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View Full Version : [REL] Admiral Scheer for OM v101


lurker_hlb3
12-01-09, 01:20 AM
Admiral Scheer for OM v103

This mod allows Xantro “Playable Pocket Battleship” run on top of OMv720 and is based on a original idea by Sledgehammer427

Download Link:

http://www.subsim.com/radioroom/downloads.php?do=file&id=1443


============================

Mirror site

http://www.filefront.com/user/lurkerhlb3


============================

Install Instructions:

Installation Order:
SH4 v1.5
OMv705
OMv705 to v720
OMv720 Patch 5
OMEGU V300
OMEGU V300 Patch7
AS for OM v103


“WARNING”

Do not install any other mods other than what is listed above

“WARNING”


This mod covers the period from Sept 1940 to Dec 1943 and has the Admiral Scheer assigned to two distinct areas to mimic historical operations, “Group West” (Sept 40 to Feb 42) conducting operations in the North / South Atlantic and “Group Nord” ( Feb 42 to Dec 43). The dates used for these operations are “semi-historical” and are a bit longer that real life for gameplay purpose. Home base for “Group West” is Gotenhafen in Poland with a start date of September 1st 1940 and Narvik for “Group Nord” with a start date of March 1st 1942. If you start a career with “Group West” you will receive a “automatic” transfer to “Group Nord” in Feb 42 ( there will be a message that informs you of the transfer )


There have been a large number of changes to the original mod by Xantro to ensure the smooth integrations into OM. In some cases files where removed and in other case the original file was replaced by new files.

Here are some of the main changes

“Periscopes” have been disabled and all targeting for the 11inch guns will be through the UZO.

Damage model has been completely rebuilt to be and act a little more realistically . The only area that is “below” the water line is the “engine room” so in the “Systems control” window that is the only area where you will see flooding in.

Added “real world” radar and RWR equipment (FuMO 22/27, FuMB4 Sumatra and FuMB7 Timor)

Director with the FuMO radars, now “rotates” (This is based on an original idea by tater)

Akula4745
12-01-09, 01:00 PM
Awesome Lurker... many thanks. Does this new mod address the non-firing Anti-Aircraft issue of the previous version?

lurker_hlb3
12-01-09, 01:22 PM
Awesome Lurker... many thanks. Does this new mod address the non-firing Anti-Aircraft issue of the previous version?

No just upgraded to work with the new OMEGU

Akula4745
12-01-09, 06:21 PM
Understood. Thanks!

Te Kaha
12-02-09, 12:55 PM
Downloaded it, and this is the first ever surface ship I tried playing in SH4.

Chose September 1940 as campaign start and came across a Lithuanian merchant, which I sank just for watching how this ship works. Good to see all the main and secondary armament were firing at the merchant when ordered to - I just have to work out how to use the aft torpedo launchers, haven't tried yet.

gile
12-04-09, 09:26 AM
This "little" add-on made me reinstal SH4. Its all very nice, BUT:

1. first patrol, got transfered to St. Nazaire I think, but cant dock there. ??? Started 3 patrols, all the same.

2. no AA?

3. AI destroyers keep raming me. It really blows away any realism.

I have a clean instal with:
OMv705
OMv705 to OMv720
OMEGUv300
AS_for_OMv101

Many thanks for the answers and keep up the good work.

lurker_hlb3
12-04-09, 11:20 AM
This "little" add-on made me reinstal SH4. Its all very nice, BUT:

1. first patrol, got transfered to St. Nazaire I think, but cant dock there. ??? Started 3 patrols, all the same.

2. no AA?

3. AI destroyers keep raming me. It really blows away any realism.

I have a clean instal with:
OMv705
OMv705 to OMv720
OMEGUv300
AS_for_OMv101

Many thanks for the answers and keep up the good work.

1. Unable to recreate your problem

2. As designed

3. This is a stock issue, the AI thinks you are sub.

Te Kaha
12-04-09, 06:42 PM
This "little" add-on made me reinstal SH4. Its all very nice, BUT:

1. first patrol, got transfered to St. Nazaire I think, but cant dock there. ??? Started 3 patrols, all the same.



You aren't transferred to St.Nazaire - the radio message you are receiving is titled "To all 7th Flotilla U-Boats" - always read the full message including the header.

Dutchie-one
12-13-09, 09:15 AM
Hello Guy`s, where can I find ot d/l

these files ?

OMv705 to OMv720 and the OMEGUv300

Thanks, Dutchie-one :up:

Found it do I need the OMEGUv.300 fix. ?

tomhugill
12-13-09, 03:47 PM
Hey Lurker , what is the rational behind not giving the scheer working aa , playable or otherwise?

lurker_hlb3
12-13-09, 03:58 PM
Hey Lurker , what is the rational behind not giving the scheer working aa , playable or otherwise?

http://www.subsim.com/radioroom/showpost.php?p=1185703&postcount=50

tomhugill
12-14-09, 06:25 AM
Cheers for the clarification!

ivank
12-26-09, 01:31 PM
akula, you did send me that PM about AA I remeber it. But I seem not to have it any more. Can you send me your current install order please?

Akula4745
12-26-09, 02:06 PM
I am sure it breaks some of Lurker's fine work... but it gives you killer AA cover:

OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMEGU_v210
OMEGU_v210_Hotfix3
AS_for_OMv100
AS_for_OMv100 Hotfix1
Playable Pocket Battleship Beta 1.1by Xantro
Playable Pocket Battleship-Kriller's Graf Spee Skin
Mudpigs Pocket BB Flak
AdmScheerOpsMonsun
German Map Labels v1.0
Office Mod
CeilingFanRemover
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack


Ivank - please let me know how it works for you!

lurker_hlb3
01-06-10, 07:18 PM
AS v102 is up

Fixed AA weapons and Surface Radar problems

See first post for download link

lurker_hlb3
01-06-10, 07:20 PM
I am sure it breaks some of Lurker's fine work... but it gives you killer AA cover:

OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMEGU_v210
OMEGU_v210_Hotfix3
AS_for_OMv100
AS_for_OMv100 Hotfix1
Playable Pocket Battleship Beta 1.1by Xantro
Playable Pocket Battleship-Kriller's Graf Spee Skin
Mudpigs Pocket BB Flak
AdmScheerOpsMonsun
German Map Labels v1.0
Office Mod
CeilingFanRemover
Csengoi's EnemiesOfGermany
Carotio_IntercontinentalRadioPack


Ivank - please let me know how it works for you!


You don't need this"mod soup" load any more

tomhugill
01-07-10, 09:00 AM
@ lurker :How did you fix the aa gun and radar problems, think its probably the same issues ive been having and would help me immensly!

lurker_hlb3
01-07-10, 05:58 PM
@ lurker :How did you fix the aa gun and radar problems, think its probably the same issues ive been having and would help me immensly!


Review the changes I made to the Equipment.upc, UnitParts17KMS_AdmiralScheer.upc and UpgradePacks.upc

Akula4745
01-08-10, 12:55 AM
You don't need this"mod soup" load any more

Yep, it was a mess... many thanks Lurker!

AS v105 is up
Fixed AA weapons and Surface Radar problems
See first post for download link

EDIT: Lurker - all I can find is AS_for_OMv102 - where can I find AS_for_OMv105?

tomhugill
01-08-10, 01:11 AM
Review the changes I made to the Equipment.upc, UnitParts17KMS_AdmiralScheer.upc and UpgradePacks.upc

Thank you sir!

lurker_hlb3
01-08-10, 07:43 AM
Yep, it was a mess... many thanks Lurker!



EDIT: Lurker - all I can find is AS_for_OMv102 - where can I find AS_for_OMv105?


It was a typo, the version is 102

Akula4745
01-08-10, 11:07 PM
It was a typo, the version is 102

Ok sir... off to enjoy the new goodies! Thanks again!!

de vliegende hollander
01-09-10, 01:20 PM
This mod covers the period from Sept 1940 to Dec 1943 and has the Admiral Scheer assigned to two distinct areas to mimic historical operations, “Group West” (Sept 40 to Feb 42) conducting operations in the North / South Atlantic and “Group Nord” ( Feb 42 to Dec 43). The dates used for these operations are “semi-historical” and are a bit longer that real life for gameplay purpose. Home base for “Group West” is Gotenhafen in Poland with a start date of September 1st 1940 and Narvik for “Group Nord” with a start date of March 1st 1942. If you start a career with “Group West” you will receive a “automatic” transfer to “Group Nord” in Feb 42 ( there will be a message that informs you of the transfer )


how can you change scheer to a other flotila ?
i try it it ti change but it's difcult with al those flotila's and bases
hope that you can help me
grt henk

Quess that nobody can or wil help THANKS

DirtyACE
02-10-10, 08:12 AM
I just started playing with this mod. So far it's pretty incredible. Never thought I'd be able to command a surface vessel in SH.

Anyway, I was going to my assigned patrol area when suddenly my radar picked up a task force to the west of Scotland (south of my own position). I decided to investigate. It was kind of risky since Admiral Scheer is a pocket battleship, not quite the same as the real thing, like Bismark or Turpitz. So we are steaming ahead, almost directly at the task force. Then I discover that it has 3 Tribal DDs, 2 Kent Class HA, and 1 Repulse Class BB.

We decided to be bold and audacious. We first blasted two DDs out of the water, then started to hammer the BB. She was hit hard and quick with our main guns scoring several direct hits. I think we hit the engine room because there was a huge explosion and the ship slowed and stopped. We continued to pummel her until she finally started slowly going down. This was all done from 6km.

After that we started receiving some damage as the third DD managed to close in while we fought it out with their BB. He was peppering us with machine gun fire. As he was circling around the back of us, we brought about the main forward battery and blasted the bastard to stone age. Then we began working the two HAs. Funny enough it seemed like they were actually trying to escape from the area. Looking through the UZO, I saw them forming a single file line while trying to steam away from us. This gave us much confidence as we smelled blood! We sailed straight after them while pounding with everything we had. We sunk them both like dogs.

After the battle we did have a bit of damage to repair to our range finder, or whatever the thing that looks like binoculars. However, our hull was undamaged.

Now I have a couple questions:

1. I have some kind of alarm going off in the ship. I imagine it went off when I selected to put the crew on battlestations. Anyway, it is still going off after the battle for some reason. I have no idea how to turn it off. I checked various stations and made sure that the crew is no longer on battlestations, but the alarm just keeps on ringing. We have also repaired all the damage and there's no flooding.

2. I noticed some of my crews' icons are now orange. What does this mean? I checked them and they're not dead or injured, so what does this orange color mean?

609_Avatar
02-10-10, 09:33 AM
Wow! :o Like some others here, I had no clue that this was possible or even done. I'll definitely be downloading this puppy to try out. Just a quick question in terms of compatibility. I use RFB mod along with OM, can I also add this one into the mix or do I need to deactivate RFB mod first and then install? Thanks!

lurker_hlb3
02-10-10, 05:58 PM
Now I have a couple questions:

1. I have some kind of alarm going off in the ship. I imagine it went off when I selected to put the crew on battlestations. Anyway, it is still going off after the battle for some reason. I have no idea how to turn it off. I checked various stations and made sure that the crew is no longer on battlestations, but the alarm just keeps on ringing. We have also repaired all the damage and there's no flooding.

Download this and install with JSGME

http://www.filefront.com/15552473/AS_for_OMv102_Patch1.rar


2. I noticed some of my crews' icons are now orange. What does this mean? I checked them and they're not dead or injured, so what does this orange color mean?


Their wounded

lurker_hlb3
02-10-10, 05:59 PM
Wow! :o Like some others here, I had no clue that this was possible or even done. I'll definitely be downloading this puppy to try out. Just a quick question in terms of compatibility. I use RFB mod along with OM, can I also add this one into the mix or do I need to deactivate RFB mod first and then install? Thanks!


Not compatible with RFB

DirtyACE
02-10-10, 06:31 PM
Download this and install with JSGME

http://www.filefront.com/15552473/AS_for_OMv102_Patch1.rar





Their wounded

Thanks lurker. I was starting to think that I may have installed the mods in an incorrect order and there was some conflict. Glad I was wrong :woot:

I should implement this patch once I'm finished with the patrol and back in port, right?

By the way, here's a screenie of how I implemented your mods. Can you tell if they are indeed in the right order?

http://img69.imageshack.us/img69/6082/jsgmeom.png (http://img69.imageshack.us/i/jsgmeom.png/)

In case you ask what the OM_SH3_Command_Keys_patch is. It's from the OMEGUv300patch4. It's the update to the command keys. I renamed it slightly because I couldn't put it into the MODS folder without it overwriting the original OM_SH3_Command_Keys mod that came with OMEGUv300. Did I do this right or should I have let it overwrite it?

Overall though I'm really enjoying this. I've never played with a surface vessel before in any of the SH games. Thank you for making it compatible with your wonderful OM mod :up:

PS - you are right, I checked the orange crew and they do have slightly less health, but I seem to have nothing or no one on board to heal them. Do I need to simply recruit another crew member with a special ability in medicine?

lurker_hlb3
02-10-10, 06:53 PM
Thanks lurker. I was starting to think that I may have installed the mods in an incorrect order and there was some conflict. Glad I was wrong :woot:

I should implement this patch once I'm finished with the patrol and back in port, right?

By the way, here's a screenie of how I implemented your mods. Can you tell if they are indeed in the right order?

http://img69.imageshack.us/img69/6082/jsgmeom.png (http://img69.imageshack.us/i/jsgmeom.png/)

In case you ask what the OM_SH3_Command_Keys_patch is. It's from the OMEGUv300patch4. It's the update to the command keys. I renamed it slightly because I couldn't put it into the MODS folder without it overwriting the original OM_SH3_Command_Keys mod that came with OMEGUv300. Did I do this right or should I have let it overwrite it?

Overall though I'm really enjoying this. I've never played with a surface vessel before in any of the SH games. Thank you for making it compatible with your wonderful OM mod :up:

PS - you are right, I checked the orange crew and they do have slightly less health, but I seem to have nothing or no one on board to heal them. Do I need to simply recruit another crew member with a special ability in medicine?


The "OM_SH3_Command_Keys" from OMEGU v300 patch4 pkg is designed to "replace" the original, so just "overwrite" it

Do I need to simply recruit another crew member with a special ability in medicine?Yes


I should implement this patch once I'm finished with the patrol and back in port, right?

You can install it without having to return to port

DirtyACE
02-10-10, 07:00 PM
The "OM_SH3_Command_Keys" from OMEGU v300 patch4 pkg is designed to "replace" the original, so just "overwrite" it

Yes



You can install it without having to return to port

Thanks again lurker :)

Have a couple more questions if you don't mind:

1. I noticed there are torpedoes on board. Can they actually be fired? I know the real Admiral Scheer did have these as well.

2. Is there any way to make the main 11 inch guns fire at a different target than what the rest of the guns are engaging? Or any way to make them not engage certain targets? I ask because I don't really want to waste the main ammunition on smaller ships like DDs and instead save it for fighting against other cruisers, BBs, or big merchants.

lurker_hlb3
02-10-10, 07:05 PM
Thanks again lurker :)

Have a couple more questions if you don't mind:

1. I noticed there are torpedoes on board. Can they actually be fired? I know the real Admiral Scheer did have these as well.

2. Is there any way to make the main 11 inch guns fire at a different target than what the rest of the guns are engaging? Or any way to make them not engage certain targets? I ask because I don't really want to waste the main ammunition on smaller ships like DDs and instead save it for fighting against other cruisers, BBs, or big merchants.



1. I noticed there are torpedoes on board. Can they actually be fired? I know the real Admiral Scheer did have these as well.

Yes



2. Is there any way to make the main 11 inch guns fire at a different target than what the rest of the guns are engaging? Or any way to make them not engage certain targets? I ask because I don't really want to waste the main ammunition on smaller ships like DDs and instead save it for fighting against other cruisers, BBs, or big merchants.


Using the binocular, sight the ship you want to engage , hit the "space bar" at the bottom of the keyboard, when the yellow triangle displays under the target the guns will then engage that target.

609_Avatar
02-10-10, 11:15 PM
Not compatible with RFB

Thanks for the quick reply and for the work you've done! :up:

DirtyACE
02-11-10, 04:08 PM
Lurker, I've also been meaning to ask you this. When I began my first patrol (Group West, September 1940), I was given two options regarding where on the map I would start out. One option was to start in port, in Gotenhafen, and the second option would start me off outside the port. I chose the first option, because I wanted to take a look at the port while sailing out. However, for some reason I started out outside Gotenhafen. Is this a bug or did I do something wrong when activating the mods in JGSME?

lurker_hlb3
02-12-10, 07:45 AM
Lurker, I've also been meaning to ask you this. When I began my first patrol (Group West, September 1940), I was given two options regarding where on the map I would start out. One option was to start in port, in Gotenhafen, and the second option would start me off outside the port. I chose the first option, because I wanted to take a look at the port while sailing out. However, for some reason I started out outside Gotenhafen. Is this a bug or did I do something wrong when activating the mods in JGSME?


This is as designed

609_Avatar
02-12-10, 12:52 PM
Just got to spend a little bit of time with this mod and what a refreshing change and blast to play! Thanks for your work again.

I have noticed one very minor issue though in the short time I've played it. If you happen to click on the batteries, O2, or CO2 buttons to see if there is anything there (don't ask me why I did, I guess out of habit from playing with subs exclusively :) ) and then go back to the fuel stat the red bar will not reappear. You have to keep you mouse over it to get any idea of how much fuel you have remaining.

I had missed the post about there being a patch that fixed the annoying alarm that will never shut off but have now seen that so the next time I play I won't want to stuff bananas in my ears to muffle it out. :D

Thanks again, fun little mod! :up:

Oh yeah, mods installed are:

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch1
OMEGU_v300_pkg
OMEGU_V300_Patch4_pkg
Csengoi's EnemiesOfGermany
AS_for_OMv102

Patch soon to follow.

Sept.1940 playing with Admiral Scheer career.

DirtyACE
02-12-10, 09:44 PM
At what point do you get transferred to France? Or does Gotenhafen remain your home port the entire war?

lurker_hlb3
02-12-10, 10:04 PM
At what point do you get transferred to France? Or does Gotenhafen remain your home port the entire war?


You need to read the first post again for your answer

DirtyACE
02-12-10, 11:22 PM
You need to read the first post again for your answer

Thanks lurker. Can't believe I missed that :damn:

609_Avatar
02-13-10, 09:47 AM
Okay, I've got a question that's probably stupid and obvious to everyone else that's using this mod but I'll ask anyway.

I'm on my 2nd patrol, about to leave the port area again, and after reading DirtyACE's post about his patrol it made me wonder what I've done wrong or am not doing. I've reread the first post and the readme in the support folder but am still clueless. How do you get other ships to travel with? My first patrol it was just me going around wrecking havoc all by myself. I'm not escorting anyone nor am I escorted. I've pressed F1 and see some keys for Convoy Command but the key assignments are already in use by the game.

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch1
OMEGU_v300_pkg
OMEGU_V300_Patch4_pkg
AS_for_OMv102
AS_for_OMv102_Patch1
Csengoi's EnemiesOfGermany

I'm at port, Gotenhafen, it's Nov. 11th, 1940, using the AS.

Have I messed up anything with my install? Am I missing something really obvious and should feel dumber than usual? I know I shouldn't be going it alone because if I run into a task force I'll be history. Any tips would be greatly appreciated! Thanks. :confused:

lurker_hlb3
02-13-10, 11:15 AM
How do you get other ships to travel with?

You can't.

If you read up on the history of the Admiral Scheer you will find that in most case she traveled alone.

609_Avatar
02-13-10, 11:52 AM
You can't.

If you read up on the history of the Admiral Scheer you will find that in most case she traveled alone.

Thanks for the reply. I was under the impression you could based on DirtyACE's post, thus the question. As far as reading is concerned, I would if I had more time... hell, I'd read up on a ton of things if I had the time (got a stack of books that haven't been touched in months- Real Life can be a pain at times...), I'm just happy that I have a bit of time to even play games like this! Thus the reason for posting here picking the brains of those in the know. Thanks again.

kotlin
03-10-10, 06:03 AM
Sorry for noob question, but is it possible to play with that ship (and other surface ship mods) via LAN?? I mean that on one computer, player plays as a surface ship, and on the other the second player plays as a sub.

lurker_hlb3
03-10-10, 07:42 AM
Sorry for noob question, but is it possible to play with that ship (and other surface ship mods) via LAN?? I mean that on one computer, player plays as a surface ship, and on the other the second player plays as a sub.

I have no idea. I never designed my mods to be played over a LAN

kotlin
03-10-10, 07:49 AM
So I just need to try :) but it would be great if something like this would be possible - much better then SHII and DC

HerrKaleun
03-17-10, 10:56 AM
Does this work with campaign.

lurker_hlb3
03-17-10, 11:52 AM
Does this work with campaign.

Yes, see first post for details

FightingSteel1
03-18-10, 10:32 PM
First off, I want to say I love OM for SH4. It's excellent work, and I was even happier to see the Admiral Scheer version that is compatible with OM. I want to do the campaign with the Scheer, but first I have been playing some quick missions with it. I played the mission in the Mediterranean where the objective is to sink the HMS Barham (3 QE class Battleships in the mission), and thought I was going to be in an unfair fight. The problem is that the Battleships did not start firing on me until they were within 6000 yards of me. This gave me 10 minutes of unopposed broadsides against them.

Is there any way to get the enemy surface ships to engage at a longer/correct distance? It's virtually impossible to engage larger warships if they don't fire on you until they get real close.

lurker_hlb3
03-27-10, 09:25 AM
bump

lurker_hlb3
04-23-10, 06:49 PM
New Patch up to support OM v720 Patch 4.

Download link

http://www.filefront.com/16224791/AS_for_OMv102_Patch2.rar/

lancerr
05-02-10, 03:01 PM
Hi,

First off - great job.

I'm having some trouble getting this mod to work for me.

I have the following installed

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch4
OMEGU_300
OMEGU_v300_Patch6
AS_for_OMv102
AS_for_OMv102_Patch2

When I take Admiral Scheer out and start firing on merchants, the shells pass right through them and land on the other side. Needless to say, that's no fun - they fire back and cause damage but my shells don't.

Any suggestions or ideas?

lurker_hlb3
05-02-10, 10:19 PM
Hi,

First off - great job.

I'm having some trouble getting this mod to work for me.

I have the following installed

OpsMonsun_V705
OMv705_to_V720
OMv720_Patch4
OMEGU_300
OMEGU_v300_Patch6
AS_for_OMv102
AS_for_OMv102_Patch2

When I take Admiral Scheer out and start firing on merchants, the shells pass right through them and land on the other side. Needless to say, that's no fun - they fire back and cause damage but my shells don't.

Any suggestions or ideas?


http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1

lancerr
05-08-10, 12:00 PM
Date / Either Group West or Group North deployment dates
Location / Mid Atlantic or Off the coast of Norway
Type of Sub / Admiral Scheer
Flotilla / Group West or Group Nord
Mods (in install order) in my previous email
other relevant facts None

lurker_hlb3
05-08-10, 02:24 PM
Date / Either Group West or Group North deployment dates
Location / Mid Atlantic or Off the coast of Norway
Type of Sub / Admiral Scheer
Flotilla / Group West or Group Nord
Mods (in install order) in my previous email
other relevant facts None


Unable to recreate your problem based on the data provided

ivank
07-09-10, 11:55 PM
bump

lurker_hlb3
08-03-10, 07:27 PM
crash game after the load save

OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7
AOBF 16-9 Res
OM_Harder_Escort_L2
OM_Med_Env
OMEGU_English Mod
AS for OM v102
AS for OM v102 Patch2


From the first post of this thread

Install Instructions:

Installation Order:
SH4 v1.5
OMv705
OMv705 to v720
OMv720 Patch 5
OMEGU V300
OMEGU V300 Patch7
AS for OM v102
AS for OM v102 Patch2

“WARNING”

Do not install any other mods other than what is listed above

“WARNING”

also


http://img.photobucket.com/albums/v516/lurker_hlb3/400px-Vulcan_mind_meld.jpg

http://www.subsim.com/radioroom/showpost.php?p=1212077&postcount=1

Frigus
08-04-10, 04:53 AM
Date / September 1940 (start game september 9, 1940)
Location / Mid Atlantic or Off the coast of Norway
Type of Sub / Admiral Scheer
Flotilla / Group West
Mods (in install order)
(reinstall)
OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7
AS for OM v102
AS for OM v102 Patch2

(Campaigns\CampaignGE\PatrolObjectives\MIDLANT-13\MIDLANT-13.mis)

after load save - game crash

lurker_hlb3
08-04-10, 06:48 AM
Date / September 1940 (start game september 9, 1940)
Location / Mid Atlantic or Off the coast of Norway
Type of Sub / Admiral Scheer
Flotilla / Group West
Mods (in install order)
(reinstall)
OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7
AS for OM v102
AS for OM v102 Patch2

(Campaigns\CampaignGE\PatrolObjectives\MIDLANT-13\MIDLANT-13.mis)

after load save - game crash

Is this the same save game from the "invalid" install ? If yes there nothing to do other than restart at your last in port save.

Frigus
08-04-10, 02:36 PM
I reinstall this mod, open game, start Campaign, save game, exit, start game, load new save -- crash game

ivank
08-04-10, 05:05 PM
have the same problem with loading crash, but I just restart the game and reload and it works

Today I attacked a task force, I thought it was only of those 2 escort 1 merchant things, and it was 2 close escorts, 2 far off escorts, and 1 Renown Class BC. Well I sunk the 1 escort, saw the Renown, and started to get the hell out of there. But!! My 1st salvos on the Renown started fires, so I decided while running I would keep firing, and I send 1 torpedo. Well the Renown fired 1 salvo and stopped firing!! She sank soon after my 50th or so salvo, and 1 extra torpedo. The 2nd escorted tried to ram me and I sank her. As I turned away I sank the 2 flank escorts.

2 x G&H
2 x A&B(i think)
1 x Renown

Great night attack!

lurker_hlb3
08-04-10, 05:30 PM
I reinstall this mod, open game, start Campaign, save game, exit, start game, load new save -- crash game


I have recreated you problem and investigating

ivank
08-04-10, 06:26 PM
lurker: thanks, BTW, does the Scheer have a damage model? I have taken hits from DDs and merchants alike, get messages of being attacked, crews hurt, but no damage on the damage screen.

lurker_hlb3
08-04-10, 07:41 PM
lurker: thanks, BTW, does the Scheer have a damage model? I have taken hits from DDs and merchants alike, get messages of being attacked, crews hurt, but no damage on the damage screen.


You need to re-read the first post

lurker_hlb3
08-04-10, 08:30 PM
Date / September 1940 (start game september 9, 1940)
Location / Mid Atlantic or Off the coast of Norway
Type of Sub / Admiral Scheer
Flotilla / Group West
Mods (in install order)
(reinstall)
OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7
AS for OM v102
AS for OM v102 Patch2

(Campaigns\CampaignGE\PatrolObjectives\MIDLANT-13\MIDLANT-13.mis)

after load save - game crash


Problem resolved

Go to the first post and download AS for OM v103

Frigus
08-05-10, 07:16 AM
thank you lurker_hlb3, save work

Tirpitz_the_Great
10-06-12, 10:32 AM
Thanks Lurker,
For what might be the greatest cruiser mod out there :D

:Kaleun_Cheers:

tomhugill
10-09-12, 05:50 AM
Just you wait till you try the tswsm damage modelled d'land and hipper class ca's!

thasaint
12-30-12, 12:18 AM
Been playing this mod again, so much fun. Any idea where I can find kriller's graf spee skin again? Keep finding broken links.

0167
01-01-13, 01:38 PM
Any plans to include other ships like the HK Atlantis, Bismarck/ Tirpitz, and Scharnhorst?