View Full Version : [REL] Fm_NewInteriors v1.0...
flakmonkey
04-23-10, 03:47 PM
Hello Flakmonkey and thanks for the answer. The problem is that the planesman do not disappear whenever i surface the boat and place the watch officer on the bridge ; they're always there no matter what. I did two patrols (first time using your mod) and that was the case for both occasions. No crashes during gameplay or on reload.:06:
Putting the WO on the bridge wont register as a watch command, try asking range to nearest contact or any other command that gets the WO to talk to you, that should get the helmsmen to disappear.
Putting the WO on the bridge wont register as a watch command, try asking range to nearest contact or any other command that gets the WO to talk to you, that should get the helmsmen to disappear.
You're soooo right! I've just checked it. It says so in the FM too.:oops:
danizzz
05-09-10, 06:51 AM
I tried the mod yesterday and theres only one thing i have to say: WoW!
You guys did an amazing job, the interiors are ten times better even than SH5
great work.
This is the mod i dream of since SH3 came out, i tried to buy SH5 just for the feature of walking in different station.....well....i had a bad idea!!!
This mod will keep me playing SH3 for some years more!
Thank you!:yeah:
danizzz
05-09-10, 08:15 AM
I noticed that engines raise at full speed or stop at the same time i press "5"or "0".
Is it possible to have it after the voice command of the officer?...i think its more realistic....
Sailor Steve
05-10-10, 04:42 PM
I'm slightly confused (but that's nothing new). I was reading the manual and I noticed that it uses "Shift+O" and "Ctrl+O" to raise and lower the Observation scope, just like with OH's mod, but it also lists them for Sonar Operator and Sonar Operator End.
I'm assuming I'm missing something, but I don't know what it is.
Magic1111
05-11-10, 03:40 AM
I'm slightly confused (but that's nothing new). I was reading the manual and I noticed that it uses "Shift+O" and "Ctrl+O" to raise and lower the Observation scope, just like with OH's mod, but it also lists them for Sonar Operator and Sonar Operator End.
I'm assuming I'm missing something, but I don't know what it is.
Hi SS !
Do you use not this MOD included Commands_en.cfg? If not, you must use the commands_en.cfg which comes with the MOD included !
Or perhaps I misunderstood your Problem ??
Best regards,
Magic
Sailor Steve
05-11-10, 10:31 AM
Hi SS !
Do you use not this MOD included Commands_en.cfg? If not, you must use the commands_en.cfg which comes with the MOD included !
Or perhaps I misunderstood your Problem ??
Best regards,
Magic
Yes, it's that way in the Commands file as well.
i love it, absolutely love it!
(edited)
when i tried to copy paste the soundthing.dll in s3d it didnt overwrite but put another file at the bottom, named 'copy'
both files appear to be identical, do i have to replace the original? and does that fix the terrible noise i'm getting from the diesels?
it's a bit laggy and the sound is driving me nuts. other than that, this has to be among the top stuff for SH3, right up there with GWX and OLC's GUI
cheers,
Bosje out
Sailor Steve
05-13-10, 07:39 PM
GAAAAGGGGHHHHHH!!!!!
I was having some trouble mixing and matching mods, and I just got done rearranging things once more. So I rejoined my patrol and went to the bridge. When I came back down I heard the engines for the first time. GAAAAGGGHHHH!!! It was like an explosion and I didn't know what it was. Then it settled down to annoying roar.
One of my complaints about SH3 has always been that the diesels were louder on the bridge than they were inside. Now I know what it must have been like inside one of those things. I LOVE IT! Loud and annoying as all getout! Did I mention I love it?
I may turn it down just a bit, to reflect the sound with the engine room hatches closed, but I won't turn it down too much - it's way too cool for that. Five years on and people are still coming up with great mods.
So when to we get the last rooms? And men in the engine room? They don't have to be animated, just there.
Anyway, I love this mod!:D:sunny::rock:
pickinthebanjo
05-13-10, 08:44 PM
i love it, absolutely love it!
(edited)
the sound is driving me nuts.
Bosje out
to stop that sound of the diesels hit the ` key (All stop) on your keyboard, then use the mouse to enter your speed. Using the keyboard shortcuts draws up the sound file. If you don't use keyboard shortcuts for speed, you don't get the noise
pickinthebanjo
05-13-10, 08:46 PM
GAAAAGGGGHHHHHH!!!!!
When I came back down I heard the engines for the first time. GAAAAGGGHHHH!!! It was like an explosion and I didn't know what it was.
It scared the hell out of me the first time I heard it
to stop that sound of the diesels hit the ` key (All stop) on your keyboard, then use the mouse to enter your speed. Using the keyboard shortcuts draws up the sound file. If you don't use keyboard shortcuts for speed, you don't get the noise
Yes i know, I already found that workaround, but complete silence is way too dull :(
but having 'sat' in the officer's mess while thinking about how i wanted to attack that convoy... I don't think i can ever play without this mod now :rock:
Sailor Steve
05-15-10, 01:03 PM
I now have a new problem. I have no engine sounds at all. I loaded up the game and nothing. I've checked everything I could think of, but there is still no sound.:wah:
Sailor Steve
05-18-10, 06:15 PM
Well, after three days of fiddling and cussing I finally got the engine sound back. Turns out I had loaded a different engine sound and for some reason it didn't like the Interiors mod. On a hunch I swapped them back and voila! It works again.
I turned the sound for that file down with Sound Recorder, and now it's audible but not annoying. One cool side-affect: On the bridge I can barely hear it at all, but I can also hear the 'Diesel Underwater' file, so the tapping is barely there but is mixed with a low rumble. Sounds very cool.
I'm lovin' this mod!:rock:
maillemaker
05-22-10, 01:59 PM
When I attempt to install this interiors mod it says it conflicts with the Open Hatch mod and the Lifeboats and Debris mod.
I turned off open hatch, as I assume the new interiors does the same thing.
But with lifeboats and debris it says:
""Sh3.sdl" has already been altered by the "LifeBoats&Debris_v4" mod."
What should I do?
Steve
Sailor Steve
05-22-10, 05:41 PM
Use Aces Sh3.sdl adapter, which is designed to fix that very problem.
http://www.subsim.com/radioroom/showthread.php?t=165142
maillemaker
05-22-10, 06:57 PM
thanks!
Steve
maillemaker
05-22-10, 09:41 PM
I have installed this mod, and it is IN-FREAKING-CREDIBLE!
I will spend hours walking around the interior of my new uboat. Very well done.
The only issue I'm seeing is the engine sound is weird when you switch from outside the boat to inside, and at high TC.
But it is a small thing.
Steve
Sailor Steve
05-23-10, 12:18 AM
Sadly I had to stop using it. It was just enough to push my crappy computer over the edge, so I got crashes with "cannot write memory" notes. I need a new 'puter, and I'm not gonna get one any time soon.:cry:
maillemaker
05-23-10, 09:36 AM
I've got horsepower to spare. Just bought a new machine. Steve
Sailor Steve
05-24-10, 02:10 AM
I have a request for FlakMonkey: I can't upgrade my computer because it's old and it's AGP, so getting a decent graphics card is difficult. I can't run your New Interiors mod, and I love it.
One of the things I really like is the dive and watch officer commands used to get the planesmen in and out of their seats. I was wondering if there is any way to isolate this so it can be used separately until I can afford the things I need to make full use of this and other mods.
I have a request for FlakMonkey: I can't upgrade my computer because it's old and it's AGP, so getting a decent graphics card is difficult. I can't run your New Interiors mod, and I love it.
One of the things I really like is the dive and watch officer commands used to get the planesmen in and out of their seats. I was wondering if there is any way to isolate this so it can be used separately until I can afford the things I need to make full use of this and other mods.
Don't worry Steve. I think is better to use good working game and enjoy, than not playing at all.:yep:
Jimbuna
05-24-10, 06:12 AM
I have a request for FlakMonkey: I can't upgrade my computer because it's old and it's AGP, so getting a decent graphics card is difficult. I can't run your New Interiors mod, and I love it.
One of the things I really like is the dive and watch officer commands used to get the planesmen in and out of their seats. I was wondering if there is any way to isolate this so it can be used separately until I can afford the things I need to make full use of this and other mods.
I'm not sure if your already aware Steve but DivingDucks open hatch mod automatically removes the planesmen when the boat is surfaced and puts them back on station when you dive.
Sailor Steve
05-24-10, 11:52 AM
I'm not sure if your already aware Steve but DivingDucks open hatch mod automatically removes the planesmen when the boat is surfaced and puts them back on station when you dive.
Right, but it's keyed to the actual diving and surfacing. They don't appear until you are actually underwater, and the planes indicators are moving before they are there.
With FM's version they appear instantly when you press any dive key, and they stay there until you put the watch officer on the bridge and give him an order. There's a big difference in the way if feels.
Jimbuna
05-24-10, 02:11 PM
Ah, okay :yep:
SkippyJack
05-24-10, 05:06 PM
Which sound file is being used in the command room for the engine? I might want to play with it a little >.>
maillemaker
05-24-10, 07:22 PM
I am looking in the Sh3.sdl file included with the mod using the Silent 3ditor
What is this Silent 3ditor you speak of?
Steve
Sailor Steve
05-24-10, 07:48 PM
Skwasjer's amazing editing tool for Silent Hunter III (works with SH4 too)!
It lets you go inside and adjust all sorts of things without knowing how to use a hex editor. Sometimes mods collide with each other. This lets you match the parameters of two mods you like.
maillemaker
05-24-10, 08:40 PM
OK I found the silent3ditor, but turns out I should not need it for the fm interior mod since I run GWX.
I have made it through 20+ pages of the thread.
Can someone tell me how to reduce the sound of the engines when inside the uboat?
Thanks,
Steve
Use S3D to open the sh3.sdl mixer file (one that comes with the mod), look near the end.:yep:
maillemaker
05-25-10, 05:56 AM
I did that, but it's not near the end.
I have Aces combined sh3.sdl file that you need in order to run FM Interior and Lifeboats&Debris.
I believe I found the sound entry (engine diesel external.wav) or something?
Do I just turn down the volume of that entry?
Steve
maillemaker
05-25-10, 06:15 AM
So is the sound entry I want to modify DD_Engine.DieselEX.wav?
Isn't this the sound file for the diesels external (on the bridge)?
Steve
From another post:
1) Disable the mod
2) Open MODS/FM_NewInterior_V1.0/data/Sound/Sh3.sdl with s3d
3) Find the DD_Engine.DieselEx entry (s3d has a search function)
4) lower the doppler setting from 100 to 0
5) Save the file, enable the mod, and show Tommy who really rules the waves.
That is the correct one, yes set the doppler factor to 0 only.:hmmm:
Hi. I d/l the software and read the manual several times, but I just can't get it to work at all. The mod appears awesome and I'm very frustrated Can I get some help? Thanks! These are my specs:
Vista 64 bit
Geforce 8800GT overclocked
4 GB memory
2 Quad Core
640 GB Hard Drive
flakmonkey
05-27-10, 03:41 AM
Hi. I d/l the software and read the manual several times, but I just can't get it to work at all. The mod appears awesome and I'm very frustrated Can I get some help? Thanks! These are my specs:
Vista 64 bit
Geforce 8800GT overclocked
4 GB memory
2 Quad Core
640 GB Hard Drive
Your specs should have no problem running the mod, so i guess the problem must be elsewhere.
make sure you are following install instructions properly, ie
-download 7zip file
-extract mod folder
-place mod folder in the jsgme "MODS" folder within the silent hunter 3 directory
-open jsgme and enable the mod.
-all typVII boats will now have the new interiors.
If youre following the above instructions but still getting no interiors the only other potential cause i can think of is the old problem with vista/win7 where installing sh3 into program files will prevent jsgme from working properly thanks to stupid folder permissions, if this is the case you should install sh3 outside program files (for example mine resides in C:/dasboot), that will fix that issue.
Thanks. I will try that..
Sailor Steve
05-30-10, 11:47 AM
I'm having a new problem. I can hear the engines if I'm facing 45 degrees off them, or about 135 and 225 relative to the bow. Any other direction and they fade away.
The funny part is, it also happens with the dockside band and with the overflying aircraft in port.
I this possibly related to one of the triggers in the mod, or am I looking in the wrong place entirely?
Moin Skwasjer,
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didnīt appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me. :damn:
@ALL:
a patch will follow, taking care of the sound issue.
Regards,
DD
Did I miss this patch?
I remember seeing a comparison video of SH3 vs SH5 and the SH3 interior was as complete as the SH5 one. Can anyone tell me where the mods for other parts of the interior are?
Cheers! :salute:
(or does this mod include more than the diesel engine room?)
Sailor Steve
06-01-10, 08:33 AM
I'm having a new problem. I can hear the engines if I'm facing 45 degrees off them, or about 135 and 225 relative to the bow. Any other direction and they fade away.
The funny part is, it also happens with the dockside band and with the overflying aircraft in port.
I this possibly related to one of the triggers in the mod, or am I looking in the wrong place entirely?
It seems I was looking in the wrong place. I loaded up SH4 and am having the same exact problem. If it's my sound card I'm not sure what I've changed that would cause it. Same thing if it's not my sound card. Computers are so much fun.:dead:
Moin Skwasjer,
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didnīt appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me. :damn:
@ALL:
a patch will follow, taking care of the sound issue.
Regards,
DD
Has this patch been released?
kaizerkat
06-11-10, 12:02 PM
Just installed the new interior and my fps rate is low.What is the minimum ram for this mod? right now i have only 1026 ram on my system.Any tricks to raise my frame rate?
pickinthebanjo
06-11-10, 01:11 PM
Just installed the new interior and my fps rate is low.What is the minimum ram for this mod? right now i have only 1026 ram on my system.Any tricks to raise my frame rate?
Simplest trick is to go to task manager and close any un-needed programs like updates, I-tunes helper, and whatever else you notice you don't need running
What OP are you running? it isn't vista is it?
I regret I am a little late, but my congrats for this impressive work flakmonkey
impressive :up:
If you need original Uboat items for new releases like KM dishes pics and all kind of other artifacts, my collection is available here
http://ag727.vox.com
best regards
eaj
http://www.youtube.com/watch?v=_k2gKU_5BtY
U-boat interior updated
Hello, could you tell me how can i remove the fog from my Uboat's interior?
I'm not 100% sure but I think this mod cleared it::hmmm:
http://www.subsim.com/radioroom/showthread.php?t=159772
Thank you Reece but i finally found it.
So, in order to eliminate the fog from the Uboat's interior use S3D and open NSS_Uboat7(or 9)_CR.dat which is located in the data/Interior/NSS_Uboat7(or 9) folder. Look for the node "Interior root-COMMAND ROOM" and expand it. Then, look for the entry "FogParameters ", expand it and finally click on the entry "FogParameters". Change the value of "FarDistance" to 30 -at least. That is it.:ping:
Edit: Don't forget to click on "Save" too.:arrgh!:
Magic1111
06-16-10, 02:42 PM
Thank you Reece but i finally found it.
So, once more, in order to to eliminate the fog from the Uboat's interior use S3D and open NSS_Uboat7(or 9)_CR.dat which is located in the data/Interior/NSS_Uboat7(or 9) folder. Look for the node "Interior root-COMMAND ROOM" and expand it. Then, look for the entry "FogParameters ", expand it and finally click on the entry "FogParameters". Change the value of "FarDistance" to 30 -at least. That is it.:ping:
Edit: Don't forget to click on "Save" too.:arrgh!:
Hi tomfon !
Thank you very much, that was an very good Tip !!! :up::yeah::up:
Best regards,
Magic:salute:
Since it appears this isn't going to happen... (I'm not complaining, I'm aware that modders' real lives sometime intrude upon these important issues! *grin*)
Moin Skwasjer,
well, damn good suggestion. It was way too obvious to use a dial controller. Have used it a hundred times for all the food. But it didnīt appear to me in this environment. I was so locked in the SMC pattern while working on the engine. Stupid me. :damn:
@ALL:
a patch will follow, taking care of the sound issue.
Regards,
DD
...can anyone send me the following file already "fixed?" (several reasons that S3Editor won't run here)
1) Disable the mod
2) Open MODS/FM_NewInterior_V1.0/data/Sound/Sh3.sdl with s3d
3) Find the DD_Engine.DieselEx entry (s3d has a search function)
4) lower the doppler setting from 100 to 0
5) Save the file, enable the mod, and show Tommy who really rules the waves.
I'd also appreciate this fix for the seeming over-abundance of salami's...
Moin,
eat faster! LOL.
Open CR7.dat with S3D and search for 'DMY_Salami'. You can delete the complete node including all sub nodes or browse the tree and delete them one by one. Corresponding entries in CR7.sim do not have to be deleted.
Regards,
DD
(I believe the file he's actually referring to is "NSS_Uboat7_CR.dat" ...?)
Anyhoo, if anyone can help, I'd be thankful!
flakmonkey
06-19-10, 04:33 AM
...can anyone send me the following file already "fixed?" (several reasons that S3Editor won't run here)
Patch was never released. Im sure someone will upload a file with the changes suggested by capt. morgan for you. I would do it but i dont have the time right now to re-download and edit the mod as im off to work in 20mins:down:
I'd also appreciate this fix for the seeming over-abundance of salami's...
Heres a quick way to reduce/delete the swinging food...
-First to edit the .dat file youll need s3d (a forum search should find it)
-Find the file NSS_Uboat7_CR.dat in the mod folder and open in s3d (you might want to create a backup too, just in case you mess anything up)
-Expand the node "interior root - COMMAND ROOM"
-Locate nodes with the following names:
banana_##
ciolan_##
coaste_##
salam_##
There will be multiple nodes with these names, if youre unsure what it is the node controls, use the 3dmodel preview window to view it.
You can select all these nodes and delete them or just delete a few to suit your taste.
Save the .dat file when youre done, when you re-enable the mod with jsgme your altered dat will be loaded and there you go, no more swinging food.
Patch was never released. Im sure someone will upload a file with the changes suggested by capt. morgan for you. I would do it but i dont have the time right now to re-download and edit the mod as im off to work in 20mins:down:
How does work rate higher than SH3? &grin*
Heres a quick way to reduce/delete the swinging food...
-First to edit the .dat file youll need s3d (a forum search should find it)
Oops... as I said, no S3D can be used here.
flakmonkey
06-19-10, 11:25 AM
Oops... as I said, no S3D can be used here.
Hmmm:hmmm: Not sure why youre ruling out using s3d, its a great tool but anyway, sansal`s pack3d is an alternative, but you may have trouble finding a dl link.
sansal`s pack3d is an alternative, but you may have trouble finding a dl link.
That's why I was hoping someone who's edited those two files could send them to me (or at least the one file to fix the sound bug). My alternative is to sit and hope for a patch for the mod. or even better yet, a "lite" version sans engine room (which would avoid the sound bug and maybe even lessen any potential FPS problems for end users?). *grin*
SquareSteelBar
06-19-10, 02:05 PM
Sansal's Pack3D Versions (http://www.sendspace.com/file/8ymtnt)
WarlordATF
06-19-10, 02:33 PM
This is a incredible job! I wish it was in SH4 because i'd gladly use it as my Type IX interior. Nice work! :up:
Sailor Steve
07-08-10, 08:01 PM
Okay, now I'm lost again. I've searched the thread until my eyes hurt, and I know it's in here somewhere, but I'm dogged if I can find it.
So, how do I adjust the interior fog level?
Not sure where but the mod is Damo's Lighting and Ambiance for Flakmonkeys New Interiors, if you can't find it I will upload it!:yep:
Sailor Steve
07-08-10, 10:09 PM
Not sure where but the mod is Damo's Lighting and Ambiance for Flakmonkeys New Interiors, if you can't find it I will upload it!:yep:
That's one of the threads I looked at in my search! I would love to have a copy! :D
That's one of the threads I looked at in my search! I would love to have a copy! :DBefore I upload you may want to check this from the readme:
Damo's Lighting and Ambiance for Flakmonkeys New Interiors v1.0 & Open Conning Tower Hatch TestFMFood (v.0.7 beta)
This is a beta version of my lighting mod for the new interiors and open conning tower, provided for feedback only. Do not redistribute unless permission is granted by me.
This was started as an exercise by myself, for myself, to improve the lighting within the sub both under daytime lighting and the red night lighting. I've edited the colors of each bulb throughout the interior to give the impression of varying bulb strengths / quality, in tune with the technology of the war era. The ambient light level and hue has also been tweaked to compliment the bulbs and to ceate a much more claustrophobic, darker and oppressive feel to the boat. All 36 bulbs have been tweaked in the Command Room, Radio Room, Fore and Aft Quarters, Conning Tower and Engine Room. No two bulbs are the same with each one tweaked to compliment it's surrounding lightmaps and location, e.g. the engine room bulbs are browner, to simulate the build up of diesel and oil residue.
Lastly, I removed the fog from the interior, as this did not give a nice result IMHO and now you are able to see the length of the interior with the rear door to the engine room just visible in the darkness. I believe it creates a much better atmosphere, especially during the night with it's darker, closer red light. One issue I had was that the bulb textures in the Command Room were different from the textures of the bulbs in the add-on interiors, due to a different texture being used. This caused the bulbs to maintain a white texture during the night causing them to look pink in the red lighting. I have changed it so that the same texture for the bulbs is used throughout the boat bar the CT, which uses an additional texture to show ribbing of the bulb's glass. Hopefully, I'll be able to use this texture on the rest of the bulbs in the boat once I figure out how to import it, I'm very new to S3D!!! Maybe it will make it into the final version...
Installation:
Unpack into your MODS folder and enable with JSGME. Ensure you enable FM New Interiors v1.0 and then Open Conning Tower Hatch TestFMFood BEFORE this mod. Only 3 files are overwritten in this mod:
NSS_Uboat7_CR.dat
NSS_Uboat7_CT.dat
NSS_Uboat7_RR.dat
This mod does not alter commands_xx.cfg or cameras.dat so everything will work the same as before without any loss of functionality. ONLY the light nodes and the Interior ambient light has been altered as well as the changing of one bulb texture as detailed above.
****Important!!****
This version of the mod IS NOT compatible with the FM Interiors mod on it's own, you MUST have the Open Hatch mod enabled before enabling this mod. This also only covers the VII type U-Boats. Future releases will include a version for FM Interiors WITHOUT the Open Conning Tower Mod (already in the works), and MAY include DD's OH v3.09, and standard Open Hatch as included with GWX. I will also strive to adapt the IX, XXI and Type II interiors in that order, pending progression (if any) towards adapting those boats to include new interiors like the VII.
This is a basic readme to cover the beta, any thanks, credits, or additional notes will be included upon the final release to include all those responsible for the files I've adapted and anyone who has aided me in my efforts (which would be the ENTIRE Subsim SH3 community then...) . If you have any issues about usage of files, bugs, suggestions, please don't hesitate to contact me via Subsim PM or via my email damo4576@yahoo.co.uk.
Finally, I thank you for testing my first Silent Hunter 3 mod!!!
Regards,
Damo.I couldn't actually find it but can put it together since it contains only 3 files.:yep: If you read it you will have to install the DD's Open Hatch mod as well though the latest FM interior has DD's incorporated so I couldn't tell you if Damo's mod still applies *99% sure that it does), may have to use S3D to examine the differences. Otherwise you could install Aces latest Open Super Turms mod, don't quote me but I think this has the fog corrected:
http://www.subsim.com/radioroom/showthread.php?t=170203
Let me know if you still want Damo's mod uploaded.:yep:
Sailor Steve
07-08-10, 11:09 PM
I have Superturms but I couldn't use it because I don't have photoshop and couldn't figure out Paintshop Pro, so I had trouble with the whole Emblems My Way thing. I would love to have all those features but without that one thing. I love that guy in the engine room too!
That said, I have Open Hatch, Open Hatch Conning Tower and New Interiors installed already, which is why I want to do something about the fog.
I have Superturms but I couldn't use it because I don't have photoshop and couldn't figure out Paintshop Pro, so I had trouble with the whole Emblems My Way thing. I would love to have all those features but without that one thing. I love that guy in the engine room too!
That said, I have Open Hatch, Open Hatch Conning Tower and New Interiors installed already, which is why I want to do something about the fog.Seems it was never released, I am attempting to upload it but I discovered it is 100 megs, my upload speed is 6k so it will take nearly a day!:dead:
Actually I think Luca did a mod that incorporated this, I may have gotten the files from here!:hmmm:
Sailor Steve
07-09-10, 12:04 AM
Actually I'd be more than happy if someone could tell me how to remove the Emblems part of Super Turms. Or how to make the Emblems work. :sunny:
Actually I'd be more than happy if someone could tell me how to remove the Emblems part of Super Turms. Or how to make the Emblems work. :sunny:Don't upset me! it has taken a long time to upload and ofcourse during this time I can't use the internet,:cry: Anyway it's done if you want it::yep:
http://www.filefront.com/17009975/Damos_Ambient_Lighting_FM_interior.rar/
Edit: As far as Aces Super turms is concerned the emblems work straight off, in-game just go to select the emblem as normal but ignore the old ones (they don't work), I removed them to make it easier, the new ones are very hard to see though, I checked them externally using irfanview then went into the game and selected it. You don't have to use PS etc, TarJak has done just about every U-boat there was, it's supplied with the mod.:yep:
divingbluefrog
07-10-10, 08:11 AM
I had to finish my current patrol before enabling the mod.
This is an AMAZING work! I've no words to describe what i feel. :salute:
Sailor Steve
07-10-10, 09:22 AM
Don't upset me! it has taken a long time to upload and ofcourse during this time I can't use the internet,:cry: Anyway it's done if you want it::yep:
http://www.filefront.com/17009975/Damos_Ambient_Lighting_FM_interior.rar/
And I can't thank you enough!:rock:
Downloading it now, and I promise I will use it. :D
Thanks again for all your effort.
Soviet-
07-10-10, 09:51 AM
Oh my god, how confusing is this ****? I've never seen such complicated modification installs in my life! :damn:
First I installed that JSGME thing and that was confusing as hell, installed it in my SteamApps/Common/Silent Hunter 3 folder and made the MODS folder within it, dragged the interior stuff into it, enabled all of the stuff, started up my game and it doesnt even work, the hatches dont open, cant go into the engine room, does this mod allow you to move? well I cant, argh this is annoying.
Right now simplicity is bliss, would be thankful is someone helped me install this!
By the way I have an unmodified steam version of the game with no current mods, and it seems like if I'm having problems with this there is no way I'm going to get that GWX Gold to work.
Oh, and hello, this is my first post. Also why is my post at the top of the thread? :S
Sailor Steve
07-10-10, 12:35 PM
WELCOME ABOARD! :sunny:
It's only complicated because it's new to you. Once you understand it it's a breeze. I know, because I used to refuse to use it for the exact same reasons.
1. Is your version of SH3 1.4 patched? to find out, start the game, and at the bottom right corner of the loading screen it should say v1.4. If not, you'll need to download that patch.
2. Did you play the game at all before trying to install GWX? GWX must be installed over a fresh 1.4 install of the game itself, or else it will have problems.
3. With JSGME you need to install one mod and try it out. You don't have to do that every time, but some mods overwrite the files created by other mods, so if you installed something after New Interiors or Open Hatch the newer mod may have shut off the open hatch functions.
4. You say you created a MODS folder within the SH3 folder. Did you install a copy of JSGME inside the game folder as well? If you did it should have created its own mods folder, and if not then the game doesn't know the activated mods are even there.
I could be wrong, but it sounds to me like you tried to do too much all at the same time. One thing at a time, please, and we will be glad to help you each step of the way.
Soviet-
07-10-10, 01:02 PM
WELCOME ABOARD! :sunny:
It's only complicated because it's new to you. Once you understand it it's a breeze. I know, because I used to refuse to use it for the exact same reasons.
1. Is your version of SH3 1.4 patched? to find out, start the game, and at the bottom right corner of the loading screen it should say v1.4. If not, you'll need to download that patch.
2. Did you play the game at all before trying to install GWX? GWX must be installed over a fresh 1.4 install of the game itself, or else it will have problems.
3. With JSGME you need to install one mod and try it out. You don't have to do that every time, but some mods overwrite the files created by other mods, so if you installed something after New Interiors or Open Hatch the newer mod may have shut off the open hatch functions.
4. You say you created a MODS folder within the SH3 folder. Did you install a copy of JSGME inside the game folder as well? If you did it should have created its own mods folder, and if not then the game doesn't know the activated mods are even there.
I could be wrong, but it sounds to me like you tried to do too much all at the same time. One thing at a time, please, and we will be glad to help you each step of the way.
Thanks for your reply,
1) Yeah, Steam automatically patches all of your games when a new patch is released, im on v1.4b.
2) GWX worked and it wasn't a fresh game, I had already played it, even my careers worked.
3) Ive never used any mods for this game, Interiors was my first, JSGME made the MODS folder with the shortcut, the install directory was aimed towards at the root folder for SH3
4) Yes, it created its own mods folder and I clicked and dragged the Interiors stuff into the MODS folder then enabled it, no joy.
No im a getting this weird bug, everytime I try and play anything on SH3, Naval Acdemy, Single Mission, Career, I get a black screen, GAME PAUSED on Time Compression 0 - whut?
Not sure, been awhile, but doesn't DD's OH mod have to be installed first?:hmmm:
Otherwise install Aces latest version of his Super Turms mod:
http://www.subsim.com/radioroom/showthread.php?t=170203
Sailor Steve
07-10-10, 11:34 PM
According to FM's Readme, Open Hatch only needs to be kept if you want open hatches on other types than the VII. Otherwise he recommends not using OH. I'm not sure what the reasoning is, but apparently you don't need Open Hatch before you run this mod. I still use it because it also does stuff for the Type II and Type IX.
frau kaleun
07-11-10, 12:53 AM
According to FM's Readme, Open Hatch only needs to be kept if you want open hatches on other types than the VII. Otherwise he recommends not using OH. I'm not sure what the reasoning is, but apparently you don't need Open Hatch before you run this mod. I still use it because it also does stuff for the Type II and Type IX.
IIRC, New Interiors includes all of Open Hatch's features, but only for Type VII uboats, to which it adds all the other marvelous stuff that it includes for them.
So the Open Hatch mod by itself will do what it does for all uboat types, whereas New Interiors by itself will give you what's in Open Hatch *plus* all the other stuff, but only for Type VIIs.
Which is why there's no point in having both mods enabled if all you're playing is a VII.
But if you do play other types of uboat you can leave Open Hatch enabled and then enable New Interiors on top of it. Then you will have just the Open hatch features if you play a II or a IX, but still have all of New Interiors' features (which include the Open Hatch stuff) if you play a Type VII.
Anyway, I think that's how it works. It's been a while since I read the Readme.
Sailor Steve
07-11-10, 11:15 AM
That's exactly how it works.
I've installed Damo's Lighting, and it is awesome! I'm currently trying to solve a problem with the combination I'm using: When I try to raise the observation periscope it vanishes! Everything still works fine, but the o-scope is simply gone.
I'm experimenting with different combinations, but so far nothing helps.
It could be that Damo's Lighting is causing that, if you read his thread you will see that a few problems had been reported and then the thread ends, like I said I'm not sure how I got the files as it seems the mod was never released, just can't remember! But I'm sure that this was corrected in a later combo mod, either Aces or Luca!:hmmm:
Sailor Steve
07-11-10, 09:12 PM
I'm using Aces Multimod Compatibility file and it doesn't help. Everything works perfectly except for that stupid periscope, and I'm not going to start a patrol until I have it the way I want it.
Sorry I can't help further, I can't use the FM Interior mod, as soon as I do - CTD! I have to wait till I upgrade to Win 7 64 bit!:doh:
Sailor Steve
07-11-10, 11:05 PM
I was having an either/or crash with it and the New Wilhelmshaven - memory failures. Upgrading to 4 GB let me run the two together, but I still can't run IABL's merchant pack.
I noticed that Damo's Lighting mod only changes three of the Interior DAT files. my next step is going to be swapping them out one-at-a-time and see what happens.
divingbluefrog
07-12-10, 02:38 AM
About the obs scope 's tube, it seems that halo is visible through. Any way to correct that?
Zumbach
07-12-10, 03:24 AM
I downloaded FM New interior mod and I installed it on JSGME , But when i enter the game the mod dosent work ?
Can somone help me with getting it working please ?
Sailor Steve
07-12-10, 09:27 AM
I downloaded FM New interior mod and I installed it on JSGME , But when i enter the game the mod dosent work ?
Can somone help me with getting it working please ?
Did you install the zipped file, or did you unzip it first? To do so you need 7zip.
http://www.7zip.com/
Zumbach
07-12-10, 10:57 AM
I did but still for nothing , Do i Need to install JSGME in the Silent Hunter's programm files ? because I installed it in my Doucment where I have SH3 , SH4 and SH5 and in Programm files I have SH3 and SH4 but no SH5
Sailor Steve
07-12-10, 02:19 PM
Yes, a separate copy of JSGME needs to be installed into each game you want to add mods to. I have three different icons on my desktop, one labelled JSGME SH3, JSGME SH4 Uboats and JSGME SH4 Pacific.
Once it is installed in the game it should make a folder in the game called MODS. Install your mods to that folder inside the game. They should work then.
Sailor Steve
07-12-10, 02:20 PM
About the obs scope 's tube, it seems that halo is visible through. Any way to correct that?
Not that I know of.
Sailor Steve
07-12-10, 02:22 PM
Well, I've looked at Damo's files, and the one causing the conflict is Interior/NSuboat7.dat. I opened it up with S3D alongside the one from FMNI, and it's way too compex for me to figure it out.
So I guess I'll have to live without it and hope I find out where to turn off the fog.
divingbluefrog
07-13-10, 08:06 AM
My bad! It's not the scope's tube, it's the vertical pipe to the left when heading to stern. Was confuse because of the change in the FOV.
The claustrophobic feeling is really more intense with this new cam.
And I'm always hurting my head with thoses damned hanging wurst.:D
Sailor Steve
07-13-10, 09:21 AM
Got it sussed! I figured out how to shut the fog off myself, and things are looking much better.
But I have a new problem to work on. It seems that I've somehow disengaged the to Observation Scope functions from each other. When I press 'Shift+O' the animation works fine in the control room, but the scope doesn't do anything in the O-Scope ('O') view or on the bridge. On the other hand if I press 'Insert' the scope goes up on the bridge and in the periscope view, but the animation doesn't do anything.
I'm finding this frustrating but also quite funny. I wonder how I managed to do that?
Sailor Steve
07-13-10, 07:01 PM
Great news! I got it figured out! It was as simple as a missing letter in the Commands_Eng.cfg file. I now have FM's Interiors with no fog, Conning Tower Open Hatch and all the rest, and it's working!
Now to go play a new career. Again. And again. Seems I never quite actually get to finish one... :rock:
Got it sussed! I figured out how to shut the fog off myself, and things are looking much better.
How? (I can't find it again in this thread either! ...and as you knew, I also know it's in here somewhere!)
Great news! I got it figured out! It was as simple as a missing letter in the Commands_Eng.cfg file. I now have FM's Interiors with no fog, Conning Tower Open Hatch and all the rest, and it's working!
Now to go play a new career. Again. And again. Seems I never quite actually get to finish one... :rock:Excellent news mate!!:up: but now everyone else wants to know how you did it!!:haha:
Sailor Steve
07-14-10, 01:10 AM
How? (I can't find it again in this thread either! ...and as you knew, I also know it's in here somewhere!)
First you need Skwasjer's S3D program. Use it to open up the Data/Interior/NSS_Uboat7/NSS_Uboat7_CR.dat file.
A little way down you'll see 63: Interior root - COMMAND ROOM. It's easy to spot since it's the only line there that doesn't start with the four little colored dots in a square. Open it.
You'll see a line very near the top called 65: FogParameters. Open it.
Click on 66: FogParameters. In the field to the right you'll see some numbers.
Click on NearDistance. In the box at the bottom change it to 50, and hit Enter. Click on FarDistance and change it to 51. Hit Enter.
Click on Color and change all three numbers to 34,34,34. Hit Enter.
Now save it and fire up your game. Interior Fog will be gone.
Don't forget to make a backup copy first, or at least write down the original numbers in case you don't like it.
First you need Skwasjer's S3D program.
Crap. (no dot-net allowed here for multiple reasons... not all of which are philosophical)
Sailor Steve
07-14-10, 01:56 AM
Crap. (no dot-net allowed here for multiple reasons... not all of which are philosophical)
You have a PM.
divingbluefrog
07-16-10, 03:46 AM
A problem and a request :
- I have some troubles with scope and hatches anim. Sometimes they work perfectly, sometimes the scope will rise but never lower, sometimes the hatches will not open. I've not be able to reproduce the behavior, I see no pattern here. Any idea?
- I find the diesel room too empty for my taste. I would like to see at least one Officier and a crew member. Are this additions too stressful for the mod?
Check here for people in the engine room.
http://www.subsim.com/radioroom/showthread.php?t=170203
divingbluefrog
07-17-10, 05:43 AM
Thanks HW3, don't know how I missed this one....:hmmm:
Sailor Steve
07-17-10, 09:55 AM
Thanks HW3, don't know how I missed this one....:hmmm:
I don't know how you missed it either, but I missed it because I'm old, blind and stupid! :rotfl2:
I saw '1.3' and thought "but I already have 1.6. Why is everybody posting on a thread for an older version." What I missed was that I already had '1.6 Beta' and this was 'Public Release 1.3'. :damn:
Im having problems getting this to work with any of the different versions of the conning tower open hatch mod. Any suggestions? Thanks!
Sailor Steve
07-25-10, 05:00 PM
I might. Tell me exactly what mods you have in that category (DD Open Hatch, Conning Tower Open Hatch, Aces Combined Mods, etc). I'll try to explain what I did to get it to work.
I'm stuck even before him... I can't even find this conning tower open hatch mod! *grin*
Sailor Steve
07-25-10, 09:47 PM
http://www.subsim.com/radioroom/showthread.php?t=159772&highlight=conning+tower+open+hatch
You're rescuing me all over the place aren't you?!? *grin*
I got it to work! Thanks anyway.
U-snafu
07-26-10, 08:02 AM
Just wanted to say thank you flakmomkey-----amazing work going on here with the subsim modders:yeah:
For someone who started withstock then (if i remember right--RUB and rubinis harbor traffic as only mods with a few skins to advancments of GWX, Living SH, Wac, etc---to now the work by you , dd, ace,luca & too many others----
Tis unbeleivable to see what use to be just pipe dreams and wishes actually in the game--:doh::o:up:--jaw dropping
now to just get it all installed with all the goodies---reading alot of threads to try to get all the fixes
Much regards, snafu
Sailor Steve
07-26-10, 11:49 AM
You're rescuing me all over the place aren't you?!? *grin*
It's a dirty job, but somebody's gotta do it.
:rotfl2:
Seriously, I see so many questions asked that I don't know the answers to that I'm glad when I can help.
U-snafu
07-26-10, 10:08 PM
Installed and--just wow:doh::o:D.
Flaxpants
07-26-10, 10:31 PM
Apologies in advance for asking basic questions, but I have a couple re installation of this mod, which I'm itching to get working.
I'm using GWX/SH3 Commander by the way, most of my other mods are, as far as I have read, not in conflict with this mod. I'm a little confused about Open Hatch. GWX has an Open Hatch mod already installed with it I note- at least I have it installed. Do I need to uninstall this and replace it with OH3.09 plus the Conning Tower fix before installing FMInteriors? The reason I ask is that I did try it this way, and after loading my save game (type V11c) I seemd to have the interior of what appeared to be a typeII (not sure, but definately not the sub I should have been in), with no open hatches.
After quitting the game and going back to JSGME I noticed in the left panel was an entry I hadn't seen before, something about 'player boat', believe it also mentioned VIIc. This is where I got rather confused as it isn't a mod I have installed, and decided to look for more info first. And here I am! Can anyone help me out here?
F
U-snafu
07-26-10, 10:43 PM
As im in process of just doing it recently---unistall gwx open hatch and OH 09----fm interior already has it in it--if what i read and what ive seen with my own install.----just install the new interiors should do it.
Hope that helps--if not im sure someone will be along shortly
Flaxpants
07-27-10, 04:11 AM
Righto, sounds simple enough, even I can do that. Will give it a go. Cheers
Well, I've looked at Damo's files, and the one causing the conflict is Interior/NSuboat7.dat. I opened it up with S3D alongside the one from FMNI, and it's way too compex for me to figure it out.
So I guess I'll have to live without it and hope I find out where to turn off the fog.
Hi guys, long time... :down:
Sorry for doing a vanishing act after my HD went down but I had all manner of RL issues to deal with, including a family bereavement and starting a new career so my PC time has been more or less nil for the last few months. Anyway...
In regards to the obs scope vanishing, it should have nothing to do with my mod as the only things I touched were the bulb color, intensity, fog and ambient light values. The rest of the .dat files were left as shipped with Luca's Open Conning tower mod (overwriting FM's Interior .dat's). In my testing I never had any issues with the obs scope so I'm at a loss as to why you have this problem Steve.
On another note, and I'll make this brief as I don't wish to detract too much from FM's thread, I'm a little dismayed that my mod was made available in it's beta form that I chose to release to a limited number of people. It was only meant for those that were either chosen to test, or check my work in the case I'd used their files. It seems to go against the 'modding etiquette' I tried my hardest to follow and I'm not happy that it was shared in such an unfinished state without a proper readme giving credit to those that were responsible for guiding me to my first mod.
Please, in future have a little consideration for the readme that if I remember correctly, asked that it not be shared unless it was for testing and with my approval. Already, we have Sailor Steve querying an error in his install, that has been (wrongly) attributed to my mod, and posted in FM's thread. Exactly what I wanted to avoid... /rant.
I will be continuing development, details of which I will post within the next few days on it's original thread.
Thank you.
Sailor Steve
07-28-10, 12:59 PM
Damo, I didn't have a clue. You're right of course, if you didn't want it getting out it should never have been shared. That said, it is a cool-looking mod, and I'm sure we would all welcome an official release.
As for the conflict I encountered, I have no idea why I should have gotten that the way I did. It's probably a 'mod soup' problem, but I did get it with that particular combination, and it did go away when I uninstalled your mod. Being your average idiot, I don't have a clue as to the problem, but I am just barely smart enough to realize that it's very often not a particular mod's fault, but how I jam them together.
Anyway, that's my story and I'm sticking to it. :D Also my defense, and my apology. :sunny:
I know exactly what you mean, when I had 40+ mods thrown into my game I suffered numerous peculiarities which caused me a lot of head scratching and hours in WinMerge, lol, it really is a fine science that gets more complicated the more you mess with it. Anyway, what's done is done and I'll be starting right back at the beginning to get it the way I want it before I release a final version, using a fresh install as a testbed. Maybe I did slip up somewhere, I remember having multiple .dat files splattered across my desktop at one point.
Give me a bit to catch up on latest mod versions and collect my bits together so I can ensure I have the best start and hopefully you'll be able to leave port with a fully functioning sub. I've decided to release the mod in packs, so for each mod combo (vanilla, GWX with/without Openhatch) you'll get the interior lights reworked for every sub. I think that's best. FM Interiors versions may come last due to the ongoing IX WIP's and the fewer number of people who can successfully run it without errors, cater for the masses as it were. News soon.
Anyway, that's my story and I'm sticking to it.
That's it? That's the best you could do? (hint: the best excuses involve; aliens, hungry dogs/wolves or the need for exorcisms).
Sailor Steve
07-28-10, 10:18 PM
I Maybe I did slip up somewhere, I remember having multiple .dat files splattered across my desktop at one point.
It could also have been one of the many mods influenced by Aces' multi-mod fix. As I've said before I've gone back through and dumped some files from that, not because of anything wrong with them but because I wasn't using some of the mods they were made for and it installed those mods anyway. Live and learn.
That's it? That's the best you could do? (hint: the best excuses involve; aliens, hungry dogs/wolves or the need for exorcisms).
It's simple. Some people are born stupid. I've had to work hard my whole life to get this way. And I'm proud of the job I've done.
And if that's not good enough, I'm willing to try harder.
Flaxpants
07-28-10, 10:21 PM
Sorry to be a pain, but this still won't work for me. Whatever I try I always end up with a type VII boat with a type II interior with no open hatches. I did as U-Snafu suggected below but still the same result. The only conflict I'm getting when installing this via JSGME is to do with the GWX Integrated Orders mod, some sort of language files by the look of it.
I've got a new install and am running GWX, SH3 Commander, plus the following:
GWX-Enhanced damage effects
GWX-Merged Campaign
GWX-Integrated Orders
GWX-OpenHatch
GWX-16km atmosphere
Waterstr+Exhaust-CombiV2.3
SH-5_Water_for_GWX_3.0_V0.9_20_Km
HaloNotVisibleThroughBody
OLC's Modified Searchlight Beams for GWX3
Torpedo_damage_Final_ver2
LITE_RADIO_TRAFIC_V1
Fubar_subskins-Winter camo
Spirit of machines sound mod
Ultimate aircraft sounds
This mod looks so good that I feel I am missing out! Anybody got any ideas?
And if that's not good enough, I'm willing to try harder.
I think it's a shame that some people have to work to attain it. I just came by my stupidity naturally. "If you got it, flaunt it?" *grin?* (note: you can also achieve certain levels of stupidity through osmosis. Which will avoid some effort, but requires constantly imitating a lemming.)
Anyway, to save you from embarrassing yourself with honest excuses in the future, come to me for good/decent ones (the kind that will make you look like a weirdo, instead of someone who made an honest mistake!). *grin*
frau kaleun
07-29-10, 08:36 AM
I've got a new install and am running GWX, SH3 Commander, plus the following:
GWX-Enhanced damage effects
GWX-Merged Campaign
GWX-Integrated Orders
GWX-OpenHatch
GWX-16km atmosphere
Waterstr+Exhaust-CombiV2.3
SH-5_Water_for_GWX_3.0_V0.9_20_Km
HaloNotVisibleThroughBody
OLC's Modified Searchlight Beams for GWX3
Torpedo_damage_Final_ver2
LITE_RADIO_TRAFIC_V1
Fubar_subskins-Winter camo
Spirit of machines sound mod
Ultimate aircraft sounds
This mod looks so good that I feel I am missing out! Anybody got any ideas?
Don't know that it will do anything to resolve your current issue, but I can tell you that if you're going to run SH5_Water you should disable the GWX 16km Atmo mod. Both of them are environmental mods and SH5_Water includes an "expanded" atmosphere, so having both of them enabled is redundant even if it doesn't cause obvious problems.
Also the GWX Integrated Orders mod and FM New Interiors both overwrite the commands.cfg files - and neither mod's version of those files is compatible with the other mod. To use them both you need to manually edit the commands.cfg files so that they contain everything both mods need to work properly. IIRC there are instructions included in the docs for New Interiors regarding how to add the commands necessary for it to your existing commands.cfg files rather than overwriting them.
And if you are running New Interiors you don't need GWX Open Hatch, as the New Interiors mod includes an "open/close hatch" function.
Also, you may not need the GWX Merged Campaign mod - IIRC it makes the game load the entire available SH3 world, so if you are not planning to move around from, say, the Atlantic to the Black Sea to the Indian Ocean in your current career/campaign, it's loading a lot of ports and traffic and stuff that you don't need at the moment.
Flaxpants
07-30-10, 12:04 AM
Dankersheun Frau Kaleun- A small guiding light in the darkness of my as yet non-existent engine room. So I need to have a look at the commands.cfg file, will give this a go next time I'm in Port, sounds like it may be the cause of my problems.
I was wondering about the sh5 water/ 16km atmosphere business. I will disable the GWX atmosphere as well, even though as you say, I have had no conflict- yet.
Take your point about the GWX merged campaign, however my machine is more than up to it, and my campaign loading time is around 8-10 minutes, which I can live with. Plus I like the idea that the whole world is there for the taking. Right now!
Thankyou for your help Ma'am.
frau kaleun
07-30-10, 07:56 AM
Dankersheun Frau Kaleun- A small guiding light in the darkness of my as yet non-existent engine room. So I need to have a look at the commands.cfg file, will give this a go next time I'm in Port, sounds like it may be the cause of my problems.
I was wondering about the sh5 water/ 16km atmosphere business. I will disable the GWX atmosphere as well, even though as you say, I have had no conflict- yet.
Take your point about the GWX merged campaign, however my machine is more than up to it, and my campaign loading time is around 8-10 minutes, which I can live with. Plus I like the idea that the whole world is there for the taking. Right now!
Thankyou for your help Ma'am.
You're welcome. I'd recommend that you disable GWX 16k, Open Hatch and Integrated Orders, and then try re-enabling New Interiors. If that works for you, then it may very well have been a conflict/redundancy between one or both of the latter two GWX mods and New Interiors itself. If not at least you'll have eliminated one possible cause of the problem.
clouclou
08-01-10, 02:46 AM
SUPER!
But a catch! When I'm at the gun, I can not roller to DeckGun, and I can not shoot! It must pass at the CFG ?. As for the Flack!
It is the same for the magnification optics (x1.5, x6, x15) of periscope, and obsscope.
Thank you for helping me.
I think I arrived at my problems!
My sh3: GWX3, OLC-Magui,
NewInterior V1.0-FM
-Copy "Cameras.dat" of GwxOpenHatsch "in NI FM
- "Cfg" OLCGui 001, Open and compare with "Cfg" Magui, add the MNID missing.
-Copy "Cfg" in NI FM
-JSGME
So far everything works, all orders Magui, the focal length of Periscope, the gunners and roll to pull yourself, etc. ...
Ok I've done something wrong. The interior is completely black. The crew stands in total darkness. Common problem?
Sailor Steve
08-08-10, 10:01 AM
Ok I've done something wrong. The interior is completely black. The crew stands in total darkness. Common problem?
Not for me. I get lots of problems, but that's one I've never seen, nor even heard of.
hey folks !
i started after a while playing sh3 again and saw this mod. what shall i say... i,m completely blown away, its incredible ! all the bells and whistles the sh5 pics has shown us we now can see in sh3, exploring the boat, quarters ,moving pushrods , much more. fantastic work !
i,m more than pleased in my decision NOT to buy sh5 with its being online politics and more than happy to see such an improvement in sh3
the mod works, in my case currently not very stable, i get from time to time a ctd or even a bluescreen with rebooting of the machine, but i think that my machine get to the limits, even when its a new one. the mod seems to be resource hungry and with gwx i play the merged campaign with full harnour traffic. the only mod is gwx3 gold and the flag mod . well, itry tomorrow diabling the merged campaign and see if it helps. i,m currently in 08.1939 in königsberg - first mission.
respect to the developers !
clouclou
08-11-10, 03:36 AM
Hello!
What I'm trying to make: to reduce all images "TGA" by two (1024x1024 = 512x512) in the folder "Interior/NSS-Uboat7" files "DAT", which makes a gain of 66 Mo.
The graphics barely undergoes alterations.
I was going back to a campaign. (I also removed the atmosphere GWX 16km)
Translated from French to English
pickinthebanjo
08-11-10, 04:37 PM
I wonder how the Type IX interiors are coming along?
fitzcarraldo
08-13-10, 01:45 PM
Is this mod compatible with Living SH3 mod? Iīll try that "megamod", but I canīt living without the FM interiors!!! ;)
Many thanks and regards!
Fitzcarraldo :salute:
Sokolov
08-14-10, 03:01 AM
There in manual wrote that dd oh full compatible with fm interior. Bull****. I have a nygm last version installed and dd oh and fm interior just, hatch closed and no commands working
Sokolov
08-14-10, 03:04 AM
i wanna get open hatch fm interior and openhatch in command room working with other mods and aces fix cant fix this problem
pickinthebanjo
08-14-10, 09:22 AM
i wanna get open hatch fm interior and openhatch in command room working with other mods and aces fix cant fix this problem
What was the mod list that you tried it with? Because i have used aces compatibility fix and it seems to work for me. I don't use it anymore though.
Sailor Steve
08-14-10, 11:52 AM
There in manual wrote that dd oh full compatible with fm interior. Bull****. I have a nygm last version installed and dd oh and fm interior just, hatch closed and no commands working
Seems like no matter how many times I post this, there's always someone else who hasn't read the rules.
http://www.subsim.com/radioroom/faq.php?faq=vb_faq#faq_new_faq_item_language
fitzcarraldo
08-14-10, 05:17 PM
Finally I try LSH3 V5 with the FM interior and works fine...I apply the 4GBPatch and I obtain up to 60 fps: :woot:
Recommended make a test with Living SH3. It looks great!!:yeah:
Fitzcarraldo :salute:
Lost At Sea
08-30-10, 12:06 PM
Fantastic work !
Works like a charm and the interior is a real eye-stunner.
Lost
kaizerkat
09-01-10, 11:12 AM
I am playing gwx3 gold and this mod works great except for the fact that when i am in the conning room walking toward the engine room i lose some fps, but when i turn to the right or left and walk back to sonar room everything is real smooth.Is there something i can do to make the rough parts smooth?
flakmonkey
09-04-10, 04:17 AM
I am playing gwx3 gold and this mod works great except for the fact that when i am in the conning room walking toward the engine room i lose some fps, but when i turn to the right or left and walk back to sonar room everything is real smooth.Is there something i can do to make the rough parts smooth?
Not really, its the amount of stuff that your gpu is having to render thats causing lower fps (ctrl+f8 to check the framerate). Turning to the left/right etc means there will be less geometry for your card to render so the fps shoots up.
A fairly good test to see what your lowest fps will be with the interiors is to stand right at the back of the diesel room and face toward the command room, that way literally everything is being rendered, if your fps can stay 30+ in that situation youre sorted.
kaizerkat
09-06-10, 11:43 AM
Thanks FM for that reply.I am due for a better system anyhow.For now i just use the VIIB w/o an engine room.When i do that i have no problems cruising the subs compartments
Flakmonkey: I believe you said in an earlier post that you have constructed the electric motor and torpedo rooms but have not produced them because of complaints of lower fps. Just so you know, if you have those other rooms, I want em! :) You are a modding genius!
fitzcarraldo
09-06-10, 12:48 PM
Flakmonkey: I believe you said in an earlier post that you have constructed the electric motor and torpedo rooms but have not produced them because of complaints of lower fps. Just so you know, if you have those other rooms, I want em! :) You are a modding genius!
I want to try that, too!
Regards!
Fitzcarraldo :salute:
I also will chime in for them .....
Magic1111
09-06-10, 04:33 PM
I want to try that, too!
Regards!
Fitzcarraldo :salute:
Yes, me too !!! :yep:
MG Mike
09-08-10, 03:54 AM
Letīs give it a try...
Would be great if we can complete our boat...
regards
mg mike
divingbluefrog
09-08-10, 04:43 AM
I'm on the list. Please...
As we are here, I've noticed that when you are in the RadioRoom compartment and close the hatches (Ctrl+H) the door between this compartment and the wardroom remains open. Is this a delibarate choice?
flakmonkey
09-09-10, 04:38 AM
I'm on the list. Please...
As we are here, I've noticed that when you are in the RadioRoom compartment and close the hatches (Ctrl+H) the door between this compartment and the wardroom remains open. Is this a delibarate choice?
There wasnt a door between the radio/sonar room and the wardroom/officers quarters, its a single compartment, i only added the wooden doorframe looking thing to cover up the join between the stock sh3 geometry and my own, strictly speaking it shouldnt be there at all, but it was better than having a gap.
I have a question. Will using this mod break any of these mods? And by "break" I mean will they be unusable?
GWX 3.0 Gold
GWX - Alternate Load Screen - Full Circle
GWX - Main movie - "Bas Boot"
Alt Msg Font Typewriter
GWX - Enhanced Damage Effects
GWX - No medals on crew
ACM-GUI Reloaded - h.sie's Edition V1.15
ACM-GUI DepthCharge-Shake V1.8
I really like my GUI mod, and I don't feel comfortable breaking it or doing anything else to it.
Weiss Pinguin
09-11-10, 03:13 PM
You shouldn't have any conflicts between this and your GUI mod, except for maybe some key commands. (although you might have some problems with the depthcharge shake... I dunno) That said I have no idea what Flak Monkey has added/modified, so I guess you can just wait for him to answer :p2:
fitzcarraldo
09-11-10, 03:17 PM
I have a question. Will using this mod break any of these mods? And by "break" I mean will they be unusable?
GWX 3.0 Gold
GWX - Alternate Load Screen - Full Circle
GWX - Main movie - "Bas Boot"
Alt Msg Font Typewriter
GWX - Enhanced Damage Effects
GWX - No medals on crew
ACM-GUI Reloaded - h.sie's Edition V1.15
ACM-GUI DepthCharge-Shake V1.8
I really like my GUI mod, and I don't feel comfortable breaking it or doing anything else to it.
Hi, mate, this is my list of JSGME, all working, and very fine! I like very much the MaGUI 3.4, better than ACM-GUI:
GWX - Merged Campaign
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
MFM-Interim-Beta
Real Depth Charge
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
VIIC Atlantic Workhorse Skin 1
TiefeMkI(German)
Evanīs Uniforms
Rapt0r's Uniforms (Only Watch)
Rapt0r's Uniforms (Only Watch) Evan82's Sidecap
Subphones
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
Dönitz Picture With Fly
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
optional-Intro Screen for MaGui 3.4
Thomsen's Sound Pack V3.2cg
Haunting Atlantic Wind
Alt Msg Font Smooth
Alt Msg Font Typewriter
Ambient Hydrophone Sound
Ambient Underwater Sound
Elite U-boat Binoculars
b25_SF_Grass_Full_V2
Aces' Multimod compatability fix release v1.3 public beta
MaGui 3.4
FM_NI_Fix_for_MaGui 3.4
Regards.
Fitzcarraldo :salute:
skookum
09-25-10, 07:01 PM
I have a problem.
I installed FM interior on a fresh copy of SH3 / GWX with DD_OH 3.09 and MaGUI 3.4 with the fix.
I couldn't get the hatches to open (Type VIIb, neither Shift-H or CTRL-H works).
I deactivated all mods and then activated only DD_OH 3.09 and FM_Interiors and still no joy.
What's happening?
:hmmm:
divingbluefrog
09-26-10, 02:43 AM
Be sure to have the WO at post...(take me some time to figure it out...:03:)
Sailor Steve
09-26-10, 10:40 AM
Be sure to have the WO at post...(take me some time to figure it out...:03:)
You mean WE, which is the Weapons Officer. He must be in place for the hatch hotkeys to work. 'WO' is the Watch Officer.
skookum
09-26-10, 12:07 PM
All fixed. Thanks.
divingbluefrog
09-27-10, 02:14 AM
Yes, of course, it's exactly what I mean : the Weapon Officier...:D
Schwieger
09-28-10, 09:48 PM
Nearly an entire VII interior :DL
That is exactly what we need if there isn't one already, is a complete VII interior with torpedo rooms and everything.
Sailor Steve
09-28-10, 10:33 PM
Nearly an entire VII interior :DL
That is exactly what we need if there isn't one already, is a complete VII interior with torpedo rooms and everything.
Well, get busy and make one. :D
Schwieger
09-28-10, 11:07 PM
I would but I don't have the experience but I do know a few people that do if they're willing to lend a hand.
I have a problem with WAC 4.1 with this mod. If I look through the attack periscope the camera is behind the periscope and doesn't move - so I look to the inner wall of the conning tower. I use the WAC fix, but this doesn't help at all. Did I miss a fix?
harryt8
10-11-10, 05:05 AM
I have downloaded the MaGUI Mod 3.4.
In the ReadMe's under Installation it states:
"After installation apply FM_NI_Fix for MaGui v3.4 if you are using FM/dd New Interiors Mod v1.0"
I've searched and trawled the posts and threads, but can't find it.
Can someone tell me where to find a download please?
Many thanks.
Harry
Magic1111
10-11-10, 05:27 AM
I have downloaded the MaGUI Mod 3.4.
In the ReadMe's under Installation it states:
"After installation apply FM_NI_Fix for MaGui v3.4 if you are using FM/dd New Interiors Mod v1.0"
I've searched and trawled the posts and threads, but can't find it.
Can someone tell me where to find a download please?
Many thanks.
Harry
The Fix is in the MaGui 3.4 Package included !!!!
Please look into it and you find it !
Best regards,
Magic
clouclou
10-11-10, 06:09 AM
Dear,
The "FM" is for my computer a bit too heavy.
How can I recover the function of the rise and fall of obs scope?
Thank you, if there is an answer!
Claude.
fitzcarraldo
10-11-10, 07:16 AM
Dear,
The "FM" is for my computer a bit too heavy.
How can I recover the function of the rise and fall of obs scope?
Thank you, if there is an answer!
Claude.
Try the 4GbPatch. It is great for memory problems (if you have more of 2 Gb of RAM).
Regards.
Fitzcarraldo :salute:
clouclou
10-11-10, 08:15 AM
Merci fitzcarraldo
Intel Core i3 cpu 2.93 ghz
Ram: 4,00 (3,87go util)
Syst: 64 bits
fitzcarraldo
10-11-10, 09:49 AM
Merci fitzcarraldo
Intel Core i3 cpu 2.93 ghz
Ram: 4,00 (3,87go util)
Syst: 64 bits
Mi PC is Corei5 and, also, 4 GB RAM. With 4GbPatch, I can use the FM Interior and others "heavy weight" mods. The patch helps the CPU to use all the memory (the system default only use max. 2 GB RAM).
Regards.
Fitzcarraldo :salute:
clouclou
10-12-10, 02:01 AM
fitzcarraldo
What index shows that the 4GB patch works properly?
Regards, Claude.
fitzcarraldo
10-12-10, 07:33 AM
fitzcarraldo
What index shows that the 4GB patch works properly?
Regards, Claude.
For example in SH3: I obtain EVER 60 fps sinchronized in dense ports (Kiel). Before the application of the patch, I obtained 20-23 fps.
My list in JSGME is long...
In SH4 + TMO 2 + RSRDC: with the patch, I obtain 30-35 fps in Pearl Harbour. Without the patch, only 15-20 fps, and-in some occasions- a CTD.
No more CTDs for memory faults in both sims.
Regards.
Fitzcarraldo
Hawk U-375
10-20-10, 06:59 AM
Love this Mod! :rock:
polyfiller
11-03-10, 07:59 AM
Hi - I need a little help if possible.
I am having some problems with this mod. I am running;
SH3 patched to 1.4b with GWX gold plus the following enabled via JSGME;
WB and evan82's XXI 1939 v1.3
SH-5 Water for GWX 3.0 V0.9 20km Atlantic
Lifeboats & debris_V4
GWX- Contact colour
FM_NewInterior_V1.0
What I can do;
Open and close hatches with shift & CTRL H
Enter the engine room via shift-E
What I can not do is move through the open hatches when I use shift F2 - I just get bounced back to the control room. I am also unable to roam around in the engine room - I am just in the fixed position starting down between the engines. I can look around, not move around.
Also within the control room I can not walk forwards beyond the periscope - I just bounce off the officers looking at the nav map or the other guy on the other side of the periscope. So I can only really stare down through the open rear hatch and take a static look into the engine room.
Any ideas / Suggestions ?
Also before anyone quote RTFM to me ... I have and did not enable any of the fixes for OLC, WAC FM30 up down or DC shake as I don't have these mods installed anyhow and they are listed in the manual in brackets - which I assume means they are optional relative to using the mods they fix conflicts with ? It is not 100% clear from the manual.
I did fix the sound conflict with lifeboats & debris - I'm rather handy with S3d ;-)
Any help would be much appreciated.
fitzcarraldo
11-03-10, 02:18 PM
Hi - I need a little help if possible.
I am having some problems with this mod. I am running;
SH3 patched to 1.4b with GWX gold plus the following enabled via JSGME;
WB and evan82's XXI 1939 v1.3
SH-5 Water for GWX 3.0 V0.9 20km Atlantic
Lifeboats & debris_V4
GWX- Contact colour
FM_NewInterior_V1.0
What I can do;
Open and close hatches with shift & CTRL H
Enter the engine room via shift-E
What I can not do is move through the open hatches when I use shift F2 - I just get bounced back to the control room. I am also unable to roam around in the engine room - I am just in the fixed position starting down between the engines. I can look around, not move around.
Also within the control room I can not walk forwards beyond the periscope - I just bounce off the officers looking at the nav map or the other guy on the other side of the periscope. So I can only really stare down through the open rear hatch and take a static look into the engine room.
Any ideas / Suggestions ?
Also before anyone quote RTFM to me ... I have and did not enable any of the fixes for OLC, WAC FM30 up down or DC shake as I don't have these mods installed anyhow and they are listed in the manual in brackets - which I assume means they are optional relative to using the mods they fix conflicts with ? It is not 100% clear from the manual.
I did fix the sound conflict with lifeboats & debris - I'm rather handy with S3d ;-)
Any help would be much appreciated.
Is the problem the lifeboats&debris mod? Is the only mod I think interferes with Fm Interior. Please, try the Aces' multimod compatibility fix. Is a possible solution for your problem. This mod there is in Subsim (see the dedicated thread).
Regards.
Fitzcarraldo :salute:
polyfiller
11-03-10, 06:06 PM
Thanks for the sugestion .... but I looked into the compatability mod and it lists a requirement for a bunch of other mods I haven't installed or considered installing.
As for the conflicgt with lifeboats & debris - it's with the sh3.sdl file and the engine sound. I combined the two mods manually by using S3d - so no worries there.
Am still confused as to why the camera mis-behaves so much. I've now been able to walk after of the control room by walking through the walls to the right of the hatch .... but the movement is very poor - when I am walking forwards the view continually tries to go towards the sky and I have to "pull" it back down again withe the mouse.
Still can't walk aorund in the engine room (should I be able to) ?
Anyone got any suggestions ?
Bruce_Will_Es
11-04-10, 01:29 PM
I would like to use this Mod together with LSH3 V5.1 and MaGui 3.4.
But I'm still unsure what points I have to give attention for proper installation without annoying CTDs.
Got anyone experience with the mods named above in combination with FM_NI?
fitzcarraldo
11-04-10, 03:16 PM
I would like to use this Mod together with LSH3 V5.1 and MaGui 3.4.
But I'm still unsure what points I have to give attention for proper installation without annoying CTDs.
Got anyone experience with the mods named above in combination with FM_NI?
In SH3 with GWX plus Magui 3.4, use the "MaGUI FM interior fix", included in the MaGUI.
In LSH3V5.1 I have the FM Interiors without conflicts. Please, see the thread "Posting JSGME list" in SUBSIM SH3 Mods workshop forum: http://www.subsim.com/radioroom/showthread.php?t=175264&highlight=posting+JSGME+list
Regards.
Fitzcarraldo :salute:
Rickster1
12-14-10, 02:09 PM
Having recently returned sh3 and reloaded this mod and opening hatch mod I cannot get the scope to raise up and down with Shift o or control o. the hatch works ok. I am running gwx3. any ideas ?
PL_David
12-20-10, 06:57 PM
This mod is unbelievable good! It's great job guys!
However I've got some problem with FPS. Sometimes works fine and I have at least 70 FPS doesn't matter in wich compartment and wich direction Im looking at but when I play longer time (about 30 min) and I dive my U-boot the FPS going down to 5-7 frames :o when Im in CR facing on engines room. It's fine when Im in engine room (shift+E) and Im looking at engines (stunning job by the way :up:). When Im turning on CR FPS going down again..
Maybe 4GbPatch could help me but I don't know where to find it. I have 4GB RAM but 32bit system.
Can anybody post me link to this path? Many thanks!
Madox58
12-20-10, 07:10 PM
It's in the SH3 Downloads under Game Patches.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Fantastic mod, it blew my mind indeed! :up:
The only concern I have is that my sub was transformed into a crowded butcher's shop (sausages everywhere...), but that is realism I guess. :D
PL_David
12-21-10, 04:50 PM
It's in the SH3 Downloads under Game Patches.
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Cheers mate. It does the job :up:
Quick question: Is there an easy way to re-stabilize the officer views? I used to sit at the Navigator station using high time compression and watching the analogue clock spinning around. It gives me a better feel of the flow of time. Now, it is no longer possible since the rolling motion of the boat blurs the vision of instruments on high TC.
GoldenRivet
12-28-10, 01:41 PM
First off this mod is fantastic.
second
is there a compatibility issue with SH3 Commander?
i have installed the mod and used it without problems, ran the game with SH3 Commander, started the mission, began in the sub pens. everything looked normal.
went to bridge view and the screen went black, still had sounds, still could change speed via "1" and "2" etc just NO visuals
went back to command room via the "F2" quick key
everything inside the sub was black as well, except i could see my crew.
planesmen were seated with chief standing there, but everything else was black as night.
any ideas as to what might be causing this?
fitzcarraldo
12-28-10, 04:03 PM
First off this mod is fantastic.
second
is there a compatibility issue with SH3 Commander?
i have installed the mod and used it without problems, ran the game with SH3 Commander, started the mission, began in the sub pens. everything looked normal.
went to bridge view and the screen went black, still had sounds, still could change speed via "1" and "2" etc just NO visuals
went back to command room via the "F2" quick key
everything inside the sub was black as well, except i could see my crew.
planesmen were seated with chief standing there, but everything else was black as night.
any ideas as to what might be causing this?
Is it a memory problem? I had some similar problems; the solution is to use the 4GbPatch. All works fine for me with this patch. Of course, for PCs with + 2Gb RAM.
Regards.
Fitzcarraldo :salute:
GoldenRivet
12-28-10, 04:18 PM
Is it a memory problem? I had some similar problems; the solution is to use the 4GbPatch. All works fine for me with this patch. Of course, for PCs with + 2Gb RAM.
Regards.
Fitzcarraldo :salute:
I have 4 GM Ram... perhaps i need this patch?
if so where can it be found. in the mean time ill search around.
frau kaleun
12-28-10, 04:21 PM
GR - try here:
http://www.subsim.com/radioroom/showthread.php?t=177274
GoldenRivet
12-28-10, 04:27 PM
ugh... never had problems with star force. still use it as i have not changed it and the starforce version isnt compatible.
a little extra roaming room in SH3 IMHO is not worth all this work at this point.
thanks anyway guys :salute:
EDIT:
in the span of years our talented modders have spent fixing Ubi's stuff the community could have developed a world class subsim all its own from scratch.
GoldenRivet
12-29-10, 01:15 AM
its for sure an SH3 Commander thing.
I have run the game three times now and completed patrols without problems but only when i run without SH3 Commander.
Running the game without it - all is well.
frau kaleun
12-29-10, 08:23 AM
Do you have auto-rollback enabled on Commander? I know sometimes not having it auto-rollback on exit and then enabling other mods can play havoc with some stuff, including the graphics. Worth a looksee anyway.
Seminole
12-30-10, 06:34 PM
Why is it that FM Interior changes the periscope view?
What I mean is:
With the stock 1.4b install the periscope crosshairs are centered( i.e. in the middle of the scope view) and a locked target is centered on these crosshairs.
With FM Interior the crosshairs become shifted to the the starbord side of the scope view. That is also the "locking point" for aquiring target locks.
Is there any way to get back the standard stock view and still keep the features of FM Interior Mod? ( the stock periscope view is resumed when FMI is disabled via JSGME)
Could all this be due to using the SHIII 1.4B Widescreen Mod in conjunction with the FMI Mod?
Thanks in advance for any insight you may have...and yes I did RTFM but this circumstance wasn't alluded to....:03:
Seminole
12-30-10, 06:59 PM
Ahoy. Belay that last post. It was a widescreen/FMI mod conflict.
No problem though..... simply a matter of installing Widescreen after FMI instead of before.:shifty:
I lose the ability to open close the hatches this way... but no big deal... all the other great FMI inovations are still there....and I can Shift F2 through the closed hatches.
Uboat177
01-05-11, 01:56 AM
I encountered a bug where the two leftmost planesmen don't reappear despite being submerged. I pressed dive/periscope depth and they still wouldn't reappear.
I made contact with a convoy when this happened. So I couldn't surface then do a dive to make them appear correctly again. They did so after the attack. I was wondering if anyone encountered this before or just me.
rUnning:
gwx 16km atmosphere
gwx enhanced damage effects
gwx captain america's officer icons
gwx viic41 player sub
Dertien No rank on crew
pascal port people
external cargo from sh5
dfant subflag 2010
FM30_up/down final
FM New Interior 1.0
FM NI Fix for anvart fm30 up down
any word on IX type interiors?
Gryffon300
02-18-11, 01:27 PM
Hi.
Tried to download a couple of times today. Some issues that I couldn't see mentioned in a scan through the thread, so:
Main download site says file can't be found - try again later. Tried three times in last 6 hours - no go.
Mirror site OK.
Downloaded and tried to unzip, using first 7zip, then WINRAR. Got error message with both, but easier to copy to clipboard from RAR, so here is list (same for both ) -
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Interior\NSS_Uboat7\NSS_U boat7_RR.dat. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NI_Fix_for_WAC_001\data\Library\UZO.dat. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NI_Fix_for_WAC_001\data\Library\UZOR.dat. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Library\WO.dat. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Interior\NSS_Uboat7\NSS_U boat7_CR.dsd. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Interior\NSS_Uboat7\NSS_U boat7_RR.dsd. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\documentation\FM_NewInterior_R eadMe.jsgme. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\documentation\Sound\FM_NI_NewS ound.sdl. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Sound\Sh3.sdl. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NI_Fix_for_WAC_001\data\Sound\Sh3.sdl. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Interior\NSS_Uboat7\NSS_U boat7_CR.sim. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Interior\NSS_Uboat7\NSS_U boat7_CT.sim. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: CRC failed in FM_NewInterior_V1.0\data\Interior\NSS_Uboat7\NSS_U boat7_RR.sim. The file is corrupt
! E:\SH3\Interiors\FM_NewInterior_V1.0.7z: Error - operation failed
Haven't tried to see if it will install into the MOD folder, and then from JSGME to the game with these 'broken files'- thought I would check first (don't think I use any of the mods the fixes are for, but they might be embedded in other mods, so thought I should check first!)
Thanks.
flakmonkey
02-19-11, 04:34 AM
Sorry about the trouble you're having with the download, the mod is now pretty old so its probable the host site has removed the file through lack of activity.
I'm sure someone has a copy floating around somewhere and could upload for you. I'd do it myself but no longer have a pc (typing this on me phone!)
raymond6751
02-19-11, 07:28 AM
That's the stuff! Been looking forward to this.
raymond6751
02-19-11, 07:29 AM
Sorry about the trouble you're having with the download, the mod is now pretty old so its probable the host site has removed the file through lack of activity.
I'm sure someone has a copy floating around somewhere and could upload for you. I'd do it myself but no longer have a pc (typing this on me phone!)
The Mediafire link works. Feb 2011
fastfranky
02-20-11, 04:52 AM
ahoi,
that is fantastic stuff :D i have shredded my sh5 and return to good old sh3 :yeah:
only the bunches of fruits and meat are a little bit too much for me.is there a way to remove them?
best regards
fastfranky :salute:
SquareSteelBar
02-20-11, 05:37 AM
...only the bunches of fruits and meat are a little bit too much for me.is there a way to remove them?...Try this (http://video.google.com/videoplay?docid=720531919682264221#)
or
this (http://www.subsim.com/radioroom/showpost.php?p=1422873&postcount=551)
Cheers,
SquareSteelBar ;)
fastfranky
02-20-11, 06:25 AM
works :DL
thanx :salute:
darkone999
03-09-11, 01:07 AM
Ok I added FM new interirors v1.0 and It Keep CTD everytime..I have a host of mods running like GWX and SHcommander..I did not want to lose my current setup as I have all my mods working toghter great at this point..Anyways ran across an artical on the web that advised gamers to make a seperate profile in win XP and make it there gameing profile and then edit this new profile by clearing out any junk running and programs hogging the memory.So I created a new profile called "gameing" and went to tweakXP..
http://www.tweakxp.com/performance_tweaks.aspx
I went down the list and used the tweaks I felt was safe to use.Well to make a long story short this worked and I am running all my mods along with FM new interirors v1.0..I hope this helps some people.my specs are as follows
winxp sp2
3gig ram ddr2 8oomhz
amd athlon x2 5600 duel core 2.9 ghz
gts 250 1gig ddr3...overclocked (a 9800 gtx in a new suit)
sorry for the spelling im from kentucky hehe or just to lazy to spell check
Tim
darkone999
03-09-11, 01:18 AM
Sorry forgot to add this to the post below.....
http://forums.techarena.in/tips-tweaks/957114.htm
This is the web page for advice on creating a gameing profile in winxp
I only used one advanced tip from this site and the advice to create a new profile for the sole use of games only..used four or five tips from tweakxp site...url in my previous post below
Tim
Collin Dougherty
03-17-11, 02:57 PM
Im still not exactly sure if I could run this >:(
I had a thread on it but we got a little off-topic about the 4gb mod.
People say you need a good cpu to run.
I have
Windows 7-64 bit.
3.00 GB RAM
AMD sempron le-1200 2.10Ghz
GeForce 6150SE nForce 430
and im using Direct X11.0, which i dont even know what that is xD but im pretty sure its not important.
DivingDuck
03-17-11, 03:07 PM
Moin,
I donīt think it will be the CPU limiting the use of this mod but the GPU. AFAIK the GF6150SE was not made for excessive gaming. IIRC it is an integrated graphics card. It doesn't have any integrated memory, but uses a part of the main memory. Thus I suspect the GC to be your bottleneck. But no harm will be done to your system if you give it a try.
Regards,
DD
Salvadoreno
03-30-11, 02:49 PM
Where can i find the fix for DC shake? Downloaded both mods but they didnt come with the fixes
DivingDuck
03-31-11, 01:06 AM
Moin Salvadoreno,
I guess youīre talking about FM_NI and DD_OH?
The FM_NI archive should contain the following folders:
FM_NewInterior_V1.xx
FM_NI_Fix_for_Anvart_FM30_UpDown
FM_NI_Fix_for_NVD_DC_Shake_001
FM_NI_Fix_for_OLC_GUI_001
FM_NI_Fix_for_WAC_001
At least that is how I lined it up.
Regards,
DD
Salvadoreno
04-02-11, 11:37 AM
Thanks for that diving duck but now im having a weird problem.
Here is my mod loadout
http://img11.imageshack.us/img11/1998/mods3.jpg (http://img11.imageshack.us/i/mods3.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Everything runs fine, but when i try to add FM_NI and the Fix for it i got from MaGUI i get a CTD when loading.. I dont remember that happening before :/
DivingDuck
04-03-11, 04:11 AM
Moin Salvadoreno,
neither FM_NI nor the MaGUI_Fix should cause a CTD in a GWX, WAC or stock environment. Never made a fix for NYGM, but I donīt remember whether I skipped it because of no need for it or lack of time. Anyway, a fix should basically not result in a CTD as it adds new files or just overwrites files that are already present in the modīs primary setup.
On the other hand, I see you using a MaGUI_Fix_for_NYGM3.4 already. I donīt know whether your MaGUI_Fix for FM_NI is based on this one. If it is not, the fix for FM_NI will overwrite all or part of the files changed/introduced by the fix for NYGM3.4. This might very well be the cause of your CTD.
Try to enable FM_NI on top of your mod list without the MaGUI_Fix. If it CTDs anyway the problem lies with FM_NI itself. If not, the problem is caused by the fix.
If FM_NI works out but FM_NI+FM_NI-Fix crashes, try to disable the MaGUI_fix for NYGM and give FM_NI+FM_NI-Fix another shot. Thus you can prove whether these fixes are mutually exclusive. If this turns out to be the truth, youīll have to decide against one or another of your mods.
Regards,
DD
KapitanSpinks
04-18-11, 12:28 AM
Okay, this is going to sound like a real stupid question I'm sure. But how to I "walk" and move about the sub to check out all the new spaces?
flakmonkey
04-18-11, 01:09 AM
Okay, this is going to sound like a real stupid question I'm sure. But how to I "walk" and move about the sub to check out all the new spaces?
shift+f2 or just click on the floor, then ya just move with the cursor keys like an fps
Chrischn89
04-18-11, 08:14 AM
Does anyone know if this mod works with LSH 5.2?
Magic1111
04-18-11, 02:09 PM
Does anyone know if this mod works with LSH 5.2?
You mean, LSH 5.1 ? :03: And yes, for it works perfect ! :D
Best regards,
Magic
asanovic7
04-28-11, 09:57 PM
hi :)
cruising for the new mods.. watching racer improving sh5 is cool stuff, though adding new ships as i read will be tenacious work for the future, so back again to sh3 :D (though sh5 seems to have a very promising future, after all).. reading about combined wolfpack attack is.. well.. exciting.. :D
about this mod..
shift+f2 misses out on dc shakes, right?
isn't it possible to do a cam like shift + f2 - free cam, have shakes from dc-s and able to click on everything and actually "use" almost everything "usable" in the sub? just a question and a wonder?
maybe i am wrong, didnt play sh3 for a long time, but i tested this mod when it got out and if i remember correctly, there was no "effects" like the ones I described?
do you have that in plan, if not can I play a bit with it (i plan to revise my sh3 install to include new versions of mods and all) just to frack it up or you think it is impossible? or if i don't remember correctly, i would be happy if you point me in the right direction.. :up:
oh yes..
cheers! :arrgh!:
DivingDuck
04-29-11, 04:25 AM
Moin Asanovic7,
IIRC the free cam was not provided with a MechShocks Controller. But it is possible to do so.
Regarding clickable items, they can be made accessible for every cam/view. As we have built FM_NI on top of OH_V3.10 a lot of dials and buttons are usable from free cam view already. Check the FM_NI or OH_V3.9xxxx installation manuals for infos on clickspots. Theyīll bring you directly into the respective crewīs position. Besides you can use all CH / HA / HF / WO dials/buttons from free cam.
Regards,
DD
bojan811
05-04-11, 04:18 PM
Hi.
I just downloaded this mod and i must say that this is awesome!!!
So good i can not belive how much the game it self will be better with this.
But always there is a but....
So my problem is Magui Final is affected with this mod.
Because the camera file is changed, and now i have the same issue described in manual for this mod( OLCGUI problem)...some extra lines appeared on scopes and uzo.
so a little help would be appreciated
edit:
i salved the problem with the magui F.
i overlooked the fix because i didn`t know for this mod at the time, but he was there all along.
and one again thaks for the great mod! :)
Fish In The Water
05-04-11, 09:32 PM
edit:
i salved the problem with the magui F.
i overlooked the fix because i didn`t know for this mod at the time, but he was there all along.
Glad you're sorted and enjoy the mod! :sunny:
bojan811
05-05-11, 11:20 AM
Glad you're sorted and enjoy the mod! :sunny:
Thanks mate.
Am still waiting for my 7b to become available so far am still in cramped IIa...:) but am geting there. ;)
Edit:
Just stated my career with my new VIIB but when the patrol started to load just before 95% to finsh my game crashed.
So i just did this...i disbaled this mod but i left the DD_OpenHatch_V3_RH
V3.09 beta and on top of him maknas gui final and fix for Fm_Ni and now the game loaded without new interior of course just free cam but now i have a isue with the hydrophone, when i try to increase the vol on ambient sound i can`t because button says "sonar man".
So is this the right thread to post this or maby should i talk with makman too?
Edit2: another thing when i press PAGE UP button to rise the att per i get a "no officer at helms station" message!? I dont even know what that means. :D
Fish In The Water
05-05-11, 06:43 PM
Edit2: another thing when i press PAGE UP button to rise the att per i get a "no officer at helms station" message!? I dont even know what that means. :D
You'll need to move one of your officers to the navigator (map) station. Push F7 on your keyboard and then select and drag an officer into the second slot from the left in the command room.
As for the other issue, you shouldn't need the Fm fix activated, but you might want to ask makman as you say. :DL
bojan811
05-05-11, 07:04 PM
But i already have officers in all 3 slots.
And the Page up command should be for raising the att per but when i push the button i get no officer massage and lifted periscop 2 in 1 :) not bad.
Fish In The Water
05-05-11, 07:17 PM
But i already have officers in all 3 slots.
And the Page up command should be for raising the att per but when i push the button i get no officer massage and lifted periscop 2 in 1 :) not bad.
It sounds like you've got some serious mod conflicts. I'd start by looking at anything that mods the Commands_xx.cfg files. Good luck! :sunny:
frau kaleun
05-05-11, 07:21 PM
But i already have officers in all 3 slots.
And the Page up command should be for raising the att per but when i push the button i get no officer massage and lifted periscop 2 in 1 :) not bad.
Wait wait wait you can get officer massages? :o
I can't believe nobody told me. :stare: :wah: :O:
Sorry. Now where were we... are you running any other mods? If so, did you get any possible conflict alerts when you enabled them or FM New Interiors?
From your two posts above I'm not sure what exactly is happening... are you getting the "no helmsman" message even with officers in all the command room slots, with the periscope not going up and down at all?
Or is the periscope responding to the commands given via the keyboard, and you're just not getting any voice response from the crew acknowledging the command?
Come to think of it, I don't know that the crew says anything when the periscopes go up and down. I'm trying to recall but it's possible I've gotten so used to hearing "Jawohl, herr Kaleun" that it doesn't register any more. :hmmm:
bojan811
05-05-11, 08:32 PM
I amgetting the "no helmsman" message even with officers in all the command room slots, with the periscope going up and down.
my mod list
http://img819.imageshack.us/img819/6154/modsl.jpg (http://imageshack.us/photo/my-images/819/modsl.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Just finished patrol....and am Furious...shoot 5 torpedos in the large merchant ...2 at once and 3-4-5 in intervals of 5 to 6 hours in between he just did not want to die...i don`t recal that something like that ever happend to me.
I play DID but in this case if my last 3 torps wich i fired in salvo were not a enough I swear that I would ram him with my sub and it would be him or me.:damn:
Does this sound normal to you people?
Maby some of newly used mods has mess up with this.
Do you know in what files represent resistance of the ships?:damn:
EDit:
Originally Posted by makman94
ok Bojan...i enabled exactly these mods and volume button is there ...just search a little bit the area with your cursor and you will see it write ''ambient volume''...clic and adjust volume (ok...if someone can really call this ''adjust'')
this is happening becuase the same fix is for those who are using anvart's mods . when you have enabled anvart's mods ,this order (page up) does something when you are in port(don't know exactly what) .you get this message becuase you don't have (i am only guessing here becuase i am not using anvart's mods) the WO on bridge(or some other officer...all officers must be at their places) . i included this order after a request by one member who was using anvart's mod but i don't really know what his mod does exactly with this order .
in your case : don't bother with it ...if you have the WO on bridge you will not get this message (but WO will not execute the order as you haven't install anvart's mods). if you don't have the WO on bridge ...you will get the message but nothing terrible will happen...just ignore the message
edit: disable the ''improved malloy's ruler'' . it is allready included in MaGui F
frau kaleun
05-05-11, 10:30 PM
A lot of mods there that I am unfamiliar with. However TDW's Ejecting Pilots and Thomsen's No Instant Death both overwrite the Zones.cfg file, so if you didn't do some manual editing before enabling you lost any changes made to that file by Thomsen's mod that were not also included in TDW's version of it.
Also I'm pretty sure that Renown Replacement and Additional Ammo both overwrite the basic.cfg so the same caveat applies. I doubt that this has anything to do with the issues you're having though.
Can't say I know one way or the other about Zones.cfg, I haven't played around with that file myself (yet).
Fish In The Water
05-06-11, 03:46 AM
makman seems to agree the issue is with the Fm fix and the Commands_xx.cfg files.
You can read his post here:
http://www.subsim.com/radioroom/showpost.php?p=1657877&postcount=441
bojan811
05-06-11, 07:02 AM
ok. I try and see if it works for me.
Then i will try to enable the fm ni mod and to see will it chrash again.
If we had gwx 3.1 non of this would have happened, and this way too much mods and too little compatibilty.:(
DivingDuck
05-06-11, 09:33 AM
Moin bojan811,
if the problem lies with the commands_xx.cfg you can resolve it easily. Just delete the 'commands_xx.cfg' from FM_NI before enabling the mod and apply the needed changes yourself. Donīt forget to make a save copy of your cmd.cfg first! There are only a few lines to add/change. Iīve included a "how to" in the installation manual.
Donīt miss the fun,
DD
frau kaleun
05-06-11, 10:03 AM
ok. I try and see if it works for me.
Then i will try to enable the fm ni mod and to see will it chrash again.
What are your system specs? If your game is crashing after enabling FM New Interiors it might not be a mod conflict, depending on your specs it could be another issue entirely. Some people can't run the mod simply because it requires more RAM or graphics processing "oomph" than their systems can provide.
Frau is right! Usually when it loads to 95% and then crashes, it is a memory issue. I have 8MB of Ram, and it took all of it to run this mod well. Add in the MFM, and I had to use the 4GB Patch and Game Booster to run it all together. I still can not use the enhanced damage effects with this setup as it turns into a slide show when there is anything more than a little fire.
bojan811
05-06-11, 05:17 PM
OK maby you people are right.
I have
win 7 64b
Intels Core 2 quad CPU q8200 @2.33ghz
4gb DDR2 Ram at i I forgot
Ge Force 9800GT
So what do you think is it system...?
Edit:
Btw i managed to play the academy exam but not the career.
pickinthebanjo
06-03-11, 10:32 AM
Well it's been about a year away for me and I was just wondering if there was any progress on the Type IX interiors?
Magic1111
06-03-11, 11:08 AM
Well it's been about a year away for me and I was just wondering if there was any progress on the Type IX interiors?
Unfortunately No ! :wah:
Best regards,
Magic
KapitanSpinks
06-10-11, 04:26 AM
shift+f2 or just click on the floor, then ya just move with the cursor keys like an fps
I thank you sir.
pickinthebanjo
06-13-11, 04:37 PM
Unfortunately No ! :wah:
Best regards,
Magic
Well that's too bad, but thanks anyway
JeromeHeretic
06-20-11, 05:31 PM
I found a problem with this mod. I installed this mod and start new carrier with VIIB U-boat. I run to the first mission (no change anything in port) and everything works well. I finished mission, run to next one and when it starts, it seems, that door can't be opened (shift+h key). I ecape from this mission and tried again load new mission from save from port after first mission and it was the same. I load save from the first mission (where door works well all the time) and it doesn't works too. I tried create new profile, run first mission - door works. Second mission - door doesn't work.
Where can be problem?
I use sh3 commander.
I have mods (in order they are loaded): TGW1.1a fm30_updown_final GWX_DFa_Flag&Pens FM_NewInterior FM_NI_Fix_For_Anvart_FM30_UpDown
V15G1 and one my mod, which collect data from en_menu.txt and Config.txt from previous modes, which was overloaded by stacking mods by loading one over next one (but this one realy can't do any problem IMHO, there are realy only this two files with text messages)
Do you have any idea, what's wrong? Trying different combinations of mods is realy boring because loading of game is realy slow :-/
BTW: I noticed one small, cosmetical problem in FM_NI_v1.0. In command room, when open the door, there is a lever locking door. On front door, at first step the lever unlock the door and at second step the door are opened. On back door lever doesn't move. Is it known bug, or it is my specific problem too?
Sailor Steve
06-20-11, 08:34 PM
Possible solutions:
1) The door is closed but the game thinks it's open. Try closing it (Ctrl+H) first, then opening it again. That works for me.
2) As for the back door, it does depend on the mod order. Unfortunately my old computer couldn't run it very well and I had to remove it. Unless somebody who has it installed and working properly can tell you the correct order, you're going to have to experiment like the rest of us. Sorry.
JeromeHeretic
06-21-11, 02:42 AM
Add 1 - I tried this of course and nothing change.
JeromeHeretic
06-21-11, 07:28 AM
Add 1 - Problem solved. I'm such a idiot. There was no officer on place :-)
Fish In The Water
06-21-11, 02:32 PM
Add 1 - Problem solved. I'm such a idiot. There was no officer on place :-)
No worries, it's not how many times you fall down but how many times you get up that counts. :sunny:
flakmonkey
06-25-11, 12:54 PM
Just a sidenote to the original release, I'm currently porting the interiors over to IOS devices, ie ipad etc. I've already got the engine room up n running on ipad and with unreal engine 3 powering it Everything looks rather nice.
of course anything originally modelled by ubi will be removed and remade as it won't be running within sh3.
Just to be clear it won't be a game, just an interesting little diversion for ipad/iphone owners.
ShadowOps
06-28-11, 11:24 PM
Great mod! I love it! If I may make a suggestion though the crew quarters and engine rooms look a bit bleak. Although I suppose it could be necessary because of the restrictions. Either way, this is still a top notch mod! :yeah:
Sailor Steve
06-28-11, 11:40 PM
Have you tried this?
http://www.subsim.com/radioroom/showthread.php?t=180438
matti95
06-29-11, 03:00 AM
Thank you for a very good mod! :salute:
Amazing mod.
Is it possible to disable the engine sound effects? They sound a little strange sometimes. The stock engine sound is good enough..
Also. Is there any way I can remove all the sausages. They are crowding the view. :haha:
Thanks. Brilliant work.
Ran into a bug... was using freecam inside... switched to deck view and I was stuck in the freecam.... couldn't 'stand' on deck normally. :cry:
frau kaleun
07-09-11, 02:20 PM
Amazing mod.
Is it possible to disable the engine sound effects? They sound a little strange sometimes. The stock engine sound is good enough..
Disable the mod, delete its Sound folder, and re-enable. (Do this only when in base, not mid-patrol!) I'm pretty sure the only change this mod makes to sound effects is for the diesel engines, so if you don't use the mod's Sound folder (with the included .sdl file) your game sounds won't be affected by it.
Also. Is there any way I can remove all the sausages. They are crowding the view. :haha:
Not sure if you want to remove them or are just having a laugh (:D) but I think some/all of the food graphics can be taken out. I don't think it's discussed in this thread but IIRC all that food in the interior was part of Diving Duck's Open Hatch mod, which was the foundation on which New Interiors was built. Do a search for DD_OH or Open Hatch and if you can find the release thread for that mod I'm pretty sure it came up because some people couldn't run it with all the foodstuffs, it caused graphic overload on their systems. Check back through this thread too just in case, there might be reference to it here somewhere since the same issue would apply for those with limited system resources.
OTOH I'm pretty sure the food is supposed to gradually "disappear" from the interior since its appearance is linked somehow to your fuel reserves, so if you stay out on patrol long enough for it to get eaten the view will eventually improve. :D
DivingDuck
07-09-11, 03:52 PM
Moin,
FK is right. The only change Iīve applied to the Sound.sdl file is the diesel sound, added at the very end. Easy to remove. But you can remove the sound folder from the mod before enabling. This will do the trick as well. Check my FM_NI installation manual for info regarding the sound and itīs removal. Itīs all explained in detail there. The next version will have a reworked sound. ;)
Re the food, EAT MORE SAUSAGES! Yes, they vanish with time, linked to the fuel reserves, as stated by FK. You can easily erase them. Open CR.dat in S3D and search for:
banana_V..
ciolan_V...
coaste_V
DMY_Oranges
DMY_Bread
DMY_Salami_Crate
You can delete them all or just those you donīt like to eat. ;)
Regards,
DD
frau kaleun
07-09-11, 04:07 PM
FK is right.
Well, naturally. :O:
EAT MORE SAUSAGES!
:rotfl2:
This, of course, is just the standard German advice in any situation. :D
Fish In The Water
07-09-11, 08:56 PM
You can easily erase them. Open CR.dat in S3D and search for:
banana_V..
ciolan_V...
coaste_V
DMY_Oranges
DMY_Bread
DMY_Salami_Crate
You can delete them all or just those you donīt like to eat. ;)
I did just this and now I can actually see the command room. :D
Sailor Steve
07-09-11, 11:56 PM
Yes, they vanish with time, linked to the fuel reserves, as stated by FK. You can easily erase them.
Is there any way to change the speed at which they disappear. It's my understanding that they would eat the real food first and then start in on the tinned stuff. I'd like to see them be gone by the time the fuel reaches half.
DivingDuck
07-10-11, 03:45 AM
Moin,
Well, naturally. :O:
I forgot, sorry. Never mess with a woman!
This, of course, is just the standard German advice in any situation. :D
And you know what? Itīs working. :D
Is there any way to change the speed at which they disappear. It's my understanding that they would eat the real food first and then start in on the tinned stuff. I'd like to see them be gone by the time the fuel reaches half.
It is possible, of course. But it would be a hell of a job. LOL, no. Nothing hard to achieve but a lot of typing anyway. Itīs all in the *.sim file. The values for each piece of food would have to be adjusted, ensuring the food crates will be removed from top to bottom. Would look strange the other way round. ;)
Regards,
DD
Sailor Steve
07-10-11, 02:11 PM
Thanks for the tip, DD. I'll look at it. I'll probably look at it and say "Huh?", and leave it at that, but I definitely will look at it. :doh:
SquareSteelBar
07-10-11, 05:49 PM
...This, of course, is just the standard German advice in any situation. :DYou've to be more careful.
The standard german advice was sending huge bubbling sausages against cheeky wannabe Darth Vaders & Kaleuns...
http://www7.pic-upload.de/11.07.11/igmj885giw6.gif
frau kaleun
07-10-11, 07:56 PM
ensuring the food crates will be removed from top to bottom. Would look strange the other way round. ;)
No no no do it the other way so the ones on the bottom disappear first. Then you'll have crates of food floating in midair above the deck, and you can pretend you have a magic u-boat. :yeah:
http://www7.pic-upload.de/11.07.11/igmj885giw6.gif
That's no sausage... it's a raspberry! :O:
DivingDuck
07-11-11, 09:15 AM
I consider making a version as requested especially for you, dear. Would you like the crates painted pink? Maybe along with a 'Hello Kitty' logo embroidered at the sleeves and collar of the crew?
Kind Regards,
DD
frau kaleun
07-11-11, 09:27 AM
Ugh I said a magic boat, not a girlie one. :O:
DivingDuck
07-11-11, 09:49 AM
So, itīs Harry Potter then? Glasses and wand-shaped sausages for all. :D
Just kidding, but I couldnīt miss a chance like that. :har:
frau kaleun
07-11-11, 10:39 AM
So, itīs Harry Potter then? Glasses and wand-shaped sausages for all. :D
Just kidding, but I couldnīt miss a chance like that. :har:
I actually spent most of yesterday watching a Harry Potter movie marathon on cable. :oops: :D
DivingDuck
07-11-11, 11:25 AM
Aw, thatīs part of the preparation process for next weekīs big event, I suppose. I donīt blame you but hereby admit to be a Harry Potter fan myself. Read them all, saw them all (except 7.2 of course), and heard them all read by the worldīs greatest narrator, Stephen Fry.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.