWX dev team members during the development of his modifications.
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Last edited by Kpt. Lehmann; 11-26-08 at 12:21 AM.
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Old 11-27-08, 04:55 AM   #3959
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Ahoy!

I have GWX 2.1 with few mods, but I have a very strange problem. When I save a game when diving and load it, I have 4 men on deck...I can move 3 of them down to querters but if I move the last guy down, they all go to deck again! Known issue or "my issue"? Looks pretty funny to see this guy on periscope submerged...

Thanks for the GWX, I sold the game 2yo and found it from my hard disk few days ago...oh those have been long days, totally hooked

-Kpt Sup
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Old 11-27-08, 05:06 AM   #3960
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Quote:
Originally Posted by Supra
Ahoy!

I have GWX 2.1 with few mods, but I have a very strange problem. When I save a game when diving and load it, I have 4 men on deck...I can move 3 of them down to querters but if I move the last guy down, they all go to deck again! Known issue or "my issue"? Looks pretty funny to see this guy on periscope submerged...

Thanks for the GWX, I sold the game 2yo and found it from my hard disk few days ago...oh those have been long days, totally hooked

-Kpt Sup
Welcome aboard!

It's not adviced to save your game while submerged. To best avoid any save game issues, you should save only when:
- out at sea, away from port
- surfaced
- When no other ships are around
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