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Old 08-26-09, 10:56 AM   #4711
Hunter
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What was the reason in GWX3 for splitting King George V class and some other classes of capital ships into separate units(separate KGV, Prince of Wales, Anson etc.) As soon as I am going to add some more units made by other modders and it cause longer download times, I would like to delite extra units of the same class merging them back in Roster files. Will it affect GWX3 campaign somehow or will it cause CTD if campaign layers will stay with deleted units inside unfixed.
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Old 08-26-09, 04:38 PM   #4712
irish1958
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Quote:
Originally Posted by Hunter View Post
What was the reason in GWX3 for splitting King George V class and some other classes of capital ships into separate units(separate KGV, Prince of Wales, Anson etc.) As soon as I am going to add some more units made by other modders and it cause longer download times, I would like to delite extra units of the same class merging them back in Roster files. Will it affect GWX3 campaign somehow or will it cause CTD if campaign layers will stay with deleted units inside unfixed.
I am not sure; however when we were testing the major cause of CTD was incomparability of units with the campaign files. So I suspect it will "cry havoc and loose the dogs of war."
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Old 08-26-09, 05:14 PM   #4713
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Quote:
Originally Posted by Hunter View Post
What was the reason in GWX3 for splitting King George V class and some other classes of capital ships into separate units(separate KGV, Prince of Wales, Anson etc.) As soon as I am going to add some more units made by other modders and it cause longer download times, I would like to delete extra units of the same class merging them back in Roster files. Will it affect GWX3 campaign somehow or will it cause CTD if campaign layers will stay with deleted units inside unfixed.
Any ship called for in the RNDmis or SCRmis files that is no longer in the game will cause it to CTD.

You can add the class then open both files in notepad and do a search by exact name. Best to copy and paste that in the edit "find" window)
If you find them you must change the name to the added class and then you can remove the unwanted ships from the roster and sea files.

Note, the SCR file will show them as say Prince of Whales 1 and next time it is called for Prince of Whales 2 etc. So you must be sure you replace each ship with the class name and do not repeat the number (There are 5 KGV so they would appear many times)

While you can also check these in the mission builder fact is you will likely not find them by searching the globe clicking on each group in different time slots


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Old 08-26-09, 05:17 PM   #4714
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BTW, always back up before doing anything.

Copy the campaign folder to a safe place outside the game so if you screw up you will not have to reinstall GWX3


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Old 08-27-09, 02:30 AM   #4715
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Ok, thanks for your detailed replies mates
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Old 08-28-09, 01:59 PM   #4716
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I'm just preparing to start a new campaign with this awesome expansion installed, and I'd like to know if there is a way to re-enable the renown acquired by going to the patrol area and coming back. (I'm referring to the Atlantic campaign, oc )
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Old 08-28-09, 03:05 PM   #4717
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I'm just preparing to start a new campaign with this awesome expansion installed, and I'd like to know if there is a way to re-enable the renown acquired by going to the patrol area and coming back. (I'm referring to the Atlantic campaign, oc )
Yes, there is. Open the basic config file in Ubisoft/SilentHunterIII/data/cfg and change:

RenownReachGridObjCompleted=0
RenownPatrolGridObjCompleted=0
CompletedPatrol=0

the zeros to as much as you wish to have.

The file opens with notepad
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Last edited by irish1958; 08-28-09 at 03:06 PM. Reason: additional information
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Old 08-28-09, 09:40 PM   #4718
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Finally got this going !

Just finished my third patrol with GWX 3.0 and sh commander. I just discovered what it looks like. AWESOME !!!

I really don't feel i'm an alone and neglected kaleun at sea anymore, tons of radio contact, nightclub, real ship names and their cargos, friendly u-boats to come across at sea... WOW

I just managed to sink HMS Esperance Bay, an armed cruiser, when i stumbled on her small task force. Night attack, calm sea, 136 ft under keel for escape... there was only one V&W escort to protect 2 armed cruisers of 13k tons, sadly i had only 3 torpedoes left but the tommy's sure felt them !
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Old 08-29-09, 01:56 AM   #4719
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Cheers Will_Rommel! Glad you are enjoying yourself.
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Old 08-29-09, 01:56 AM   #4720
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GWX Devs and senior testers, please report to the GWX4 dev forum for important briefing.

Thank you.
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Old 08-29-09, 12:12 PM   #4721
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Default IXD2

I have used the IXD2 before but this time I can noy get the boat to run silent. If I turn the propellears even a slight bit the boat turns red for not being silent. Any suggestions? Just
found out the problem & corrected it.
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Old 08-30-09, 01:40 AM   #4722
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I've got an issue that i would like to solve.

The Tirpitz dont have any armament on it (no main nor secondary weapons, no AA) in both the museum and campaign in my game.

I installed everything like stated in the instructions, this seems to be the only problem i have so far, and it's limited to the Tirpitz.

It's not game breaking, but it's november 1939 and she isn't armed yet.


P.S (I would like to reduce the number of deck gun shells carried aboard my VIIB too, where should i look?)
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Old 08-30-09, 02:46 AM   #4723
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Quote:
Originally Posted by Will-Rommel View Post
It's not game breaking, but it's november 1939 and she isn't armed yet.
Historically KM Tirpitz was not armed in 1939 as she was not ready for action. Check your museum in all the years and you will see her with guns later on.
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Old 08-30-09, 02:50 AM   #4724
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Quote:
Originally Posted by thehiredgun View Post
I have used the IXD2 before but this time I can noy get the boat to run silent. If I turn the propellears even a slight bit the boat turns red for not being silent. Any suggestions? Just
found out the problem & corrected it.
Do you use Silent Running? If you do then you have a chance of not be detected.
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Old 08-30-09, 10:24 AM   #4725
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Installed yesterday and am enjoying the mod very much - thankyou!


couple of questions though - I keep getting radio messages with things like 'Grid 1253' and lat/long positions on them. How do I get lat/long and these mythical grids? All I have is the regular grid numbers e.g. BF16




edit:

also after a while my right screw seems to stop turning - at least graphically it does, despite having taken no damage. Usually happens after I order a dead stop. If I then order ahead again, nothing happens unless I order reverse to get the engines running and then ahead. After that she starts moving but the right screw doesn't turn. I can still do 18 knots ahead flank (type VIIB) so I don't think the screw is actually (code-wise) not turning.

Last edited by Banano; 08-30-09 at 10:39 AM.
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