View Full Version : (REL) LOCKS_Brunsbuettel and Holtenau
nautilus42
04-23-08, 12:38 AM
I`ve released the Locks Brunsbuettel and Kiel-Holtenau for GWX 2.1, WAC 2.15, LSH3_3.0
for further infos Klick here: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/4281098336
Screeshots:
http://i198.photobucket.com/albums/aa272/trainer1942/Schleuse_Brunsbuettel.jpg
http://i198.photobucket.com/albums/aa272/trainer1942/B00000001.jpg
http://i198.photobucket.com/albums/aa272/trainer1942/B00000004.jpg
http://i198.photobucket.com/albums/aa272/trainer1942/B00000002-2.jpg
D/L :http://hosted.filefront.com/trainer1942
Have Fun
nautilus42 aka trainer1942
schuhart
04-23-08, 12:45 AM
Fantastic work, Nautilus42 :up:
- Schuhart
Kaleu. Jochen Mohr
04-23-08, 12:50 AM
AWSOME! THANKS :rock::rock::rock::rock:
nautilus42
04-23-08, 12:50 AM
Fantastic work, Nautilus42 :up:
- Schuhart
THX.:up:
Samwolf
04-23-08, 05:27 AM
Been waiting for this one. ThaNKS
Philipp_Thomsen
04-23-08, 05:36 AM
Where are those ports? Near kiel?
thanks, yesterday i installed Holtenau manually in my GWX 2.1 becouse for some reason of me it was not there:rock:
Samwolf
04-23-08, 06:03 AM
Where are those ports? Near kiel?
One at each end of the Kiel Canal.
Carotio
04-23-08, 07:07 AM
Vielen Dank :up:
I'm looking forward to your suggested plans to release a SH4 version too :yep:
Jimbuna
04-23-08, 07:47 AM
Very nice nautilus42 http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)
bigboywooly
04-23-08, 07:50 AM
vielen dank nautilus
D\L now :up:
Paul.Saenger
04-23-08, 09:35 AM
Dankeschön, Trainer/Nautilus.
Wo du gerade hier bist...ich hätte noch eine kleine Frage an dich. Du und Molke habt ja viele der Schiffe aus SHIV rübergeportet. Sind diese mit GWX 2.1 kompatibel?
Wolfehunter
04-23-08, 09:48 AM
Awesome work Trainer!!!!:rock:
Sailor Steve
04-23-08, 10:28 AM
FINALLY!!!
I've been waiting for this until I started my new career. Thank you so much; now the Canal is perfect!:/\\k:
Where are those ports? Near kiel?
One at each end of the Kiel Canal.
Yes indeed. The major canals all cross land that varies in height, so they have locks at each end (and sometimes more in the middle). It doesn't seem possible to have working gates and changing water levels, so this at least represents going through them. I always slow to 1 knot and pretend I'm waiting for the water levels to change. Even if you don't do that, this represents a major breakthrough in realism when transitting the Canal.
Kiel:
http://i14.photobucket.com/albums/a325/SailorSteve/Kiel.jpg
Brunsbuttel:
http://i14.photobucket.com/albums/a325/SailorSteve/Brunsbuttel.jpg
nautilus42
04-23-08, 11:16 AM
Dankeschön, Trainer/Nautilus.
Wo du gerade hier bist...ich hätte noch eine kleine Frage an dich. Du und Molke habt ja viele der Schiffe aus SHIV rübergeportet. Sind diese mit GWX 2.1
kompatibel?
Gern geschehen. Du hast ne PN:up:
Philipp_Thomsen
04-23-08, 03:07 PM
Any plans for Wilhemlshaven? I always start a carrer in the second flotilla... :cry:
And of course, those ports in france! :up:
von Kinderei
04-23-08, 03:14 PM
YES ...
I have been awaitin' this also ...
THANKS and FANTASTIC WORK ... :up:
Kpt, Otto
04-23-08, 05:02 PM
Ive been waiting for this one and....
Oh man oh man this mod rocks.... :rock: :rock: :rock:
Thanks nautilus42 for all your hard work and thank for finishing it. Your a Gentleman. :yep:
Its brilliant!!
:sunny:
Kpt, Otto
04-23-08, 05:10 PM
I always slow to 1 knot and pretend I'm waiting for the water levels to change. Even if you don't do that, this represents a major breakthrough in realism when transitting the Canal.
Im glad im not the only roll & butter who does this!!! (roll & butter=nutter!) :rotfl:
Seriously I absolutely agree this adds so much more to the game.
:up:
Dutchie-one
04-23-08, 05:29 PM
Hello Mate, its looking great a nice mod.
Keep up the good work.
Dutchie-one :up:
Archive1
04-23-08, 05:56 PM
Very nice mod. May I ask what program(s) you used to create this?
Many thanks, great work!:up:
Ivan Putski
04-25-08, 07:31 PM
Top notch work, thank you. Puts:up:
Tuddley3
04-25-08, 10:04 PM
Thanks for creating a mod compatible with WAC:up:
Hi for those using this mod and have installed BBW's GWX+2.1+Minor+fix's.7z will have to edit BBW's Locations.cfg file to the following:
[Location 169] ;Brunsbuettel
Long=9.149000
Lat=53.909100
Heading=180
OnLand=false
ShowOnMap=true
FileName=KielCanalPort
LocationName=Brunsbuettel
and add the following at the end:
[Location 775] ;Schleuse Brunsbuettel
Long=9.137014
Lat=53.898098
Heading=56
OnLand=false
ShowOnMap=true
FileName=Schleuse_Brunsbuettel
LocationName=Schleuse_Brunsbuettel
[Location 776]
Long=10.144860
Lat=54.366050
Heading=270
OnLand=false
ShowOnMap=true
FileName=Schleuse_Holtenau
LocationName=Schleuse Holtenau; Schleuse Kiel-Holtenau
I will mention this in BBW's thread also.:yep:
SleazeyWombat
04-26-08, 02:39 AM
Do I put the entire Schleuse_Brunsbuettel_Holtenau_MOD_v.1.0 directory in my SHIII MODS folder?
Or, do I put the 2 separate Schleuse_Brunsebuettel_MOD_V.1.0 and the Schleuse_Holtenau_MOD_V.1.0 directories in my SHIII MODS folder?
And do I need to worry about the GWX_2.1_Location folder found in the Documentation directory?
What I did was to make a folder in the SH3 Mods folder called "Schleuse_Brunsbuettel_Holtenau_MOD_V.1.0" I then copied the 2 data folders of the mod here (merged), then I went to the Documentation\GWX_2.1_Location folder and did the same (copy data folder). You can now enable the mod, hope this helps.:yep:
Jimbuna
04-26-08, 09:59 AM
What I did was to make a folder in the SH3 Mods folder called "Schleuse_Brunsbuettel_Holtenau_MOD_V.1.0" I then copied the 2 data folders of the mod here (merged), then I went to the Documentation\GWX_2.1_Location folder and did the same (copy data folder). You can now enable the mod, hope this helps.:yep:
Might be easier if you create the folder patch and post it for them Reece.....time permitting of course ;)
bigboywooly
04-26-08, 10:04 AM
The Holtenau lock needs moving
May just be best for me to alter the Kiel autoroutes and throw in the 2.1 bugfix patch
The co ordinates in the release are not the same as the beta
No biggy just watch out if you are using the Kiel autoroute in and out
Yorktown_Class
05-01-08, 07:15 AM
Hi for those using this mod and have installed BBW's GWX+2.1+Minor+fix's.7z will have to edit BBW's Locations.cfg file to the following:
[Location 169] ;Brunsbuettel
Long=9.149000
Lat=53.909100
Heading=180
OnLand=false
ShowOnMap=true
FileName=KielCanalPort
LocationName=Brunsbuettel
and add the following at the end:
[Location 775] ;Schleuse Brunsbuettel
Long=9.137014
Lat=53.898098
Heading=56
OnLand=false
ShowOnMap=true
FileName=Schleuse_Brunsbuettel
LocationName=Schleuse_Brunsbuettel
[Location 776]
Long=10.144860
Lat=54.366050
Heading=270
OnLand=false
ShowOnMap=true
FileName=Schleuse_Holtenau
LocationName=Schleuse Holtenau; Schleuse Kiel-Holtenau
I will mention this in BBW's thread also.:yep:
Guys forgive me,but I cannot for the life of me get the locks to show up,not sure what I did wrong.
I got GWX 2.1,with the 2.1 minor fix,then 2.1 Locations for Holtenau and Brunsbuettal and then the two mods themselves.
and I changed the Locations.CFG as per Reece post..
What am I doing wrong?
Thanks in advance..
@ Yorktown_Class, BBW has now updated this with other mods called "AOTD-AA-Ship-Schleuse-Bugix GWX2.1.7z" and can be downloaded here::yep:
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Cheers.
Yorktown_Class
05-01-08, 08:37 AM
@ Yorktown_Class, BBW has now updated this with other mods called "AOTD-AA-Ship-Schleuse-Bugix GWX2.1.7z" and can be downloaded here::yep:
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Cheers.
Do I just enable this mod over the top of the Locks mods?
A6Intruder
05-01-08, 08:44 AM
@ Yorktown_Class, BBW has now updated this with other mods called "AOTD-AA-Ship-Schleuse-Bugix GWX2.1.7z" and can be downloaded here::yep:
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Cheers.
Do I just enable this mod over the top of the Locks mods?
No! The files of BBW is all you need:up:
Kind regards
Yorktown_Class
05-01-08, 08:58 AM
@ Yorktown_Class, BBW has now updated this with other mods called "AOTD-AA-Ship-Schleuse-Bugix GWX2.1.7z" and can be downloaded here::yep:
http://files.filefront.com/AOTD+AA+Ship+Schleuse+Bugix7z/;10090080;/fileinfo.html
Cheers.
Do I just enable this mod over the top of the Locks mods?
No! The files of BBW is all you need:up:
Kind regards
Ok thank you Reece:up:
Yorktown_Class
05-01-08, 09:23 AM
Ahh yes it is working now..Thanks MILLIONS:D
FIREWALL
06-10-08, 05:25 PM
Learned my lesson the hard way.
Read the whole thread before installing any mod.
This thread was not updated at the first post as is the usual practice.
BBW's fix has come to late.
But on the brighter side... You live and you learn. :yep:
Otto Heinzmeir
03-01-09, 03:42 PM
I can't figure out how to install these two locks. Will they work in GWX3? I placed the two seperate folders in the Mods folder. After activating the first one, I get a message when trying to activate the second one saying files will be overwritten. I placed the locations.cfg file into the terrain folder but nither lock appeared in game.
So then I just tried putting all the files directly into there SH3 location without using the mod installer. Not surprisingly the game won't load and I have to reinstall.
There are also 2 different downloads that appear to both be the same mod (they both have the 2 locks) and I am not sure if one was an update or if they are both the same.
Is it necessary to merge these two lock mods together because they both have the same dat files and installing one after the other over writes the file again. I don't know how to merge files.
Sailor Steve
03-01-09, 04:28 PM
If you install them separately (which is what I still do) don't worry about the overwrite warning. Both locks contain the same texture files, so it will want to overwrite them. No problem, just click 'Yes'.
As for the locations.cfg I'm not sure what the problem is. I've had them not show up but I don't remember how I fixed it.
The easiest thing to do is follow Reece's link to BBW's mod which combines everything and moves the locks so the GWX 'Auto In and Out' works as advertised. Though I never use the 'Auto' system as it takes me out through the 'In' lock.
:rotfl:
Otto Heinzmeir
03-01-09, 05:29 PM
If you install them separately (which is what I still do) don't worry about the overwrite warning. Both locks contain the same texture files, so it will want to overwrite them. No problem, just click 'Yes'.
As for the locations.cfg I'm not sure what the problem is. I've had them not show up but I don't remember how I fixed it.
The easiest thing to do is follow Reece's link to BBW's mod which combines everything and moves the locks so the GWX 'Auto In and Out' works as advertised. Though I never use the 'Auto' system as it takes me out through the 'In' lock.
:rotfl:
I tried that link in Reece's reply and it doesn't go to the file it goes to filefront's homepage. It might not be available anymore. Maybe I had the location.cfg in the wrong folder. I have another crack at it. :)
Otto Heinzmeir
03-01-09, 05:49 PM
Got it working. Helped to have some encouragement:salute: I don't have the auto nav fix but no biggie. I can still use auto nav and simply steer through the lock and then resume course after I get through.
Now I have to wait 3 hours before I go though to simulate waiting my turn as other ships ahead of me use the lock.:03:
Sailor Steve
03-01-09, 06:01 PM
Cool!
I don't usually wait, but I do go through at one knot to simulate waiting for the locks to work. Even I don't have the patience to sit there for half an hour.
bigboywooly
03-01-09, 06:12 PM
Off the top of my head I think its 40 minutes per lock in RL
Jimbuna
03-03-09, 03:22 PM
If you install them separately (which is what I still do) don't worry about the overwrite warning. Both locks contain the same texture files, so it will want to overwrite them. No problem, just click 'Yes'.
As for the locations.cfg I'm not sure what the problem is. I've had them not show up but I don't remember how I fixed it.
The easiest thing to do is follow Reece's link to BBW's mod which combines everything and moves the locks so the GWX 'Auto In and Out' works as advertised. Though I never use the 'Auto' system as it takes me out through the 'In' lock.
:rotfl:
I tried that link in Reece's reply and it doesn't go to the file it goes to filefront's homepage. It might not be available anymore. Maybe I had the location.cfg in the wrong folder. I have another crack at it. :)
http://files.filefront.com/GWX+3+St+Naz+and+Schluesets7z/;13404536;/fileinfo.html
Otto Heinzmeir
03-03-09, 03:27 PM
Thanks jimbuna. :yeah: I better d/l this file as I don't trust my navigator :O:
Jimbuna
03-03-09, 04:35 PM
Thanks jimbuna. :yeah: I better d/l this file as I don't trust my navigator :O:
Your welcome mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
nikbear
03-04-09, 01:26 PM
Still using GWX2.1 here and would like to use the locks mod without the AOTD madmax ships and other things which clash with the community units mod,have downloaded this http://files.filefront.com/Schleuse+Brunsbuettel+Hol07z/;10062297;/fileinfo.html,which appears to be what I need but the readme is only in german,could anyone please explain the installation instructions,I can gather its done through JSGME but not the order,any help very appreciated:up:
Sailor Steve
03-04-09, 01:38 PM
From an older thread on the subject:
http://www.subsim.com/radioroom/showpost.php?p=776685&postcount=32
Whole thread here:
http://www.subsim.com/radioroom/showthread.php?t=130873&highlight=kiel+canal+locks
Awful Smutje
03-04-09, 01:51 PM
Still using GWX2.1 here and would like to use the locks mod without the AOTD madmax ships and other things which clash with the community units mod,have downloaded this http://files.filefront.com/Schleuse+Brunsbuettel+Hol07z/;10062297;/fileinfo.html,which appears to be what I need but the readme is only in german,could anyone please explain the installation instructions,I can gather its done through JSGME but not the order,any help very appreciated:up:
The readme says roughly:
Put the two folders "Schleuse_Brunsbuettel_MOD_V.1.0" & "Schleuse_Holtenau_MOD_V.1.0" in your JSGME mod folder.
Pick the "GWX_2.1_Location" (in your case) from the "Documentation" folder and put it in your JSGME mod folder, too.
Activate the mods via JSGME.It says nothing about an activation order, but I suggest to activate the "GWX_2.1_Location" mod after the two others, if its overwriting some data of the two "Schleuse" mods. This seems only to add the text on your navmap, but I'm not sure, because I use GWX 3.0.
nikbear
03-04-09, 02:53 PM
Thank you most kindly for your quick responses and help:salute::salute::salute:
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