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View Full Version : [REL] New Wilhelmshaven plus locks for GWX 3


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bigboywooly
03-10-10, 02:52 PM
Posted this as a WIP a couple of weeks ago

Mod adds the new port of Wilhelmshaven by thfue58 from the ubi.de forums and is based on my previous mod ( St Naz and Schleuse with extra ships V4 )

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/newwilly.jpg

Port feature locks which open and close

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Opensesame1.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Opensesame3.jpg

As well as a host of other features such as moving cranes, vehicles and trains
The locks have a set of lights outside that contain a green and red lamp
Green and ok to enter as lock is open and red obviously closed
lol

New port and terrain changes by thfeu58 further terrain changes by me.
I have moved all the docked and moving traffic at Wilhelmshaven and merged the 2 different .sdls as well as applying all terrain changes

As the mod was close to release was given permission by Rowi58 to use his opening locks he made for LSH3
He also kindly intergrated them into the Kiel canal schleuse and St Naz port that I already had so didnt need to use the new versions in LSH
Thanx Rowi mate :yeah:

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/kiellocks1.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/brunsbuettal1.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/stnazlocks.jpg

The locks at the Schleuse and St Naz have a different light and signal system
( am gonna steal the below shamelessly from the LSH3 manual )

http://i60.photobucket.com/albums/h22/bigboywooly/wilhelmshaven/Kielerflags.jpg
The picture shows a ‘choice’ of these animated objects and how they can be found at the sluice Holtenau; in the foreground, the closed lock gates and in the background the open lock gates, each with the "form light signal" as well as also in the foreground the signal mast. The flags at the signal mast show the Captain and how long he still has to wait or sail into the sluice. Here in the picture, the red and the green-yellow flag mean that the gates are still closed, less than 4 but more than 2 minutes.

Been tested extensively over in the GWX lair and for that I have to thank Irish1958 , Tarjak , Melnibonian and Wreford Brown
Thanx guys but WB deserves an extra mention as he pointed out a couple of errors in the original mods campaign which have been tracked and fixed
One that would have CTD in 43 using merged campaign and another in Lite traffic

Also included in the mod is an Atlantic\US east coast set of campaign files

http://i60.photobucket.com/albums/h22/bigboywooly/AtlanticUSEastcoast1.jpg

Traffic outside the red ring has been removed unless enters or leaves that location
ONLY to enabled while in an atlantic French base and will need to be disabled if leave the atlantic French ports for Norway etc
Does decrease load times as file size reduced considerably

So heres the file
http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

Enjoy

If you have the previous St Naz,Schleuse and extra ships mod pls disable that before adding this
Is JSGME ready

Ideally the Wilhelmshaven mod should be enabled first on top of an unmodded GWX install - no need for a reinstall just disable all current mods
As the Wilhelmshaven mod replaces some of the default GWX optional mods this way you know when you enable those they are the latest and up to date verions
Then add your mods back in

WB is already at work to intergrate his Von Dos ship mod into this one so something else to look forward to

-----------------------------------------------------

New Wilhelmshaven remains the property of thfue58 and permission is needed to use his work in any other mod
Locks at St Naz and Schleuses remain property of Rowi58 and his permission is needed for use anywhere else
GWX campaign files remain property of GWX

Original permissions still apply from previous mod in respect of ships and port additions

LiveGoat
03-10-10, 02:59 PM
Fantastic! Thanks, BBW!:yeah:

Torp III
03-10-10, 05:00 PM
Thanks BBW. This will be great, so now all I do is create new game w/GWX again so that will make 4 games/careers (1 game 1 career on each) 1940, 1942 w/XXI and the one that kicks my butt everytime coming out of port, Jan 1945:D

Jimbuna
03-10-10, 05:19 PM
Nice one BBW.....but is it mandatory to download the traffic mod?

JCWolf
03-10-10, 06:40 PM
Nice one BBW.....but is it mandatory to download the traffic mod?


I guess if we want to go outside the Red ring we have to enable the
Traffic mod...?:hmmm:

If not the first one above is the right download...:salute:

Mi question is if we want both should we enable both mods or just the
traffic mod?

Second question to enable the first mod, we have to disable
St Naz and Schleuse with extra ships or not?

Another question: it seems that you have included a .sdl file for the new sounds nut that overwrites
the FM Interior .sdl file, I have installed FM interior at last, but I guess this way I will loose some of
your new sounds, can a compat version of this .sdl file be made with FM Interior .sdl ?? ...Pleeeeaaaasssseee!


Thanks BBW...wounderfull job mate as always...:yeah:

HW3
03-11-10, 12:40 AM
Also included in the mod is an Atlantic\US east coast set of campaign files

Guys, the first download is his previous mod. The last download is the latest version of the mod.:yep:

rowi58
03-11-10, 03:15 AM
Hi BBW,

:up::up::up:

Greetings
rowi58

Wreford-Brown
03-11-10, 03:55 AM
Nice one bbw.
Maybe you can rest those bleeding eyes and get back to the grouting :yeah:

Magic1111
03-11-10, 04:06 AM
Hello BBW !

A BIG Thank you for the MOD :up:

I know the the new port of Wilhelmshaven from LSH v5, it looks very nice !

Nice that the port is now available for GWX! :up:

Best regards,
Magic

Jimbuna
03-11-10, 07:01 AM
I guess if we want to go outside the Red ring we have to enable the
Traffic mod...?:hmmm:

If not the first one above is the right download...:salute:



Actually, I'm thinking the opposite JC....the traffic mod has probably been put in to lower the loading times because the remainder of the SH3 world has been deleted (in traffic terms) :hmmm:

JCWolf
03-11-10, 07:37 AM
Actually, I'm thinking the opposite JC....the traffic mod has probably been put in to lower the loading times because the remainder of the SH3 world has been deleted (in traffic terms) :hmmm:


Lol...We need you BBW!:wah::D


As Magic1111 said the top one is the old first mod, I have installed the
Big thing, and it comes with 4 Optional Mods, that cover the Original
Optional GWX 3 Mods and some extra for traffic...:salute:


But I think you're right!:yep:


Now I have to move ( Transfer) to Wilhelmshaven to use those beauty locks!!!:D:wah:

Wreford-Brown
03-11-10, 08:29 AM
bbw's mod contains two 'mini-mods', both contained in the MODS folder. When you apply the GWX 3 Wilhelmshaven mod press F5 and they'll pop up in JSGME.

The mods are 'GWX - Atlantic and US East only' and 'GWX - Lite Atlantic,NorthSea and US East only'.

When you activate either of these it will just load the traffic into the area in bbw's last picture on his first post, reducing load times fairly dramatically (during testing I found that load times were reduced by a third, from 9 min to just 6).

bigboywooly
03-11-10, 09:55 AM
:timeout:
WB is correct

All they are is another set of campaign files - much like Hitmans Med only set or the Black sea set
Once you enable to main mod they will appear in JSGME same as the other optional campaign sets ( Lite,Merged etc )

No need to enable them if you dont want but they do reduce load times as WB stated if you intend to sail in the area the files cover

The files were mainly produced for those who only sail the Atlantic and US east coast and suffer from the rest of the SH3 worlds files being loaded also
AND they will only work with this mod as have the additional ships scripted

If you prefer to roam all over even when based in the Biscay ports then not the campaign set for you - stick with the normal default files

Yes they are kinda cool Magic1111
And thanx again Rowi :yeah:

melnibonian
03-11-10, 11:45 AM
Excelent work as always BBW :up:

FIREWALL
03-11-10, 01:44 PM
First off... This mod is KICKBUTT...:yeah: :woot:

Are those two little mods you bring up clicking F5 for Low-End computers ?

Magic1111
03-11-10, 02:16 PM
Hello BBW !

I´ve two little question:

1.) Do I need the MOD GWX 3 St Naz and Schluese V3 before I enable this MOD ?

2.) Have you Fix some issues with the GWX campaig layers (the aircover of the Bay of Biskay) from this Thread (see first Post from LGN1) ? http://www.subsim.com/radioroom/showthread.php?t=161308

Best regards,
Magic

FIREWALL
03-11-10, 02:42 PM
ATTENTION!!! To all other new posters on this thread...

When leaveing port go 1 knt and 1 tc.

Use your Binocs and look around.

You won't believe your eyes. :o ..:yep: ..:woot:..:yeah:

SH5 Lookout!!! It ain't over. :DL

bigboywooly
03-11-10, 03:46 PM
First off... This mod is KICKBUTT...:yeah: :woot:

Are those two little mods you bring up clicking F5 for Low-End computers ?

The Lite version will reduce both the traffic in harbour AND the traffic outside the red zone so yes will help lower end PCs
Esp at load time

bigboywooly
03-11-10, 03:48 PM
Hello BBW !

I´ve two little question:

1.) Do I need the MOD GWX 3 St Naz and Schluese V3 before I enable this MOD ?

2.) Have you Fix some issues with the GWX campaig layers (the aircover of the Bay of Biskay) from this Thread (see first Post from LGN1) ? http://www.subsim.com/radioroom/showthread.php?t=161308

Best regards,
Magic

No you dont need that previous mod Magic1111
The new mod is all you need

And yes those Biskaya changes are in the campaign files of this mod :yeah:

Magic1111
03-11-10, 03:51 PM
No you dont need that previous mod Magic1111
The new mod is all you need

And yes those Biskaya changes are in the campaign files of this mod :yeah:

Thank you for the Reply and the good news ! :up:

Best regards,
Magic

mengle
03-11-10, 06:29 PM
great mod BBW i love it :yeah:

TarJak
03-11-10, 07:11 PM
Great mod BBW. I see you sorted out the floating guy near the Willi locks.:yeah:

codmander
03-11-10, 09:47 PM
WOW No need for mod enabler this mod goes in to stay!!! great job awesomely thought out ,,,chug chug train noises !!!!ship bells and sirens!! locks!!!ships everywhere!! trucks etc etc etc.. takes some seamanship to get out now great job and thank you:up::up::up:

FIREWALL
03-11-10, 10:15 PM
The Lite version will reduce both the traffic in harbour AND the traffic outside the red zone so yes will help lower end PCs
Esp at load time

Thx BBW :salute:

Kpt. Lehmann
03-12-10, 12:31 AM
Nice work BBW and company! :up::up::up:

WB, I gotta say that I'm really looking forward to the integration of your modwork! :arrgh!:

JScones
03-12-10, 01:11 AM
So this mod integrates "St Naz and Schleuse with extra ships V4", thus replacing it altogether? :hmmm:

bigboywooly
03-12-10, 02:16 AM
So this mod integrates "St Naz and Schleuse with extra ships V4", thus replacing it altogether? :hmmm:

Yep replaces the former mod
Was gonna do a standalone but as St Naz and Schleuse needed updating for the locks no point

JScones
03-12-10, 02:17 AM
Cool. Thanks mate. :up:

TarJak
03-12-10, 08:31 AM
ATTENTION!!! To all other new posters on this thread...

When leaveing port go 1 knt and 1 tc.

Use your Binocs and look around.

You won't believe your eyes. :o ..:yep: ..:woot:..:yeah:

SH5 Lookout!!! It ain't over. :DL
I recommend leaving your boat parked, hit F12 and then take a tour around each of the harbours. Some amazing scenes in some places people normally wouldn't think to look. These harbours are full of "life" and really creates a busy atmosphere. Cranes, rotating and moving along the wharves, trains, cars, trucks driving around. Opening and closing locks. This thing has got the lot.

Well recommended.:rock:

Nuss
03-12-10, 09:30 AM
Hi BBW,

can it happen, that there is a conflict between GWX3 Wilhelmshaven... and FM NewInterior?

With a mod-list according to

OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
U-Boat Bases Map with New St Nazaire
DFant_subFlag_2010
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001
Rapt0r's Instruments V3.5
Rapt0r's Uniforms V2.0 [Black]
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5

there is a CTD on a new patrol of an existing Wilhelmshaven-campaign. Same, when I activate your mod as fourth mod before Anvarts mod.

When I deactivate your mod, there is no CTD and everything is ok.
When I take out FM NewInterior and activate your mod, everything is ok too.

Regards
Nuss

mengle
03-12-10, 01:17 PM
i want to use the GWX3 Wilhelmshaven... mod and the merged campaign in the folder how can i do that :hmmm:
when i drop GWX3 Wilhelmshaven...into mod folder and after that merged campaign i got CTD , or do i have to do something with press F5 ?

Magic1111
03-12-10, 02:02 PM
Hello Guys !

What would interest me is, how much fps you have in Wilhelmshaven after Loading? Perhaps the fps with PC system! Thank you very much !

I begin:

Win XP Home SP3 32bit
4 GB RAM
Intel Core2Quad Q9550 @ 2,83 Ghz
nVidia GTX 260
1280 x 1024

22 - 28 fps !

Best regards,
Magic

Fubar2Niner
03-12-10, 02:09 PM
@BBW

Any chance this could be hosted on another server FF is up to it's usual tricks :( Or maybe Steve could get it in the SS downloads section. I really want this mod .......... help me Obi Wan you're my only hope !!!!!!!!!

Best regards.

Fubar2Niner

codmander
03-12-10, 03:10 PM
[QUOTE=Magic1111;1311207]Hello Guys !

What would interest me is, how much fps you have in Wilhelmshaven after Loading? Perhaps the fps with PC system! Thank you very much !

I begin:

Win XP Home SP3 32bit
4 GB RAM
Intel Core2Quad Q9550 @ 2,83 Ghz
nVidia GTX 260
1280 x 1024

22 - 28 fps !

Best regards,
Magic[/QUOTE



older machine
nvidia 8600-512
2 gigs RAM runs great
didnt measure fps but im sure its near where it should be the only studder i get is when tcin out of the port

must be somthing with pc background program maybe

Fubar2Niner
03-12-10, 05:16 PM
@BBW

CTD\Lockup report:

I have disabled all mods, save GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5.7z and RealWeatherFix Mod. I get constant lockup when these 2 mods are used, no matter if yours is placed b4 or after RWF mod. Lose one or the other and all is fine. Both mods loaded through JSGME and launched using SH3C. Lock happens on patrol/game save launch screen. Dont even get a loading bar, ie. no progression. On launching task manager it reports SH3 has stopped responding. Any ideas shipmate, btw when it works, it's truely a work of art :rock: Any other kaleuns experiencing any similar probs ?

Previous mods loaded prior to this test as follows:

GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - Integrated Orders
GWX - VIIC41 Player Sub
GWX 3 St Naz and Schluese and other units
U-Boat Bases Map with New St Nazaire
LifeBoats&Debris_v4
Water_Stream_for_Uboats_V4
RB's Exhaust Smoke
Rbs1_SH4_Effects_GWX_30_71
WBNN Mission Orders
Torpedo damage Final ver2.0
Rbs10-enhancedoilexplosion
Enhanced Funnel Smoke and Thomsens Ships V4.1
RealWeatherFixMod
Flags
Flags_enlighten
Thomsen's Sound Pack V3
PT_SoundPack_V3.1
PT_SoundPack_V3.2
Atmospheric Sound Package
Rapt0r's DBSM Addon
Rapt0r's DBSM Addon [FIX]
DFa_UpDnRot1.1_Flags
SH4StyleFlags_GWX
GWX3.0 All_Weather_Guns
IXB-C_U506_BH_Wolf
M.E.P v3
MEP v3 VisualSensors for gwx3
Urfischs_ModStrike_Beta1

----------------------------

No probs using this, but want yours to work badly


UPDATE:

CTD when DFa_UpDnRot1.1 _Flags Mod is enabled although JSGME reports no conflicts ???????



Best regards.

Fubar2Niner

Fubar2Niner
03-12-10, 06:30 PM
2nd UPDATE:


All mods disabled except the two mentioned below.....

JSGME enabled

1st GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5.7z
2nd RealWeatherFix Mod.

Produces this conflict from JGSME ....... :

"campaign_LND.mis" has already been altered by the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5" mod.
"campaign_RND.mis" has already been altered by the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5" mod.
"campaign_SCR.mis" has already been altered by the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5" mod.


MODS enabled visa-versa gives this conflict.....

"Campaign_LND.mis" has already been altered by the "RealWeatherFixMod" mod.
"Campaign_RND.mis" has already been altered by the "RealWeatherFixMod" mod.
"Campaign_SCR.mis" has already been altered by the "RealWeatherFixMod" mod.


Both result in a lockup when entering mission



I'm no modder so I can only hope you guys can help please.

Best regards.

Fubar2Niner

Fubar2Niner
03-12-10, 06:52 PM
the title says it all..............


All mods disabled except the two mentioned below.....

JSGME enabled

DFa_UpDnRot1.1_Flags
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5.7z

Whichever order these two are enabled produces a ctd

JSGME reports no conflicts !!!!!!!!!!!!!


Best regards.

Fubar2Niner

Hope this helps those that can help.

mengle
03-12-10, 07:47 PM
2nd UPDATE:


All mods disabled except the two mentioned below.....

JSGME enabled

1st GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5.7z
2nd RealWeatherFix Mod.

Produces this conflict from JGSME ....... :

"campaign_LND.mis" has already been altered by the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5" mod.
"campaign_RND.mis" has already been altered by the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5" mod.
"campaign_SCR.mis" has already been altered by the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5" mod.


MODS enabled visa-versa gives this conflict.....

"Campaign_LND.mis" has already been altered by the "RealWeatherFixMod" mod.
"Campaign_RND.mis" has already been altered by the "RealWeatherFixMod" mod.
"Campaign_SCR.mis" has already been altered by the "RealWeatherFixMod" mod.


Both result in a lockup when entering mission



I'm no modder so I can only hope you guys can help please.

Best regards.

Fubar2Niner


thats what i have to with merged campaign in GWX 3 Wilhemshafen,St Naz folder and GWX 3 Wilhemshafen,St Naz...
also visa versa :cry:

nycoroner05
03-12-10, 07:55 PM
This is great

irish1958
03-12-10, 09:51 PM
There is a weather fix in GWX3.0, so the weather fix mod is not needed.

irish1958
03-12-10, 10:01 PM
i want to use the GWX3 Wilhelmshaven... mod and the merged campaign in the folder how can i do that :hmmm:
when i drop GWX3 Wilhelmshaven...into mod folder and after that merged campaign i got CTD , or do i have to do something with press F5 ?
I am not sure about this (but that won't stop me form guessing). When you activate the main mod with JSGME, and then press f5, the mods included in the mod folder are activated. Since there is a GWX-Merged campaign already in the mod folder, the new merged campaign apparently replaces it.
I tested the new merged campaign mod with the GWX wilhel....mod and there were no problems.

Buck_O
03-13-10, 01:43 AM
Can anyone help me understand this mod more clearly. Im old & slow of comprehension.

Firstly, in the "Documentation" it says

"JSGME Installation Instructions:

1) Place Arrow_Tanker_v1.0 in your MODS folder and activate it like any other mod.

2)-IMPORTANT! Open Data\Sea\Englishnames.cfg (or Germannames.cfg depending on your language) and add the following line:

T09A=Tanker 09"

What am I missing, I dont see any file that came w/ this mod labled "Arrow_Tanker_v1.0", in fact I dont find any of the files mentioned in the Documention folder of this mod?:hmmm:

Secondly, I was sailing out of Wihelmshaven in a August 39 career, & thought I'd practice finding targeting data on a Axis Merchant. The ship did look new to me ( Perhaps, my first question is answered in that these ships are already installed...ie T09A ...etc...) so I have my weapons officer identify it, & real noticable to me is the mast height value. On this ship it is off.:hmmm: Unfortunately I don't remember the ship class, but I do remember that its mast was 22.5m & the picture showed the mast height far above that...

Lastly, in my 1939 career, im mainly targeting merchants off the east coast of England. My computer is low end, If I enable "GWX - Lite Atlantic, North Sea, & US East Only"...Will I see any targets in this area?

Fubar2Niner
03-13-10, 05:29 AM
There is a weather fix in GWX3.0, so the weather fix mod is not needed.

Thanks for the heads up Irish, any clues as to the other problem regarding DFa_UpDnRot1.1_Flags ?

Best regards.

Fubar2Niner

codmander
03-13-10, 08:54 AM
someone should make this a sticky BUMP:up:

mengle
03-13-10, 09:06 AM
I am not sure about this (but that won't stop me form guessing). When you activate the main mod with JSGME, and then press f5, the mods included in the mod folder are activated. Since there is a GWX-Merged campaign already in the mod folder, the new merged campaign apparently replaces it.
I tested the new merged campaign mod with the GWX wilhel....mod and there were no problems.

thanks man it works :yeah:

irish1958
03-13-10, 09:06 AM
Thanks for the heads up Irish, any clues as to the other problem regarding DFa_UpDnRot1.1_Flags ?

Best regards.

Fubar2Niner
I don't know the file structure of these mods and how they might conflict. If one disables all mods and then installs the New Wilhelmshaven plus...mod, and then the mod in question, JSGME will tell you what files are over-written. For example, with FM interior mod, the file overwritten is sh3.sdl. This is probably where the conflict is. If so, one should then open the file or files, compare them, and merge them if possible.
I don't have the technical skills to do this.

Fubar2Niner
03-13-10, 09:25 AM
@Irish

Tried that shipmate see post #37. As I said JSGME reports no conflicts but when the patrol launches, instant ctd ! :wah:

Seems I'm gonna have to wait for BBW to maybe shed some light on this, or perhaps Anvart could help.

Best regards.

Fubar2Niner

bigboywooly
03-13-10, 09:43 AM
Can anyone help me understand this mod more clearly. Im old & slow of comprehension.

Firstly, in the "Documentation" it says

"JSGME Installation Instructions:

1) Place Arrow_Tanker_v1.0 in your MODS folder and activate it like any other mod.

2)-IMPORTANT! Open Data\Sea\Englishnames.cfg (or Germannames.cfg depending on your language) and add the following line:

T09A=Tanker 09"

What am I missing, I dont see any file that came w/ this mod labled "Arrow_Tanker_v1.0", in fact I dont find any of the files mentioned in the Documention folder of this mod?:hmmm:

Secondly, I was sailing out of Wihelmshaven in a August 39 career, & thought I'd practice finding targeting data on a Axis Merchant. The ship did look new to me ( Perhaps, my first question is answered in that these ships are already installed...ie T09A ...etc...) so I have my weapons officer identify it, & real noticable to me is the mast height value. On this ship it is off.:hmmm: Unfortunately I don't remember the ship class, but I do remember that its mast was 22.5m & the picture showed the mast height far above that...

Lastly, in my 1939 career, im mainly targeting merchants off the east coast of England. My computer is low end, If I enable "GWX - Lite Atlantic, North Sea, & US East Only"...Will I see any targets in this area?

Ignore that readme in the documentation folder
Is the original release readme with the tanker and not needed in this instance - only added in as was from the builder

Some of the axis mercs may be a lil off in terms of mast height etc but then you arent supposed to be sinking them
They were intended only the Germanise the ports by removing the units the allies use

The instructions for use of the Atlantic\US east coast ( inc the Lite ) are only for use when move to a French port - after mid 1940 - traffic is still in that area if enters the red zone but may not be there in numbers as in the default files

bigboywooly
03-13-10, 09:49 AM
Thanks for the heads up Irish, any clues as to the other problem regarding DFa_UpDnRot1.1_Flags ?

Best regards.

Fubar2Niner

Have no idea whats in that mod
If JSGME reports no conflicts then there shouldnt be any issues unless there is an ID conflict between something in the new port\locks and the mod in question

Ideally the Wilhelmshaven mod should be enabled first on top of an unmodded GWX install - no need for a reinstall just disable all current mods
As the Wilhelmshaven mod replaces some of the default GWX optional mods this was you know when you enable those they are the latest and up to date verions
Then add your mods back in

Fubar2Niner
03-13-10, 10:42 AM
@BBW

Thanks for the reply, I've already tried as you suggest, alas to no avail. Seems I'll just have to go without my raise/lower flags and aerial. I can't live without this mod now I've seen it. Excellent work mate. :woot:

Best regards.

Fubar2Niner

Fubar2Niner
03-13-10, 12:04 PM
@BBW

Hooray I got it working alongside DFa_UpDnRot1.1_Flags mod. I just installed the 4Gig patch and everything is sweet. A tad puzzled however, since I have 6gb ram and my vid card has 1792MB GDDR3 . What the hey it works and now I'm a happy bunny :rock:

On a side note, does this mod include the U-Boat bases with New St Naz mod, or should that be enabled also?


Best regards.

Fubar2Niner

Nuss
03-14-10, 06:13 AM
Dear all,

I made some tests with a couple of mods to see if there are problems:

Situation: Wilhelmhaven-campaign with 2 finished patrols, before 3rd patrol:

Modlist:

GWX3 Gold as basemod always activated. Therafter:

1 - GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
2 - U-Boat Bases Map with New St Nazaire
3 - OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
4 - OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
5 - DD_OH_V3.09_20091209162038
6 - DD_OH_V3.09_Fix_for_OLC_GUI_001
7 - Rapt0r's Uniforms V2.0 [Black]
8 - Rapt0r's Uniforms V2.0 [Black - All Leather] Patch

1st test: activating mod 1 to mod 4: no problem

2nd test: activating mod 1 to mod 8: no problem

3rd test: exchanging mod 5 and 6
5- FM_NewInterior_V1.0
6- FM_NI_Fix_for_OLC_GUI_001

Result:
- Among others conflict with sh3.sdl of BBW-New Wilhelmshaven....
- repeatible CTD before text "not so long ago".

I know, that Anvart made a combined sh3.sdl for three other mods. Perhaps there is a sh3.sdl-problem with abobe mods too.

Regards
Nuss

bigboywooly
03-14-10, 07:39 AM
Dear all,

I made some tests with a couple of mods to see if there are problems:

Situation: Wilhelmhaven-campaign with 2 finished patrols, before 3rd patrol:

Modlist:

GWX3 Gold as basemod always activated. Therafter:

1 - GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
2 - U-Boat Bases Map with New St Nazaire
3 - OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
4 - OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
5 - DD_OH_V3.09_20091209162038
6 - DD_OH_V3.09_Fix_for_OLC_GUI_001
7 - Rapt0r's Uniforms V2.0 [Black]
8 - Rapt0r's Uniforms V2.0 [Black - All Leather] Patch

1st test: activating mod 1 to mod 4: no problem

2nd test: activating mod 1 to mod 8: no problem

3rd test: exchanging mod 5 and 6
5- FM_NewInterior_V1.0
6- FM_NI_Fix_for_OLC_GUI_001

Result:
- Among others conflict with sh3.sdl of BBW-New Wilhelmshaven....
- repeatible CTD before text "not so long ago".

I know, that Anvart made a combined sh3.sdl for three other mods. Perhaps there is a sh3.sdl-problem with abobe mods too.

Regards
Nuss

Possibly
Had to merge a couple of sounds for the new port with the GWX sdl

MG Mike
03-14-10, 07:46 PM
Hello BBW,

thanks for the new version for gwx.

But i´m playing WAC 4.1 too and now i´d like to ask:

what i´ve to do to put the moving lock doors into WAC ?

Your complete mod is not compatible to wac. the camaign files are different and some other files too.

It would be great if you tell me how it works or if you are planing to make a WAC version ? The new Wilhelmshaven is already in WAC but not the lock doors of the kielkanal.

regards
MG Mike

bigboywooly
03-17-10, 02:34 AM
Hello BBW,

thanks for the new version for gwx.

But i´m playing WAC 4.1 too and now i´d like to ask:

what i´ve to do to put the moving lock doors into WAC ?

Your complete mod is not compatible to wac. the camaign files are different and some other files too.

It would be great if you tell me how it works or if you are planing to make a WAC version ? The new Wilhelmshaven is already in WAC but not the lock doors of the kielkanal.

regards
MG Mike

You will need to ask Rowi58 permission to use his locks before anything

Vermin
03-17-10, 03:39 AM
Hi BBW,

Sigh! Amazing! I'll never leave port! :D

A couple of questions - I read through all the posts on this thread but my brain is a bit soggy:

If I don't use the US/Atlantic option will I still get the new ships or are they specific to the "lite" versions? (I'm thinking you only enabled the new ships for the US/Atlantic "lite" version.)

Is this compatible with WBs/VonDos ships/campaign files or do I need to wait for the uber-comb mod?

Thanks

Vermin

Wreford-Brown
03-17-10, 09:51 AM
I've received permission from bbw to add VonDos, yamatoforever, jimbuna and Mikhayl's ships to his mod and he and some others in The Lair are helping me work through the last few issues.

I'm on vacation for 2 weeks from tomorrow so I'm unlikely to be able to release until the beginning of April - sorry.

bigboywooly
03-17-10, 10:59 AM
Hi BBW,

Sigh! Amazing! I'll never leave port! :D

A couple of questions - I read through all the posts on this thread but my brain is a bit soggy:

If I don't use the US/Atlantic option will I still get the new ships or are they specific to the "lite" versions? (I'm thinking you only enabled the new ships for the US/Atlantic "lite" version.)

Is this compatible with WBs/VonDos ships/campaign files or do I need to wait for the uber-comb mod?

Thanks

Vermin

No you will get the new units whichever set of campaign files you use

WB ( ^ read post above ) is busy making his fit in
And a great job he is doing too

Magic1111
03-17-10, 01:38 PM
Hi !

Sorry for my dumb question, but: What is the difference between the three default campaign files of this MOD and the optional "GWX-Merged Campaign" Files that comes with the "MODs-Folder" in this MOD ? :hmmm:

Best regards,
Magic:salute:

irish1958
03-17-10, 07:34 PM
Hi !

Sorry for my dumb question, but: What is the difference between the three default campaign files of this MOD and the optional "GWX-Merged Campaign" Files that comes with the "MODs-Folder" in this MOD ? :hmmm:

Best regards,
Magic:salute:
No question is dumb; that the answers may be is another story.
The new mods replace the original GWX mods which are not compatible with the new Wil...etc mod. (Due to mainly a change in the ships involved, and a few other things.)

Magic1111
03-18-10, 03:01 AM
No question is dumb; that the answers may be is another story.
The new mods replace the original GWX mods which are not compatible with the new Wil...etc mod. (Due to mainly a change in the ships involved, and a few other things.)

Many thanks for your Reply Irish ! :salute:

Best regards,
Magic

bigboywooly
03-19-10, 09:05 AM
When I try to enable this mod JSGME reports a conflict in Sh3.sdl that has already been altered by Lifeboats&DebrisV4. How can I make them both compatible ?

You can DL this

http://www.filefront.com/15856435/Ac...Files%20v2.rar (http://www.filefront.com/15856435/Aces%27%20Combined%20SH3.SDL%20Files%20v2.rar)

From this thread

http://www.subsim.com/radioroom/showpost.php?p=1320752&postcount=19

This file (Sh3.sdl) combines the entries from the following eight mod's sh3.sdl files into one file.

Flakmonkey's New Interior (FM_NewInterior_V1.0)
Lifeboats and Debris V4 (LifeBoats&Debris_v4)
HanSolo's Animated Sub Pen (WAC4.1 SubPen_animated_18.02.2010)
Kurtz's British Asdic Mk I Final (BritishAsdicMkIFinal)
Urfisch's ModStrike Beta1 (Urfischs_ModStrike_Beta1)
Nvdrifter's Depth Charge Shake included in Longer Repair Times v2.02 (LRT_v2.02_Final)
thfue58/Rowi58/bigboywooly's New Wilhelmshaven plus locks for GWX 3 (GWX_3_Wilhemshafen,St_Naz,Schluese_and_xtra_ships _V5)
Racerboy's SH4effectsGWX_30_71 (Rbs_SH4_effects_GWX_30_71) Note: No need to install the Lifeboats&Debris fix supplied with this mod.

Important : Install using JSGME AFTER you install at least two of the above mods. If you add one of the above mods at a later date first disable the combined sh3.sdl mod and then re-enable it after installing the new mod.
Please note : the combined sh3.sdl mod does not in itself ensure total compatibility between the above mods. Please read the documentation supplied with the mods regarding additional compatibility fixes which might be supplied by the mod author. The combined sh3.sdl file has been created in an effort to ensure compatibility of new sounds supplied with the above mods.

jcalonso
03-23-10, 05:14 PM
Hi everyone!
-I have downloaded twice the "GWX3 Wilhems....V5.7z" and both times when decompressing and extracting the files I get an error message about several corrupt files. If i install the Mod it works OK (boy, I never want to leave the harbor) but I can appreciate that several harbor buildings have no textures (St Nazaire), so I'm guesing that some textures files are the ones damaged. Has anybody noticed this? Is there a way to download the mod with all its files intact?
-Another thing regarding the locks: How do the locks work? Just get close and they open in sequence? Is there a time limit to get through them? Last night I tried to get through St Nazaire locks (it was pitch black) but the inner ones closed on my sub before i got pass them and got me trapped in the middle.
Thanks in advance for any advice you can give me here.
Best regards,
JC

bigboywooly
03-23-10, 05:24 PM
Hi everyone!
-I have downloaded twice the "GWX3 Wilhems....V5.7z" and both times when decompressing and extracting the files I get an error message about several corrupt files. If i install the Mod it works OK (boy, I never want to leave the harbor) but I can appreciate that several harbor buildings have no textures, so I'm guesing that some textures files ar the ones damaged. Has anybody noticed this? Is there a way to download the mod with all its files intact?
-Another thing regarding the locks: How do the locks work? Just get close and they open in sequence? Is there a time limit to get through them? Last night I tried to get through (it was pitch black) but the inner ones closed on my sub before i got pass them and got me trapped in the middle.
Thanks in advance for any advice you can give me here.
Best regards,
JC

Yep they open on a time lock
You go in and they will shut behind you
Then after a while the opposite end will open

Seems odd that you are the only one to mention the failed extraction
May just be bad luck your end
Will see if can get uploaded to subsim
Should make life easier

See if this link makes any difference

http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

Magic1111
03-24-10, 04:14 AM
See if this link makes any difference

http://www.filefront.com/15819511/GWX-3-WilhemshafenSt-NazSchluese-and-xtra-ships-V6.7z/

Hi BBW !

Sorry for my question, but on the above Downloadlink shows Version 6 (V6) of the MOD ??? :hmmm:

Is there a new Version of the MOD available ? And if so, where is the difference to V5?

Best regards,
Magic:salute:

bigboywooly
03-24-10, 11:02 AM
Hi BBW !

Sorry for my question, but on the above Downloadlink shows Version 6 (V6) of the MOD ??? :hmmm:

Is there a new Version of the MOD available ? And if so, where is the difference to V5?

Best regards,
Magic:salute:

Only difference is have fixed the floating light house at neuwerk
Due to terrain changes it sat off land and none of us spotted it :oops:

Not worth redownloading whole file for a quick text change

Program Files\SilentHunterIII\data\Terrain

Open locations cfg and change Neuwerk light house entry to as below

[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk

Apart from that no difference

jcalonso
03-24-10, 01:18 PM
:salute:
Thanks BBW! Downloading now!
Best regards,
JC

Magic1111
03-24-10, 01:47 PM
Only difference is have fixed the floating light house at neuwerk
Due to terrain changes it sat off land and none of us spotted it :oops:

Not worth redownloading whole file for a quick text change

Program Files\SilentHunterIII\data\Terrain

Open locations cfg and change Neuwerk light house entry to as below

[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk

Apart from that no difference

Hello BBW!

Many thanks for the information, I´ll do so ! :up:

Best regards,
Magic:salute:

Wreford-Brown
04-08-10, 06:12 PM
It's taken me a while but I've finally completed the mod to add VonDos' ships to bbw's awesome work.

The ships are scripted onto their historical routes in game and may also appear randomly in convoys.

Details are at: http://www.subsim.com/radioroom/newreply.php?do=newreply&noquote=1&p=875815

A lot of people have helped with this mod at various stages:
=FI=Ghost - Tested the TMT fix.
AH_Thor - Added the Churruca ship model.
bbw - The campaign writing master and creator of the Wilhelmshaven campaign files. Thank you for your advice, support and beta testing.
Draka - Beta tester and historical info finder.
GWX Team - Created the awesome GWX Gold on which this mod is based.
Hitman - Created the Mediterranean Campaign. His full Readme is contained in 'documentation' and this mod will reduce load times by around 2/3.
jimbuna - His Q ship is a bugger when it finds you! He also gave me the idea (challenge?) of creating this mod and helped beta testing.
Mikhayl - Added the Luftwaffe Rescue Buoy ship models as well as the Rettungsboje campaign files.
privateer - For the RM San Giorgio gun fix.
VonDos - Without his expanding shipyard there would be far fewer ships for us to sink. The level of detail that he puts into his models is stunning and this mod puts his excellent creations into the campaign. Thank you for allowing me to include your ships in this mod to make it fully JSGME compatible and thank you for Beta testing.
The unknown author of HMS Queen Elizabeth ship model (BBElizabeth) - thank you, and please get in touch so I can give proper credit.

Jimbuna
04-08-10, 07:17 PM
Nice one matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Archive1
04-10-10, 12:21 AM
Just installed this via JSGME and got the same old Wilhelmshafen port. Must be doing something wrong. Using GWX 3.0

Mods are:
.....
LifeBoats&Debris_V4
DD OH v 3.09
FM_NewInterior v1.0
GWX_3_Wilhelmshafen, St_ Naz, Schluese_and...etc
Aces_Combined_SH3.SDL_files_v2

Is there some prior Wilhelmshafen file that should preceed this one?
Also where in JSGME would the WAC animated sub pens go, if they were to be installed?

Archive1
04-10-10, 12:33 AM
Just thought...could it be that GWX_3_Wilhelmshafen, St_ Naz, Schluese_and...etc needs to be absolutely first, at the top of any JSGME install? In other words I need to deactivate all 21 of the mods, put Wilhelms...into first place, then add all the mods back into JSGME and activate the entire batch. If so...yikes!

melnibonian
04-10-10, 03:48 AM
Just thought...could it be that GWX_3_Wilhelmshafen, St_ Naz, Schluese_and...etc needs to be absolutely first, at the top of any JSGME install? In other words I need to deactivate all 21 of the mods, put Wilhelms...into first place, then add all the mods back into JSGME and activate the entire batch. If so...yikes!

I think that is correct. I always put St. Nazaire and Wilhemshafen etc first and had absolutelt no problems with it.

bigboywooly
04-10-10, 05:28 AM
Just thought...could it be that GWX_3_Wilhelmshafen, St_ Naz, Schluese_and...etc needs to be absolutely first, at the top of any JSGME install? In other words I need to deactivate all 21 of the mods, put Wilhelms...into first place, then add all the mods back into JSGME and activate the entire batch. If so...yikes!

Aye
From release post

Ideally the Wilhelmshaven mod should be enabled first on top of an unmodded GWX install - no need for a reinstall just disable all current mods
As the Wilhelmshaven mod replaces some of the default GWX optional mods this way you know when you enable those they are the latest and up to date verions
Then add your mods back in

Jimbuna
04-10-10, 07:03 AM
Similarly (and in picture format) from the first post for those who might want to include the animated sub pens:

http://www.subsim.com/radioroom/showthread.php?t=167001

Archive1
04-10-10, 05:06 PM
Right. It was the comment in the animated pens thread that made me think it would apply to the Wilhelmshafen mod too.
Thanks for the reply...probably should have read more carefully.

Jimbuna
04-10-10, 06:45 PM
Right. It was the comment in the animated pens thread that made me think it would apply to the Wilhelmshafen mod too.
Thanks for the reply...probably should have read more carefully.

No problem...pleased your sorted http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

h.sie
04-12-10, 01:42 PM
Hi BBW,

thanks for this awesome work. Little question: Are the extra ships used only for the german/axis side or for both sides?

Greetings,
h.sie

bigboywooly
04-12-10, 03:22 PM
Only for Axis
AOTD Max made them specifically as Ge merchants so I kept them as such
Besides the German merchant marine werent sailing around in any C or T types
Felt they deserved some unique ships of their own

Of course there is nothng to stop you dropping them into any other roster of your choice
:up:

Woof1701
04-14-10, 05:36 PM
Hi there,

Thanks BBW for this awesome mod. It works great with stock GWX3 and most of my mods. However I got problems with IBecomeLife's Merchant Mod. When activating the mod, the only double file is "GermanNames.cfg" which is ok, since I doublechecked the new file three times and it's definitely ok. If I only install the "sea" and "roster" folders of your mod and install the Merchant Mod on top of that everything works perfectly.

Both mods alone work perfectly as well, so I'm running out of ideas. Does anyone have this combination running successfully?

BTW I'm using a completely naked Windows XP Home 32bit installation with 4GB of Ram and the 3GB switch in the boot.ini activated.

Thanks
best regards
Woof

Vannevar
04-14-10, 06:35 PM
SSS!

Have installed V5 onto a clean and fresh GWX3 install.

Getting a repeating CTD about 3/4 of the way through mission load at Wilhemshafen, both in existing career (was docked) and upon creating a new one.

Using Commander 3.2 to launch/create career.

JSGME shot below shows install order, no conflicts at all detected. (Slightly renamed folder containing it in MODS folder, nothing substantive.)

Any ideas anyone?

Cheers,

Van

http://homepage.ntlworld.com/dom.ford/Installed_mods.JPG

PS: Thanks for the effort you've put into this, its much apreciated, as is the work of all the other shipyards out there!

Sailor Steve
04-14-10, 08:27 PM
Only for Axis
AOTD Max made them specifically as Ge merchants so I kept them as such
Besides the German merchant marine werent sailing around in any C or T types
Felt they deserved some unique ships of their own

Of course there is nothng to stop you dropping them into any other roster of your choice
:up:
That's too bad in a way. I've found many names for Allied ships that matched a couple of those models, either because they were close copies or because they were captured from the Germans - or sold by them.

Jimbuna
04-15-10, 04:44 AM
SSS!

Have installed V5 onto a clean and fresh GWX3 install.

Getting a repeating CTD about 3/4 of the way through mission load at Wilhemshafen, both in existing career (was docked) and upon creating a new one.

Using Commander 3.2 to launch/create career.

JSGME shot below shows install order, no conflicts at all detected. (Slightly renamed folder containing it in MODS folder, nothing substantive.)

Any ideas anyone?

Cheers,

Van

http://homepage.ntlworld.com/dom.ford/Installed_mods.JPG

PS: Thanks for the effort you've put into this, its much apreciated, as is the work of all the other shipyards out there!

Check out #76 and install Aces' SDL mod.

bigboywooly
04-15-10, 10:40 AM
Hi there,

Thanks BBW for this awesome mod. It works great with stock GWX3 and most of my mods. However I got problems with IBecomeLife's Merchant Mod. When activating the mod, the only double file is "GermanNames.cfg" which is ok, since I doublechecked the new file three times and it's definitely ok. If I only install the "sea" and "roster" folders of your mod and install the Merchant Mod on top of that everything works perfectly.

Both mods alone work perfectly as well, so I'm running out of ideas. Does anyone have this combination running successfully?

BTW I'm using a completely naked Windows XP Home 32bit installation with 4GB of Ram and the 3GB switch in the boot.ini activated.

Thanks
best regards
Woof

Hmmmm
Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too
Only flageed the cfgs up first time for me then disabled and flagged up the rest of the folders
No difference where it matters though - type= are all the same so shouldnt cause an issue
Only just DL the MFM gain so not had a chance to try as yet

Cant think of anything that would cause an issue at the mo
Will start game and see what happens

EDIT

Fired up game
Aug 39 2nd flotilla Wilhelmshaven and no problems

http://i60.photobucket.com/albums/h22/bigboywooly/MFM/mfm.jpg

I know tis a large pic but just to show you it running
And SH5 at the same time on 6000+TC

No other mods though only those 2 installed

bigboywooly
04-15-10, 11:18 AM
That's too bad in a way. I've found many names for Allied ships that matched a couple of those models, either because they were close copies or because they were captured from the Germans - or sold by them.

Well theres an idea for a lil modlet for you Steve
Just release the roster cfgs for other coutries with the correct names on them
Only for users of this mod
Sorted
lol

Sailor Steve
04-15-10, 01:45 PM
Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too
:damn:

Both of those are strictly American ships (which is why they have the 'A' after the number).

In fact, all of IABL's ships are Allied, though some of them were used by everybody (but only the ones with 'B' for 'British').

Well theres an idea for a lil modlet for you Steve
Just release the roster cfgs for other coutries with the correct names on them
Only for users of this mod
Sorted
lol
Oh, I could do that, but wouldn't the skins be the same, including the Iron Crosses? Seems to me I would have to clone new models to make them separate.

bigboywooly
04-15-10, 02:21 PM
:damn:

Both of those are strictly American ships (which is why they have the 'A' after the number).

In fact, all of IABL's ships are Allied, though some of them were used by everybody (but only the ones with 'B' for 'British').

Thats why they are NOT in the German roster
:har:


Oh, I could do that, but wouldn't the skins be the same, including the Iron Crosses? Seems to me I would have to clone new models to make them separate.

Aye tis true

Sailor Steve
04-15-10, 02:35 PM
Thats why they are NOT in the German roster
:har:
Oh. I thought when you said "Wilhelms mod" that they appeared in the harbor. I thought that was all that mod did, was fix that harbor.:06:

bigboywooly
04-15-10, 02:57 PM
Oh. I thought when you said "Wilhelms mod" that they appeared in the harbor. I thought that was all that mod did, was fix that harbor.:06:

No it also includes the earlier schleuse and St naz mod ( though now with locks too ) so had the 2 tankers in there as well as the AA ships PLUS the Ge merchants

Woof1701
04-15-10, 04:54 PM
Hmmmm
Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too
Only flageed the cfgs up first time for me then disabled and flagged up the rest of the folders
No difference where it matters though - type= are all the same so shouldnt cause an issue
Only just DL the MFM gain so not had a chance to try as yet

Cant think of anything that would cause an issue at the mo
Will start game and see what happens

EDIT

Fired up game
Aug 39 2nd flotilla Wilhelmshaven and no problems



I know tis a large pic but just to show you it running
And SH5 at the same time on 6000+TC

No other mods though only those 2 installed


Hi BBW,

Thanks for the answer.
Sorry I forgot to mention that I had already taken the two tankers out of IABL Merchant Mod since they were double. I will play around a little more now that I know it SHOULD work. Frankly I can find no reason either why it shouldn't.

Vannevar
04-16-10, 05:18 PM
Check out #76 and install Aces' SDL mod.

Running hot straight n true!

Thanks for the assist, much apreciated.

Jimbuna
04-16-10, 06:42 PM
Running hot straight n true!

Thanks for the assist, much apreciated.

Your welcome http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Woof1701
04-17-10, 04:52 PM
Update: so after playing around for serveral hours I found a solution for me. I tried in Windows 7 and XP, both with the same reasults. It seems to me that my SH3 cannot handle all the additional data. When I reduce IABL's Merchant Mod by half and install it in addition to Wilhelmshaven Mod it works. I tried increasing the number of addon ships slowly, and soon came to the point where the game simply went to a CTD no matter which ships I took :shifty:

Nevertheless it works now and I'm reasonably pleased with the result. After all I have now almost five times as many ships as in stock SH3. :yeah:

bigboywooly
04-17-10, 04:56 PM
Update: so after playing around for serveral hours I found a solution for me. I tried in Windows 7 and XP, both with the same reasults. It seems to me that my SH3 cannot handle all the additional data. When I reduce IABL's Merchant Mod by half and install it in addition to Wilhelmshaven Mod it works. I tried increasing the number of addon ships slowly, and soon came to the point where the game simply went to a CTD no matter which ships I took :shifty:

Nevertheless it works now and I'm reasonably pleased with the result. After all I have now almost five times as many ships as in stock SH3. :yeah:

Well am glad you have it working
Do you have the 4gb switch on your windows 7 install ?

Woof1701
04-17-10, 06:23 PM
Well am glad you have it working
Do you have the 4gb switch on your windows 7 install ?

I only know of the 3GB switch for XP (which afaik only enables 3GB to be used by one application). I'm one of the lucky ones who get about 3.6 GB of installed RAM on Win XP.

Can I use 4GB of Ram on Win 7 Home 32bit? I thought 32bit OS can only access approx 3.5 GB

bigboywooly
04-17-10, 08:25 PM
Not sure

Tis here if you wanna try
http://www.filefront.com/16133707/WAC-Vista_Win7_Patch.rar/

Woof1701
04-18-10, 01:41 PM
Hey BBW. This did the trick. Just tried it with the full Merchant Mod and it works like a charm. Thanks a lot. :rock::rock::rock:

bigboywooly
04-18-10, 02:47 PM
Cool
Glad you are sorted :yeah:

h.sie
04-24-10, 03:49 PM
Hello BBW,

your older optional Mods (V3) had Indian Ocean and Black Sea Campaign in the MODS folder. V6 does not. Why?

Thanks!
h.sie

bigboywooly
04-24-10, 06:20 PM
Hello BBW,

your older optional Mods (V3) had Indian Ocean and Black Sea Campaign in the MODS folder. V6 does not. Why?

Thanks!
h.sie
Good question :hmmm:
I dont think anything changed in those areas even in St Naz,Scleuse and other ships V3 so left them out of the Wilhelmshaven,St Naz,Schleuse ets V6

Force of habit including all the campaign files

schlechter pfennig
04-24-10, 07:17 PM
All I can say is: WOW!!

I usually take it low-and-slow when I leave port to start a patrol. But since I've activated this, each time I leave Wilhelmshaven it takes me one real-time hour to leave port. I just stand on the bridge and manuever using the rudder instead of plotting a course out. Just a low, slow 4 kt to the locks, then a leisurely 9 kt once I exit the outer lock, and enjoy the scenery. :)

It's just as enjoyable returning, too!

Thanks so much for this!

Reece
04-25-10, 12:52 AM
Having not read the whole thread, I don't suppose there is a manual install for other super mods?:hmmm:

bigboywooly
04-25-10, 01:41 AM
Having not read the whole thread, I don't suppose there is a manual install for other super mods?:hmmm:

I was only only given permission by thfue58 to release as I did for GWX
Not that I asked him for any other permissions
Why would I
:har:
Same with Rowi58 and his locks

What did you have in mind Reece ?

Reece
04-25-10, 04:19 AM
I still use a combo of mods, from memory the mis files are based on GWX 1.03, I have added other mods including the St.Nazaire, that was a pain to reverse engineer, also added Locks, canals etc, I certainly do understand the imensity of the job, just thought you might have the extras in separate mis files for a possible merge etc, (IIRC you can merge mis files), probably a lot of other things missing such as ships.:hmmm: So it would be a pain, I do understand that it might not be worth it, I can live without it!:wah: ..... Thanks. :yep:
BTW, the main reason I haven't bothered with GWX 3 is my internet connection is not good enough unless I can get it via a torrent, whereby if the connection breaks it will start again on itself later.

Jimbuna
04-25-10, 12:58 PM
Reece, the torrent for both the exe and bin files version plus the full single install version are and have been for a good time available from my FF page (link above my sig).

Alternatively....(and I'm presuming from your sig that you live on that Commonwealth prison island) TarJak is based in Sydney, I'm positive he would have no hesitation sending you the mod on disc.

If your from any other continent simply PM me and I'll arrange a disc....no bother.

Reece
04-25-10, 07:59 PM
Thanks Jim, I never knew!!:oops:

Jimbuna
04-26-10, 07:09 AM
No prob mate http://img101.imageshack.us/img101/2772/thumbsupgv0.gif

TarJak
04-26-10, 07:18 AM
@Reece, if the torrent doesn't work out for you give me a shout and I'll flick a disk over to you.

Reece
04-26-10, 07:22 AM
@Reece, if the torrent doesn't work out for you give me a shout and I'll flick a disk over to you.Thanks mate,:up: I'll do that if it takes too long, so far it's at 14%!! (warp speed).:yep:
Cheers.

Jimbuna
04-26-10, 12:00 PM
I've just opened my server....which one are you after....the GWX torrent or the single file install.

I have a Czech on the single file install hogging the u/l bandwidth and an ip 91.149.183.17 getting the scraps, but on the GWX torrent. at nearly 62%

Is that you per chance?

if it is I'll put the Czech on pause :DL

Reece
04-26-10, 09:00 PM
I've just opened my server....which one are you after....the GWX torrent or the single file install.

I have a Czech on the single file install hogging the u/l bandwidth and an ip 91.149.183.17 getting the scraps, but on the GWX torrent. at nearly 62%

Is that you per chance?

if it is I'll put the Czech on pause :DL
No not me, mine is still at 14%:yep:

Jimbuna
04-27-10, 06:51 AM
Well I've currently got 4 takers on the multi file torrent and none are at 14% :hmmm:

Wreford-Brown
04-27-10, 07:14 AM
I've just opened my torrent to seed as well so hopefully your download will speed up a bit.

Reece
04-27-10, 07:47 AM
Currently 28%:yep: Like I said before I get quite a few dropouts so maybe it wasn't online when you looked, plus also when I'm surfing like here on SS I have to pause or stop it, also it is showing 14 seeds 4 peers!:DL

Jimbuna
04-27-10, 07:56 AM
Currently 28%:yep: Like I said before I get quite a few dropouts so maybe it wasn't online when you looked, plus also when I'm surfing like here on SS I have to pause or stop it, also it is showing 14 seeds 4 peers!:DL


Which one?

The GWX3.0 torrent @ 1.33GB or the GWX3.0 full single install exe @ 1.31GB?

I wish you had ftp then you could have it at my full u/l bandwidth :hmmm:

Reece
04-27-10, 09:52 AM
Which one?

The GWX3.0 torrent @ 1.33GB or the GWX3.0 full single install exe @ 1.31GB?

I wish you had ftp then you could have it at my full u/l bandwidth :hmmm:The GWX3.0 torrent @ 1.33GB!:yep: The file was GWX3.0_torrent.torrent, seems to be working fine, have had it running for awhile now, up to 30.1%:up:

Jimbuna
04-27-10, 10:13 AM
No prob http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Wreford-Brown
04-30-10, 06:20 AM
I only know of the 3GB switch for XP (which afaik only enables 3GB to be used by one application).

Any chance of a link to the 3GB XP switch?

Sailor Steve
05-05-10, 10:26 PM
I have my computer set up again, and got to look at this last night.

Simply amazing!:o

I love the working locks with the signal lights, and the huge amount of ships in the harbor.:sunny:

So...when's Kiel?:D

schlechter pfennig
05-05-10, 10:33 PM
I have my computer set up again, and got to look at this last night.

Simply amazing!:o

I love the working locks with the signal lights, and the huge amount of ships in the harbor.:sunny:

So...when's Kiel?:D

I've been running this for about a month now. I'm just in awe of the harbor, docks and locks! In fact, now I enjoy embarking on a patrol and taking an hour real-time steering by eyeball from the bridge as much as I do watching ships sink after I torp 'em!

Sailor Steve
05-05-10, 10:40 PM
I've been running this for about a month now. I'm just in awe of the harbor, docks and locks! In fact, now I enjoy embarking on a patrol and taking an hour real-time steering by eyeball from the bridge as much as I do watching ships sink after I torp 'em!
I've always done that, even with the not-too-realistic harbors. This one is the start of something big, I hope. I wish there was more of this kind of thing for SH4 as well.

Still-and-all, it's something to behold.:salute:

schlechter pfennig
05-05-10, 10:49 PM
I've always done that, even with the not-too-realistic harbors. This one is the start of something big, I hope. I wish there was more of this kind of thing for SH4 as well.

Still-and-all, it's something to behold.:salute:

I've just transferred to Lorient, and that's a sight to behold, too. Although it's quite a bit different from the Lorient I 'remember'! :D

Almost rammed a seawall just coming out of my pen! :oops:

bigboywooly
05-05-10, 11:40 PM
Well thfue58 and most others have moved to SH5 so Kiel looks unlikely
Unless the SH5 one can be reverse engineered as is near perfect
Also I know of someone who was creating one for SH3/4
Hope he can be persuaded to complete the work
Eh Alex :up:

schlechter pfennig
05-05-10, 11:51 PM
Well thfue58 and most others have moved to SH5 so Kiel looks unlikely
Unless the SH5 one can be reverse engineered as is near perfect

Can't say I blame people for dashing off to SH5, but I hope this doesn't mean SHIII is going to be abandoned now.:cry:

Sailor Steve
05-06-10, 01:23 PM
I doubt that SH3 will be truly abandoned until SH5 has proven that it can do not only more than SH3 but that all the things we like about this one can be added back in as well. If and when SH5 can do all that none of us will care anymore.

SkyBaron
05-09-10, 01:43 PM
I installed this mod and I must say it looks great! :) Much more immersion around the ports. I just have a question, are the mines and nets positions around the ports changed or is the draggable mines/nets map still valid for navigation?

bigboywooly
05-09-10, 03:00 PM
Good question
Pretty much as were apart from where terrain had moved
If you follow the escort out you will get a good idea of the clear path

http://i60.photobucket.com/albums/h22/bigboywooly/SH5/additional%20countries/harbour%20ed/willymines.jpg

Sailor Steve
05-09-10, 05:55 PM
:DL

I had that same question myself, and being of a cowardly nature I took a look in the Mission Editor before setting out. For obvious reasons I ended up going out the southeast lock, which is closest to the starting point anyway.:sunny:

MILLANDSON
05-19-10, 06:42 AM
Does this mod work with the Lifeboats&Debris mod? Just that it says that they both use Sh3.sdl (whatever that is).

Thanks!

EDIT: Nevermind :P Found the previous post asking for help with this!

h.sie
05-19-10, 06:57 AM
Try Aces Combined sh3.sdl V2 which contains all necessary sounds

http://www.subsim.com/radioroom/showpost.php?p=1323716&postcount=32

MILLANDSON
05-19-10, 09:44 AM
Yep, I spotted it (hence the edit) :O:

I must say, it is pretty awesome... just bumped into the lock on my first run out though! :oops:

Jimbuna
05-28-10, 10:00 AM
I wonder if the map of mines/subnets of this harbour has also been altered ?

No....it's as in #128

Wreford-Brown
05-28-10, 11:12 AM
In other words your current mines/nets position map once more got useless.. Human fault error of forgeting to change related things on changing ports location. Remember the New. St. Nazaire ? pretty much was the same "oops I forgot to alter the m/n map" :D

Does that mean you're volunteering to create a new mine map and release it for us all to use?

h.sie
05-28-10, 11:24 AM
it's part of realism that not all is perfect.

Jimbuna
05-28-10, 03:41 PM
Simply study the screenshot in #128....all that is missing is the net on the eastern shoreline.

Sailing up the centre of the navigation channel (or following your escort out) has always been the safest route....so no change there.

Wreford-Brown
05-28-10, 04:29 PM
True, but you know failure to update mines map can easily cause somebody the end of career like a finger snap. I;m not talking about myself here, I know the position of mines/nets of sub base almost by heart. But there are ppl who don;t and I believe they would feel stupid and pissed off to ram their boats into nets or mines that is even worse :) I don't think it's even worth lots of talking about it, cuz if you doing something u know u should do it right always.

Modding is a collaborative effort and everyone has their own areas of expertise.

bbw created the St Naz mod, meduza creates a new map showing the minefields etc. Maybe you could create a map showing the new Wilhelmshaven minefields rather than criticising the guy who gave us this great mod.

Kpt. Lehmann
05-29-10, 12:26 AM
True, but you know failure to update mines map can easily cause somebody the end of career like a finger snap.

No. You are incorrect. All that the player would need to do is to re-start from their last save point.


I don't think it's even worth lots of talking about it.

Well you opened your mouth to bitch and whine instead of offering help.

...cuz if you doing something u know u should do it right always.

...Like learning to compose your messages in proper English rather than posting them like some pimply-faced keyboard-warrior tween, text messaging from a cell phone???

People like you, who live in glass houses, really shouldn't throw rocks.

Since you are such a know-it-all, I invite you to come down from your mountain, get to work, and to do a better job... or to at least apologize to those you have insulted... who HAVE done the work to create mods you obviously use.

You really should be ashamed of yourself. You have taken what others have offered freely... and spit in their faces.

Wreford-Brown
05-29-10, 05:44 AM
Heh, it's not that there is no way out of this or a big PITA, it's more the matter of principle, I want this mod to be finished properly. Why should I or somebody else from third persons not related to the mod finish it ? It just don't make sense.

Why should we create mods and release them to the community when people like you bitch and whine about them?

Modding can be very hard work, very time consuming and the modders here create mods in their own time around real life commitments. They are then kind enough to release them for everyone to use.

You've managed to insult more than a few modders with your comments here. If you don't like the mod as it is then I suggest you ask for a full refund.

nemo7
05-29-10, 06:12 AM
Oh here we go again, whos there trying to moralize me ? :)) Did I steped on someones precious pride and the rest of wolfpacks shows me their teeth ? :) Save your breath, what is said is said. Lehman - Nice try cable cowboy it just does not change the fact this matter about mines map has to be altered when talking about perfectionalism but your "freted girl" trolling woun't do the trick :) What is wrong should be fixed and there is no need to get angry about it. P.S. Lehman - My mountain is my fortress, from here it is better to see things that you don't want to see :)

"Politeness is one of basic guidelines for all human behaviors and a pervasive feature in human communication."

Save your fire matey; be polite. Maybe you'll like it. You never know...:03:

Jimbuna
05-29-10, 07:25 AM
Simply study the screenshot in #128....all that is missing is the net on the eastern shoreline.

Sailing up the centre of the navigation channel (or following your escort out) has always been the safest route....so no change there.

Heh, it's not that there is no way out of this or a big PITA, it's more the matter of principle, I want this mod to be finished properly. Why should I or somebody else from third persons not related to the mod finish it ? It just don't make sense.

I've offered/suggested to you a workaround for the time being in a polite manner...I can do no more.

End of my activity on this thread.

Sailor Steve
05-29-10, 10:25 AM
Why should we create mods and release them to the community when people like you bitch and whine about them?
:yep:

Complaining about it once is justified. Going on and on about it is not. It's the perfect way to get whoever did it to stop making mods altogether. You are correct, but your first comment was pretty insulting.

So, I'm still confused. Is the map correct? Are the mines and nets right in front of the Northeast locks?

melnibonian
05-30-10, 06:09 AM
Why ? It is a perfect chance to bitch about. I don't think adjusting mines map is something too special or hard to make. So what's the fuss ? If this was my mod I would already made a fix long time ago. However nor I have skills or knowledge to make mods - I'm not starting to mess with. Critisizing mods is as much legal as claping hands from joy when anything new is released. So stop bitching that someones bitching and make the bloody fix if you know how, instead of venting yourself with empty talks.

You know that "bitching" as you so eloquently put it doesn't mean that you have to be rude and insult other people. As it is your right to "bitch" it is the right of everyone not to "make the bloddy fix" and totally ignore you. Knowing BBW and the other guys within the Mod Team I say that you will accomplish much more if you lower your tones and start behaving with a little bit more respect about others and their feelings.

Wreford-Brown
05-30-10, 07:11 AM
Why ? It is a perfect chance to bitch about. I don't think adjusting mines map is something too special or hard to make. So what's the fuss ? If this was my mod I would already made a fix long time ago. However nor I have skills or knowledge to make mods - I'm not starting to mess with. Critisizing mods is as much legal as claping hands from joy when anything new is released. So stop bitching that someones bitching and make the bloody fix if you know how, instead of venting yourself with empty talks.

I may not know how to fix it but I'm polite enough to not insult people who have released mods to help improve the game. I also seldom stoop to profanity.

When you learn to be polite and ask rather than insult then people are far more likely to be helpful. A thread entitled '[REQ] New Wilhelmshaven map for bbw's Wilhelmshaven mod' is likely to bring a plethora of skilled modders to your aid.

JMV
05-30-10, 08:00 AM
I think your avatar should be "Keelhauled"
For the least...

mookiemookie
05-30-10, 09:38 AM
it takes a special kind of asshat to whine that a completely free major overhaul isn't just so perfect. If you don't like it, don't use it - simple as that. These guys owe you nothing and your spoiled and petulant attitude of entitlement deserves nothing more than a big middle finger, not a new minefield map.

Sailor Steve
05-30-10, 10:57 AM
You're too gone out of subject. We ain't talking about me and my manners my looks or what I had today for breakfast! It's totaly offtopic. You guys so much are into polite bull****ing that sometimes you forget what is really important. Important is quality full mods. If there is a problem it has to be fixed right ? Why most of you are so scared of straight talking ? Is it my fault that I want this mod to be completed properly ? I'm not demanding here anything, I'm just asking to give me fixed harbour map is that so damn MUCH ? PLEEEAAAAASE ? :)
You may not be talking about your manners, but we are. You have managed to insult and alienate just about everyone on this forum. At this point no one really cares too much what you want.

There is an old saying: "You catch more flies with honey than with vinegar." Even your last line, claiming you aren't demanding anything, reads like a demand. And no one has offered to help. Maybe that should tell you something.

Sailor Steve
05-30-10, 11:53 AM
And now, when pretty much everybody has disagreed with you, rather than consider that you might be wrong you start insulting people again.

As for not caring about how people see you, that's fine; but as I said, how people see you governs how they react to your 'requests'.

It's not about image, it's about respect. Being polite always gets faster and better help than otherwise.

Jimbuna
05-30-10, 01:10 PM
I've offered/suggested to you a workaround for the time being in a polite manner...I can do no more.

End of my activity on this thread.

So what were you saying ? :D

For you I guess I'll make an exception.

There is really no need for this type of behaviour and ending offensive lines with a cheerful smiley does not make matters right :nope:

Thread reported....but I suspect that is what your after anyway.

Sailor Steve
05-30-10, 02:10 PM
Okay, we're in church now. People have asked you to play nicely, and you've responded with repeated hostility and insults, and now outright vulgarity.

I usually try to reason with people, but this is your only warning - either play nice or you will find yourself not playing at all for awhile.

Hitman
05-30-10, 02:35 PM
So it seems I can't go out of town for three days without someone starting an escapade into nonesense? :nope:

Maintenance done ... infraction given. Remember our basic principle: Don't like it, don't use. It's fair considering the price you paid for it, isn't it?

Fubar2Niner
05-30-10, 05:10 PM
Thanks Hitman

If anyone ever needed a slap................

Such ingratitude to our loyal crew of modders makes me sick, imho you shoulda keel hauled the bum :arrgh!:

Best regards.

Fubar2Niner

Jimbuna
05-31-10, 07:53 AM
EDITED TO REMOVE OFFENDING IMAGE - NO NEED TO SHOW IT, WE KNOW WHAT YOU LIKE TO EAT.



Doesn't look like you'll be eating it here for much longer.....and good riddance :nope:

Fubar2Niner
05-31-10, 09:08 AM
Last word on this............

@Brunos

Judging by the amount you serve you have plenty to go round !

Fubar2Niner out

JMV
05-31-10, 09:09 AM
Why don't you just close that senseless thread, Neal ? Nobody needs that crap...
And to you all the others, just don't answer, stop feeding the fire...

As we say in french : " La pisse du roquet n'atteind pas la blanche colombe "

Thank you.

h.sie
05-31-10, 09:13 AM
His thread is senseless??? I don't think so. Maybe only some posts.

Wreford-Brown
05-31-10, 09:16 AM
JMV,

I agree about feeding the fire (despite being one of the culprits - lesson learned) and I notice that Brunos has already been keelhauled.
It would be a shame to close a thread because of one troll, unless it's one the troll started to cause trouble.

Fubar2Niner
05-31-10, 09:34 AM
Ditto WB

I hate how I get sucked in sometimes :damn:

Best regards.

Fubar2Niner

JMV
05-31-10, 03:58 PM
Yeah, of course, I meant some posts are senseless not the whole thread, sorry, got carried away

Madox58
05-31-10, 04:35 PM
I see Hitman did a fine job of cleaning things.
:yeah:
Carry on Mates.

Jimbuna
05-31-10, 05:46 PM
Ditto WB

I hate how I get sucked in sometimes :damn:

Best regards.

Fubar2Niner

You've earned the right matey :salute:

Yeah, of course, I meant some posts are senseless not the whole thread, sorry, got carried away

No problem http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

I see Hitman did a fine job of cleaning things.
:yeah:
Carry on Mates.

Agreed http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Admiral Von Gerlach
06-05-10, 10:49 PM
Will this wonderful mod (thank you so much for this beautiful work) ...work if we dont have GWX installed?

thank you again for sharing this with us.

melnibonian
06-06-10, 05:15 AM
Will this wonderful mod (thank you so much for this beautiful work) ...work if we dont have GWX installed?


I don't think so. It uses the GWX campaign files, so if you use it without GWX you might experience CTDs.

ridgewayranger
06-06-10, 01:06 PM
Hi Everyone,
I D/ld and installed this mod but when I run it my boat is on dry land. Where did the water go?
RR

Admiral Von Gerlach
06-06-10, 02:49 PM
OK i will do GWX then thanks appreciate the reply.

dada1973
06-09-10, 05:47 AM
Hi everybody
I've a question about this mod: if i enable the mod without pressing F5, does the "MODS" included are activated too (merged campaign, lite harbor,...) or must I enable those mods with JSGME?
In other words, if I enable Wilhem and press F5,"new' Lite Harbor trafic, Merged campaing,... are enabled too??
Thanks
Dan
(English is not my mother langage, so I did'nt understand that point in another thread)

Wreford-Brown
06-09-10, 07:30 AM
They are automatically copied into the relevant folders so you should be OK but, just to be sure, I'd press F5.

dada1973
06-09-10, 08:00 AM
Thanks WB. But even if they are copied in the relevant folder, they are still not enabled? that's the meaning of my question....
So if I want to play Merged campaing with Willem, I still must enable GWX Merged campaign after enabling Wilhem?
Sorry if it's seem stupid, but I'm not expert with mods (and computer in general :hmmm:

Jimbuna
06-09-10, 08:37 AM
Enable the merged campaign last.

dada1973
06-09-10, 08:41 AM
Thanks Jimbuna :salute: :up:

Jimbuna
06-09-10, 03:53 PM
Your welcome http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

LGN1
07-08-10, 07:29 AM
Hi,

does anyone know something about BBW? He has not been around for some time :06: Hope he's fine.

I wanted to ask him a question. Maybe someone else can answer it. In the campaign rnd file the entry

ReportPosProbability=0

has been replaced by

ReportPosProbability=-1

Does anyone know why this was done?

Cheers, LGN1

Jankowski
01-12-11, 12:22 AM
does this mod work with this mod? (lol)

http://www.subsim.com/radioroom/showthread.php?t=169744

Sailor Steve
01-12-11, 12:45 AM
That mod was made specifically to work with this one, so it should work with this one.

This mod adds a few extras to bbw's GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 mod

Jankowski
01-12-11, 12:47 AM
oooh. didnt read that one!

thanks again!

frau kaleun
01-16-11, 12:05 AM
I'm having what seems to me to be an odd issue with this mod, when I start a patrol inside the harbor (instead of at sea via Commander) the Watch Officer "loses his voice" shortly after we've cleared the wharf and gotten 1/3, maybe 1/2 way, to the lock right in our path.

He'll call out the first few ship/plane sightings, and I get a "Jawohl Herr Kaleun" if I ask for the nearest visual contact, but at some point his voice goes away and all he does in either case is turn to look at me and his mouth moves but there's no audible speech. All the animation is there, but no voice.

I disabled everything except this mod and even tried it out on a fresh GWX install that I hadn't done anything else to at all, just in case I'd messed some files in some way I didn't know about... and it's definitely happening with this mod and nothing else. Even when I don't start through Commander, so none of the options or mods enabled that way are causing it.

Is this something that should be happening because of all the extra ships/noise around, or is it due to some limitation of my system, or is something not working right? Mostly I've been starting out from Wilhelmshaven, and I know that's an intense location in terms of noise and traffic. Also happened starting from Lorient the few times I started out there. I don't remember it happening the few times I started at sea when I first reinstalled the game and started testing out mods on my new setup, but then I'm not sure I was in the game long enough to notice on those test patrols.

I guess my next step would be to download the mod again and extract a fresh set of files, but I hate to do that if it's not a file corruption issue. All the other sounds and visuals seem to be fine, no noticeable lag, FPS perfectly acceptable.

System specs:

AMD Athlon II X2 240 2.8 GHz AM3 processor
ATI Radeon HD4650 1 GB PCIe gfx card
Asus Xonar DX sound card
Windows 7 64-bit
6 GB RAM
SH3 v1.4 + GWX3 Gold + 4GB patch

Thanks for any help &/or info!

Madox58
01-16-11, 12:39 AM
The Mod should not be messing with speech files in anyway as it does not touch the files involved for speech.
Did you run the same thing with a stock GWX install and have no issues?
And where did the Wombat go?
:hmmm:

Sailor Steve
01-16-11, 01:27 AM
I've never had the voices disappear while using that mod. On the other hand I never hear "Jawohl, Herr Kaleun", but that's because I use DBSM and I took 'em all out when I did the conversion! :O:

frau kaleun
01-16-11, 01:56 AM
Well I think I figured it out, lol.

Good thing, too, I was really freaking out! I had already gone through all the mod's files and couldn't find anything that would've messed with Speech files, even opened up its Sh3.sdl and compared things there with the one from unmodded GWX, couldn't find anything that looked any different with regard to speech as far as I could tell.

Then I started a patrol in my still untouched Play-For-Real GWX installation, the one I *don't* test mods in because it's the one I would eventually be playing a real career in. I forgot to reset the Options for German speech and the WO went mute in English as well! Exited the patrol and switched to German and started another patrol and the same thing happened.

So I closed it all down and started trying to figure out if it was an audio issue with my system, somewhere in the process of looking at that I realized that the little icon for my Xonar DX "Audio Center" wasn't in the system tray, usually there's some little program that boots with Windows and does I don't know what, makes the sound work properly I guess and the icon's always there. Except it wasn't. Checked the "Customize Taskbar" thing and it was listed as Always Show Icon or whatever that setting is in Win7. So it wasn't running or else it would've been there. It's not something that even shows up in all the places where you can look at all the background stuff that's starting up with Windows, so I'm not sure how it got turned off. Maybe I accidentally right-clicked on it in the system tray and told it to Exit and it got ticked off and decided never to start up again until I apologized. :O:

So I looked around and found a little .exe file in the Xonar DX program files with the same icon, there are only two of 'em and one actually opens the audio control center like the shortcut on my desktop so I knew that wasn't it. Anyway, clicked the other one and rebooted and now the system tray icon is back. I don't think it was just the reboot that did it because I've had the computer off and on several times since I first noticed that my WO had turned into a silent movie star.

Reloaded GWX (with the mod and without), and now my WO won't shut up. :haha:

Edit: and I think the wombat will come back, I sorta miss him too. Trying to put together a better looking Turtle as well. :D

nikbear
01-16-11, 03:02 PM
O/T But that Turtle would make a great turm emblem :yep:

Obltn Strand
01-16-11, 04:43 PM
Few question has developed under my scalp...

Does Lite Atlantic, NorthSea and US East only submod actually reduce number of contacs?

Does New Wilhelmshaven plus locks for GWX 3 v6 work with TMT v2?

frau kaleun
01-16-11, 05:47 PM
Few question has developed under my scalp...

Does Lite Atlantic, NorthSea and US East only submod actually reduce number of contacs?



If you mean the "Atlantic and US East Coast only" add-on mod, it removes all traffic from the Med, Baltic, North Sea, etc. and is for use if you are running Atlantic patrols out of the French Atlantic ports. It reduces loading times when you don't need to load all the traffic for places you won't be going. It shouldn't reduce contacts in the patrol areas it's designed for, but if you go out of them you won't see any traffic at all.

IIRC the Lite version also removes most harbor traffic from harbors in general to reduce load on the system while going in and out of base.


Does New Wilhelmshaven plus locks for GWX 3 v6 work with TMT v2?


I'm using the TMTv2 +ThomsensShips v4.2 mod with it. There's a compatibility fix that's necessary if you also use WB's Extras for the campaign but I don't think it's necessary with New Wilhelmshaven on its own. Haven't tried it myself though.

Obltn Strand
01-16-11, 09:59 PM
If you mean the "Atlantic and US East Coast only" add-on mod, it removes all traffic from the Med, Baltic, North Sea, etc. and is for use if you are running Atlantic patrols out of the French Atlantic ports. It reduces loading times when you don't need to load all the traffic for places you won't be going. It shouldn't reduce contacts in the patrol areas it's designed for, but if you go out of them you won't see any traffic at all.

IIRC the Lite version also removes most harbor traffic from harbors in general to reduce load on the system while going in and out of base.

"Atlantic and US East Coast only" is well explained in readme section.
Lite Atlantic, NorthSea and US East only is bit vaque. I have enabled a Lite Harbour Traffic mod. Reducing contacts would be nice. Sinking 40 000 tons worth single ships + convoy attacks is starting to kill fun of gaming.

And what TMT actually does? I just put it on because it's short for Tribute to Manual Targetting.

frau kaleun
01-16-11, 10:33 PM
"Atlantic and US East Coast only" is well explained in readme section.
Lite Atlantic, NorthSea and US East only is bit vaque. I have enabled a Lite Harbour Traffic mod. Reducing contacts would be nice. Sinking 40 000 tons worth single ships + convoy attacks is starting to kill fun of gaming.

And what TMT actually does? I just put it on because it's short for Tribute to Manual Targetting.

I think it's the one that adds some things in the recognition manual to correct some of the specs on the ships listed there, to aid with setting up shots manually. I notice corrected markings there on some ships (it doesn't cover every ship that's been added to the game by various mods or individually). TBH I haven't paid much attention to it because I don't do manual targeting, lol, but I wanted ThomsensShips and what I found had them packaged together.

As for the others, I don't think either one of them will reduce your contacts at the "front," I don't know of any mods that do that. If they exist though surely someone here will know.

Obltn Strand
01-16-11, 11:30 PM
War against arcade tonnage is going badly.

Jimbuna
01-17-11, 02:37 PM
War against arcade tonnage is going badly.

BE MORE AGGRESSIVE!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

ivank
02-17-11, 12:06 AM
link broken

Plissken_04
02-17-11, 09:14 AM
link broken


Download it here

ftp://hartmuthaas.no-ip.org/Volume_1/Sharing/SH3COMMUNITYMODS/BIGBOYWOOLY/


Username & Password in my Signature!!!


So Long

Maik

et1sw1064
03-07-11, 07:42 PM
I am running Windows 7, GWX 3.0. When I enable this MOD, and only this MOD, it causes my save game loads to crash at the NOT SO LONG AGO screen. Has this happened to anyone else? Please advise how to use this MOD without the crash.

frau kaleun
03-07-11, 07:56 PM
I am running Windows 7, GWX 3.0. When I enable this MOD, and only this MOD, it causes my save game loads to crash at the NOT SO LONG AGO screen. Has this happened to anyone else? Please advise how to use this MOD without the crash.

What are your other system specs? RAM, gfx card, Win7 32-bit or 64-bit?

I could never run this MOD until I switched to 64-bit and applied the 4GB patch to make the maximum possible RAM available for the game. I could get it to run with the 'lite' options enabled, but even then I couldn't enable much of anything on top of it and still get the game to load.

Jimbuna
03-08-11, 01:09 PM
I am running Windows 7, GWX 3.0. When I enable this MOD, and only this MOD, it causes my save game loads to crash at the NOT SO LONG AGO screen. Has this happened to anyone else? Please advise how to use this MOD without the crash.

Your running out of resources, the same happened to me until I upgraded to quad core and 8GB RAM.

tekai
03-12-11, 09:19 PM
Hi, I've got a texture problem or anything like this with this mod.
There are a lot of houses nearby the locks only in white colour. Same with the trees around the stones on the little island in the middle and - very funny - one of the 2 trucks nearby the locks is white too, the other is textured well.

I use a GWX3 version (Patch 1.4b) and no further mods.
Could anyone help me please? I hope it's only a little bug that can be solved without great changes.

By the way, W'haven and St. Nazaire are looking excellent.
Greetz
Tom

Robin40
03-13-11, 03:17 AM
What are your other system specs? RAM, gfx card, Win7 32-bit or 64-bit?

I could never run this MOD until I switched to 64-bit and applied the 4GB patch to make the maximum possible RAM available for the game. I could get it to run with the 'lite' options enabled, but even then I couldn't enable much of anything on top of it and still get the game to load.

strange

I run easily this list mod

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
GWX - Open Hatch Mod
LifeBoats&Debris_v2_A
WideScreen_SH3_V1
Loading Screens Mod 2
MFM-Interim-Beta
MFMBeta-EnglishNames
MFM-EnglishNames
SH3MoonMod
USS_LongIsland
Lutzow's Officers - SET6
OLC's Modified Searchlight Beams for GWX3
OKW_Funkmod_v_1_2
EAX_Sound_Sim_SH3
SH3_oggvorbis3
Hitler Speaks
M.E.P v3
M.E.P v3-Patch
MEP v3 VisualSensors for gwx3
GWX-SmartKeys
SH-5 Water for GWX 3.0 V0.9 20 Km Artic campaign
Damage_caused_by_fires_TheDarkWraith
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19420201

Vista 32bit
Intel Core Duo CPU P7350 2.00 GHz
4 GB RAM
NVDIA GeForce 9600GT
512 MB VRAM
4 GB patch
BCDEDIT /set increaseuserva 3072

@tekai and et1sw1064

maybe you have to set this command in addition to the 4GB patch

for vista (and likely 7) 32 bit:
At a command prompt (might need admin rights, or UAC disabled)
Code:
BCDEDIT /set increaseuserva 2900
or
BCDEDIT /set increaseuserva 3072

tekai
03-13-11, 06:55 AM
@robin40

I'm not using the 4gb patch, so problem must be in a cfg- or dat-file or there are only missing some textures. The main problem is that the white-houses-fields do not match exactly with the surrounding areas. They are e.g. a little bit higher than the rest. If it helps I can add some pictures in next post.

System:
WinXP/SP3
Intel Core Duo 3.2GHz
3GB Ram
NVDIA 9500 GT

Greetz
Tom

Robin40
03-13-11, 09:07 AM
@robin40

I'm not using the 4gb patch, so problem must be in a cfg- or dat-file or there are only missing some textures. The main problem is that the white-houses-fields do not match exactly with the surrounding areas. They are e.g. a little bit higher than the rest. If it helps I can add some pictures in next post.

System:
WinXP/SP3
Intel Core Duo 3.2GHz
3GB Ram
NVDIA 9500 GT

Greetz
Tom

hi mate
imho you have to use the 4GB patch

look at
http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf
pag.16
4 GB Patch-Installation for all Windows.versions

frau kaleun
03-13-11, 09:26 AM
strange

I run easily this list mod

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
GWX - Open Hatch Mod
LifeBoats&Debris_v2_A
WideScreen_SH3_V1
Loading Screens Mod 2
MFM-Interim-Beta
MFMBeta-EnglishNames
MFM-EnglishNames
SH3MoonMod
USS_LongIsland
Lutzow's Officers - SET6
OLC's Modified Searchlight Beams for GWX3
OKW_Funkmod_v_1_2
EAX_Sound_Sim_SH3
SH3_oggvorbis3
Hitler Speaks
M.E.P v3
M.E.P v3-Patch
MEP v3 VisualSensors for gwx3
GWX-SmartKeys
SH-5 Water for GWX 3.0 V0.9 20 Km Artic campaign
Damage_caused_by_fires_TheDarkWraith
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19420201

My comment was in reference to my system before I switched to 64-bit and applied the 4GB patch. I don't have a problem running the full version with a truckload of other stuff since the switch.

tekai
03-13-11, 10:50 AM
OK, I tried installation of 4gb patch, but I could'nt excute sh3.exe because of starforce limitations. So it does'nt work for me properly.

On the other hand I never had troubles with graphics of SH3, all works fine and without any problems and with an acceptable FPS-rate.

I can't understand why this patch shall solve this problem, please can someone explain this more detailed? I know this mod is from LSH, but I'm using GWX3 and so I think it shall be full functionally for GWX-players.

Have a look on this, so you know what I mean:
http://img5.imageshack.us/i/sh3img133201114141578.jpg/
http://img862.imageshack.us/i/sh3img133201122011718.jpg/

Would be glad to get some advice.

Greetz
Tom

Robin40
03-13-11, 11:33 AM
OK, I tried installation of 4gb patch, but I could'nt excute sh3.exe because of starforce limitations. So it does'nt work for me properly.

On the other hand I never had troubles with graphics of SH3, all works fine and without any problems and with an acceptable FPS-rate.

I can't understand why this patch shall solve this problem, please can someone explain this more detailed? I know this mod is from LSH, but I'm using GWX3 and so I think it shall be full functionally for GWX-players.

Have a look on this, so you know what I mean:
http://img5.imageshack.us/i/sh3img133201114141578.jpg/
http://img862.imageshack.us/i/sh3img133201122011718.jpg/

Would be glad to get some advice.

Greetz
Tom

You can't play any supermod like LSH3 or GWX without the 4GB patch

You can play sh3 starforce free
http://www.subsim.com/radioroom/showthread.php?t=160118

Follow installation instructions of LSH3...obviously without installing LSH3

Robin40
03-13-11, 11:34 AM
My comment was in reference to my system before I switched to 64-bit and applied the 4GB patch. I don't have a problem running the full version with a truckload of other stuff since the switch.

Yep...and I was referring to your old system

Sailor Steve
03-13-11, 11:40 AM
You can't play any supermod like LSH3 or GWX without the 4GB patch
I don't know about LSH3, because it crashes for me anytime I sink something.

But GWX? I played it for years with my current 32-bit system before anyone ever mentioned the 4GB patch. No problems at all.

tekai
03-13-11, 11:49 AM
@Sailor Steve
I agree with yr GWX experiences. All works fine.
How did you get it to run W'haven+Schleuse mod without any errors?
Any ideas? Any solutions?
What do you think about the pictures? You can see, it's only a small field of mis-interpretation, the rest of the game, e.g. W'haven and St. Nazaire are working excellent.

BTW: Thx for replies
Tom

tekai
03-13-11, 12:24 PM
Yeah, I did it :D and it was as simple as I thought:

I only had to copy the textures from TNormal\tex to TLowRes\tex and now all looks fine, because GWX settings seems to use only lowres textures.

Thanks to all for yr replies.:up:

Greetz
Tom

Jimbuna
03-13-11, 03:38 PM
But GWX? I played it for years with my current 32-bit system before anyone ever mentioned the 4GB patch. No problems at all.

Rgr that Steve...you and thousands of others.

Robin40
03-13-11, 04:50 PM
Rgr that Steve...you and thousands of others.
well...I was confused by this


Posted by jimbuna

YES....it will backup the original sh3.exe

At least this version does:

http://www.ntcore.com/4gb_patch.php

Quote:

(e.g.: "4gb_patch file.exe"). It automatically creates a backup copy of the original executable.
http://www.ntcore.com/4gb_patch.php

http://www.subsim.com/radioroom/showthread.php?t=177274

frau kaleun
03-13-11, 07:06 PM
I can't understand why this patch shall solve this problem, please can someone explain this more detailed?


The 4GB patch increases the amount of RAM that the SH3.exe file can use. Many older programs were not developed to make use of more than 2 gigs RAM even if it's there and available; the patch fixes that for SH3.

If you have at least 3-4 gigs of RAM onboard, and especially if you run a 64-bit OS (which allows Windows to recognize even more than that), installing the 4GB patch to the game allows it to make use of more of your available RAM. This is great if you want to play a lot of "heavy" mods that require a lot more RAM to run properly (or at all) without CTDs due to memory limitations.

Needless to say if you don't have extra RAM available on your system to begin with, the 4GB patch will not help much.

Gargamel
03-13-11, 08:40 PM
I have a C2D 1.66, with 4 GB Ram, XP 32 sp3.

would you recommend the 4gb patch for me?

I have the STEAM version though... I think privateer had to mod the patch to make it work.....

frau kaleun
03-13-11, 08:51 PM
I don't see how it could hurt, and it's not a big hassle to apply it (Steam issues notwithstanding).

Windows 32-bit probably doesn't recognize the full 4 gigs of RAM, though, mine only "saw" 3.25 GB of what I had installed. How much is available for the game is gonna depend on how much is taken up just by the OS, system stuff, and what kinds of background things are running. But I would think applying the patch would let you squeeze the max out of whatever you've got that the game can access, like I said I don't see how it could hurt - seems like it could only make things better if you've got 3+ gigs RAM onboard anyway. But I never used it until I switched to 64-bit so I have no 'before and after' impressions from my old system that I can report on.

drakkhen20
03-13-11, 09:14 PM
this also looks like the same dock used in WAC. how did you convert it ?

Gargamel
03-16-11, 11:42 PM
Having an issue.

First off, I was surprised to see this mod included Kiel. Read most of the docs, but I must have missed that. I was so surprised that I almost ran into the locks there.

First patrol I did, I went the long way around Denmark, so I never saw the locks. Finished my patrol up by the orkney's (IIa), then was going to tour the new Wilhelmshaven port. Just as I was apporaching the mouth of the channel, about equal with the last barrier island, boom CTD. I didn't get a "report this" window either. SH3 Just quit.

So I reloaded, and RTB'b from there. No problems. Got credit for the patrol.

Next patrol, I take the canal this time, navigate the Locks (with FK's words of damage and death for poor timing going through my head), and continue down the canal.

As I'm approaching the southern set of Locks, BOOM! CTD.

Now I know I need to get the Steam Modded 4gb patch from Privateer, but is there anything on this list that would interfere with this? And perhaps a gentle PM from somebody who can make some suggestions on this mod list too. I did have FM_Interiors loaded for the first patrol, and it loaded fine, I disabled it for the second patrol. especially after I realized it only worked for the VII and not the II I was in.

GWX - 16km Atmosphere
GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - English Nav Map and Grid Refs
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
Pato3000m
WB's Decks Awash + Fuel Economy
LifeBoats&Debris_v4
Longer Repair Times 2.04 (All)
VIIB WAR SKIN II
WB's Mid-Patrol Radio Orders GWX (SH3 Cmdr) v1.0
GWX - Merged Campaign
WB's Mission Orders Lite v1.1
GWX_DFa-Flag&Pens_2010
Waterstream+Exhaust Combi V2.3 for GWX3
Torpedo damage Final ver2.0
Type IIA Camo_Graf_GWX2
Bino Compass Mod
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3

XP sp3
1.66 C2D
4GB ram
7800GTX

frau kaleun
03-17-11, 07:49 AM
Not sure if it's relevant to your issue but I think if you've got both LifeBoats&Debris_v4 and GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 enabled, you still want Aces' combined .sdl file that includes everything for those two mods plus New Interiors and some others. You don't need all of the included mods enabled to use the combined file, but it will give you all the sound effects you need for any two or more of them in combination.

OTOH if there is a modded Sh3.sdl in GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 it should've just overwritten the one from the Lifeboats mod, so in theory all you'd lose is the sound effects for the lifeboats but you'd have everything you need for GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. Which means it wouldn't be an issue with the .sdl file that's causing any problems, so please ignore everything I just said. :O:

Also IIRC the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 mod includes updated versions of some of the other 'basic' GWX mods, possibly including Merged Campaign, if so you may want to enable the updated version instead of the older one if you haven't swapped them already. Isn't the Merged Campaign though the one that includes all theaters of operation? If so that would be a lot of extra stuff to bog down your system if you're going in and out of Kiel and presumably staying in the North Sea and Atlantic. :hmmm:

One thing you could try is enabling the Lite Harbor Traffic option of GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. If there's no CTD with that, but repeated CTDs with a fully active harbor, I would say it's probably a memory/resources issue.

tekai
03-23-11, 10:02 AM
When looking at the german light cruiser 'Leipzig' in W'haven I recognized that the ship has no heavy armament and torpedo tubes are missing too.

Maybe this is purpose because the Leipzig was most time of her carreer in W'haven as a training ship. But she was recommissioned on 1 December 1940.
So I think she should look like this:
http://img16.imageshack.us/i/sh3img213201121373727.jpg/

Changes are really simple to do, you have to change only the NCL_Leipzig.eqp in this way:


[Equipment 1]
NodeName=M01
LinkName=150mmTripleT
StartDate=19380101
EndDate=19451231

[Equipment 2]
NodeName=M02
LinkName=88mmGEDoubleS
StartDate=19380101
EndDate=19451231

[Equipment 3]
NodeName=M03
LinkName=150mmTripleT
StartDate=19380101
EndDate=19451231

[Equipment 4]
NodeName=M04
LinkName=150mmTripleT
StartDate=19380101
EndDate=19451231

[Equipment 5]
NodeName=M05
LinkName=88mmGEDoubleS
StartDate=19380101
EndDate=19451231

[Equipment 6]
NodeName=M06
LinkName=88mmGEDoubleS
StartDate=19380101
EndDate=19451231

[Equipment 7]
NodeName=M07
LinkName=37mmDouble
StartDate=19380101
EndDate=19451231

[Equipment 8]
NodeName=M08
LinkName=37mmDouble
StartDate=19380101
EndDate=19451231

[Equipment 9]
NodeName=A01
LinkName=37mmDouble
StartDate=19380101
EndDate=19410101

[Equipment 10]
NodeName=A01
LinkName=37mmDouble
StartDate=19410101
EndDate=19451231

[Equipment 11]
NodeName=A02
LinkName=37mmDouble
StartDate=19380101
EndDate=19410101

[Equipment 12]
NodeName=A02
LinkName=37mmDouble
StartDate=19410101
EndDate=19451231

[Equipment 13]
NodeName=A03
LinkName=20mmGESingle
StartDate=19380101
EndDate=19451231

[Equipment 14]
NodeName=A04
LinkName=20mmGESingle
StartDate=19380101
EndDate=19451231

[Equipment 15]
NodeName=A05
LinkName=20mmGESingle
StartDate=19380101
EndDate=19410101

[Equipment 16]
NodeName=A05
LinkName=20mmGESingle
StartDate=19410101
EndDate=19451231

[Equipment 17]
NodeName=A06
LinkName=20mmGESingle
StartDate=19380101
EndDate=19410101

[Equipment 18]
NodeName=A06
LinkName=20mmGESingle
StartDate=19410101
EndDate=19451231

[Equipment 19]
NodeName=A07
LinkName=20mmGESingle
StartDate=19380101
EndDate=19410101

[Equipment 20]
NodeName=A07
LinkName=20mmGESingle
StartDate=19410101
EndDate=19451231

[Equipment 21]
NodeName=A08
LinkName=20mmGESingle
StartDate=19380101
EndDate=19410101

[Equipment 22]
NodeName=A08
LinkName=20mmGESingle
StartDate=19410101
EndDate=19451231

[Equipment 23]
NodeName=T01
LinkName=21TorpedoTriple
StartDate=19380101
EndDate=19451231

[Equipment 24]
NodeName=T02
LinkName=21TorpedoTriple
StartDate=19380101
EndDate=19451231

[Equipment 25]
NodeName=L01
LinkName=REF_small
StartDate=19380101
EndDate=19451231

[Equipment 26]
NodeName=L02
LinkName=REF_small
StartDate=19380101
EndDate=19451231

[Equipment 27]
NodeName=T03
LinkName=21TorpedoTriple
StartDate=19380101
EndDate=19451231

[Equipment 28]
NodeName=T04
LinkName=21TorpedoTriple
StartDate=19380101
EndDate=19451231

[Equipment 29]
NodeName=L03
LinkName=REF_small
StartDate=19380101
EndDate=19451231

Then the 'Leipzig' will look armed. BTW, wonderful model.

Greetz
Tom

frau kaleun
03-23-11, 10:16 AM
If she was converted to a training ship and then withdrawn from service and not recommissioned until Dec 1940 it's possible she was still undergoing refit as an operational vessel for some time and the graphics of the mod may well reflect her changing situation as you progress through the war years.

If you are starting out from Willy early in the war you'll also see the Tirpitz and her appearance reflects the fact that she was not ready for action then either (and not even commissioned for a couple years yet IIRC).

The first operational info I found for the Leipzig after recommissioning was that she was part of the Baltic Fleet in Sept 1941 but how early she was ready for trials and training as a combat vessel, I don't know.

tekai
03-23-11, 10:35 AM
@Frau Kaleun

Maybe the appearance of the 'Leipzig' shall reflect her history, but do you really think the germans took away the main armament in 1939 and one year later they installed 3 new 15cm turrets? I don't think so.
And if you are looking at the eqp-file you will see that it's not written that there are changes on the main armament during war, that means no progress.
I like to see the 'Leipzig' armed, looks better.

The armament of the 'Tirpitz' is another thing. To see her progress during war is amazing.

Greetz
Tom

AHS Centaur RIP
08-15-11, 01:36 AM
Hey, thanks heaps for this. Sorry if this has been asked before, but Is this in any way compatible with gwx 2.1?
Regards

Sailor Steve
08-15-11, 09:57 AM
Hey, thanks heaps for this. Sorry if this has been asked before, but Is this in any way compatible with gwx 2.1?
Regards
I think it should be. On the other hand it installs with JSGME, so why not just try it and see? If it doesn't work you can easily uninstall it.

That said, GWX3 offers enough improvements over 2.1 that it's really worth your while to make the change.

Jimbuna
08-15-11, 05:14 PM
Looking forward to the answer.....I;m very curious because even though I've everything GWX2.1 archived I'll probably never install it again.

If there is a problem it'll probably be in the area the ships have been anchored/positioned in the original harbour prior to the terrain changes.

It's possible ships could be embedded into buildings etc.

Lucky07
08-25-11, 06:45 AM
I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod !
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6( i really love this mod , the new wilhelsmhaven have real live but mixed with my mod in JSGME make nuclear explosion)
really now the dock have real live with all these movement !:yeah::yeah:

CapZap1970
11-17-12, 09:15 AM
Could anybody tell me what's wronf with FileFront? Tried to dl from there this mod and others but it doesn't work...:hmmm:

Jimbuna
11-17-12, 10:26 AM
FF is FUBAR'd and v7 is 321MB in size so if you know of a storage site that will allow it to be uploaded I can certainly oblige.

v6 is approx. 180MB in size.

Fubar2Niner
11-17-12, 10:52 AM
Could anybody tell me what's wronf with FileFront? Tried to dl from there this mod and others but it doesn't work...:hmmm:

Hi Cap, filefront is doing it's usual thing since they changed their policy. I am uploading GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships v's 5, 6 & 7 to my mediafile acct. will post links when done.

Best regards.

Fubar2Niner

Fubar2Niner
11-17-12, 11:00 AM
FF is FUBAR'd and v7 is 321MB in size so if you know of a storage site that will allow it to be uploaded I can certainly oblige.

v6 is approx. 180MB in size.

Just noticed this Jim, mebe cloud? I'll check it out failing that I'm sure Malik will have it, if not I can put it on my ftp :salute:

Best regards.

Fubar2Niner

Fubar2Niner
11-17-12, 11:05 AM
@Cap v6 here

http://www.mediafire.com/?lqnrg4gj42xzkbh

Best regards.

Fubar2Niner

Fubar2Niner
11-17-12, 11:15 AM
Cloud is a no go, next step my personnal storage, when Virgin gets it's act together :haha:

Best regards.

Fubar2Niner

Jimbuna
11-17-12, 11:33 AM
Yeah, I believe there is a 200MB cap.

HW3
11-17-12, 07:57 PM
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS)

Username: Maik
Password: Woelfe

Look under BIGBOYWOOLY it is there.

:salute:

Johnners
01-21-13, 02:28 PM
Hi, I hope I can get some more help from you guys.

I've finally got SH3+GWX+mods up and running with Win7, only it crashes on starting a career (while the red line is going across the mission screen).

By process of elimination I've identified "GWX3 Wilhelmshafen, St Naz, Schluese and extra ships v7" as the guilty party and wondered if anyone had had the same problem and if there was a solution?

Troublous_Haze
01-21-13, 03:27 PM
Hi, I hope I can get some more help from you guys.

I've finally got SH3+GWX+mods up and running with Win7, only it crashes on starting a career (while the red line is going across the mission screen).

By process of elimination I've identified "GWX3 Wilhelmshafen, St Naz, Schluese and extra ships v7" as the guilty party and wondered if anyone had had the same problem and if there was a solution?

Probably short of RAM

Jimbuna
01-21-13, 03:59 PM
Hi, I hope I can get some more help from you guys.

I've finally got SH3+GWX+mods up and running with Win7, only it crashes on starting a career (while the red line is going across the mission screen).

By process of elimination I've identified "GWX3 Wilhelmshafen, St Naz, Schluese and extra ships v7" as the guilty party and wondered if anyone had had the same problem and if there was a solution?

How much memory do you have?

Johnners
01-22-13, 08:43 AM
How much memory do you have?

12.0GB

HW3
01-22-13, 08:50 AM
Are you using the 4GB patch? I have 8GB myself and still need the 4GB patch to make it run.

:salute:

Johnners
01-22-13, 09:07 AM
Are you using the 4GB patch? I have 8GB myself and still need the 4GB patch to make it run.

:salute:

Will try it.

Probably a stupid question, but when can the 4gig patch be applied? Can it be applied over an existing installation or is it a case of uninstalling and then installing the patch over a 'vanilla' install of SH3 before GWX etc?

Jimbuna
01-22-13, 09:35 AM
I'm not sure, I've only added it to a new install....hopefully HW3 can clarify for you.

HW3
01-22-13, 10:38 AM
You should be able to do it over an existing install since, if I recall correctly, it only patches the application.exe. Privateer made the one I use. He would know for sure.

:salute:

Fubar2Niner
01-22-13, 12:53 PM
Will try it.

Probably a stupid question, but when can the 4gig patch be applied? Can it be applied over an existing installation or is it a case of uninstalling and then installing the patch over a 'vanilla' install of SH3 before GWX etc?

No question is stupid mate. Yes you are good to go in regard to the 4gig patch. I have installed it well after modding the game. This should indeed solve your probs.

Best regards.

Fubar2Niner

Johnners
01-22-13, 01:20 PM
No question is stupid mate. Yes you are good to go in regard to the 4gig patch. I have installed it well after modding the game. This should indeed solve your probs.

Best regards.

Fubar2Niner

Applied 4gb patch to existing (and modded install) but still no success with v7, swapped v7 with v6 and all seems to be o.k.
Thanks all for suggestions and help, but I'd still like to get v7 working!

Troublous_Haze
01-22-13, 01:57 PM
Just use V6 and have fun. V7 basicly has no new units added, it was made only for ppl with weaker systems to shorten the loading time.

Sailor Steve
01-22-13, 04:12 PM
Just use V6 and have fun. V7 basicly has no new units added, it was made only for ppl with weaker systems to shorten the loading time.
Actually v7 has the completely redesigned Kiel harbor form LSH3. It's very different.

HW3
01-22-13, 10:14 PM
Johnners, (we should have done this earlier), could you post a list of the mods you are using? We might find something there.

:salute:

Jimbuna
01-23-13, 03:42 AM
Wasn't there a duplication in the vessels already included and those in the mod? :hmm2:

Johnners
01-23-13, 01:39 PM
Johnners, (we should have done this earlier), could you post a list of the mods you are using? We might find something there.

:salute:

Thought there might be a conflict with other mods so tried 'vanilla' install of SH3+GWX (including 4 gig patch) - everything o.k and career starts o.k., then added Wilhelmshafen v7 and it CTD on the mission screen, v6 works o.k.

Fubar2Niner
01-23-13, 01:51 PM
Thought there might be a conflict with other mods so tried 'vanilla' install of SH3+GWX (including 4 gig patch) - everything o.k and career starts o.k., then added Wilhelmshafen v7 and it CTD on the mission screen, v6 works o.k.

My thoughts.......... if you're crashing on an unmodded (save GWX 3) it's possible you have a corrupt download maybe? I'm running v7 no problems. My mod list:

GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Merged Campaign
GWX - VIIC41 Player Sub
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
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
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Q Ship mod GWX3.0
Kaleun's Cap
Fubars IXC WHEATHERED 58
Destroyers&Corvette
A_to_I_class_mod
J_to_Z_Class_mod
Derzeitige Tiefe
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
MFM3.2 displacement correction mod
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Radio Room Postcards
SH-5 Water for SH-3 20 Km V84
Subphones
b25_ConningTower_Late_Patrol
Aces' Super Turms v6 for GWX
Aces' Super Turms v7 Taster
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings v2
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
b25_SF_Grass_Full_V2
WB's Renown Replacement
Thomsen's Sound Pack V3.2cg
SH3 Gramophone
My sound file
---------------------------------------------

Perhaps try redownloading mate. I can put it on either my accts listed below if you need it. Give me a shout.

Best regards.

Fubar2Niner

Johnners
01-23-13, 02:38 PM
My thoughts.......... if you're crashing on an unmodded (save GWX 3) it's possible you have a corrupt download maybe? I'm running v7 no problems. My mod list:

GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Merged Campaign
GWX - VIIC41 Player Sub
GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
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
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Q Ship mod GWX3.0
Kaleun's Cap
Fubars IXC WHEATHERED 58
Destroyers&Corvette
A_to_I_class_mod
J_to_Z_Class_mod
Derzeitige Tiefe
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
MFM3.2 displacement correction mod
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Radio Room Postcards
SH-5 Water for SH-3 20 Km V84
Subphones
b25_ConningTower_Late_Patrol
Aces' Super Turms v6 for GWX
Aces' Super Turms v7 Taster
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings v2
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
b25_SF_Grass_Full_V2
WB's Renown Replacement
Thomsen's Sound Pack V3.2cg
SH3 Gramophone
My sound file
---------------------------------------------

Perhaps try redownloading mate. I can put it on either my accts listed below if you need it. Give me a shout.

Best regards.

Fubar2Niner

Be great if you could :up:

I can't remember where I downloaded my copy from !

Fubar2Niner
01-23-13, 02:54 PM
@Johnners

Uploading to GF acct now, the file is too big for MF acct, any problems let me know I'll split the zip and up to MF. I'll pm when up is complete.

Best regards.

Fubar2Niner

Fubar2Niner
01-23-13, 04:18 PM
@Johnners

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7, can be had here:

http://www.gamefront.com/files/22879777/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z

Any problems, hoot :salute:

Sorry for the long upload wait :hmph:

Best regards.

Fubar2Niner

Johnners
01-24-13, 06:51 AM
@Johnners

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7, can be had here:

http://www.gamefront.com/files/22879777/GWX_3_Wilhemshafen_St_Naz_Schluese_and_xtra_ships_ V7_7z

Any problems, hoot :salute:

Sorry for the long upload wait :hmph:

Best regards.

Fubar2Niner

Cheers Fubar, I'll give it a go this evening.

Well, I've given it a go and it's loading a career o.k. - except when I tell the navigator to follow the pre-plotted course to leave Kiel via the Kiel Canal, we head for shore on a cross country course for Berlin !

This was on top of a mod free install of SH3+GWX3. I tried v6 and this has the correct outbound (and inbound I assume) course.

I've trawled through some other threads and found one that specifically dealt with the pre-plotted course problem but it seems to have petered out at the end of last year without really suggesting and solution.

Any ideas anyone ?

Captain Wreckless
05-21-13, 06:27 PM
I have a got a weird problem with this mod.

I have used this mod in the past with no problems at all. No all of a sudden when it is installed and I use the KIEL OUT command in port, it plots the route in the opposite direction to the EAST. :/\\!!

The only mod installed was this one. I add more, then test stability and continue.

This also happened with the extras addon and the GWX Alternative flotillas either together or individually.

I've reinstalled SH3 and GWX and the KIEL OUT works w/o the mods.

I'm using v7 of the mod. Has anyone experienced this before?

Mike

HW3
05-22-13, 01:29 AM
You have to plot a course through the locks to the dot first, then use the Kiel out command.:yep:

:subsim:

Captain Wreckless
05-22-13, 04:07 AM
You have to plot a course through the locks to the dot first, then use the Kiel out command.:yep:

:subsim:


Thanks.:up: Got it to work though I don't remember having to do that last time.

Mike

HW3
05-22-13, 10:46 AM
The plotting through the locks to the dot started with v7 of the mod. The Kiel inbound works the same way as the outbound, plot through the locks to the dot.:yep:

:subsim:

Captain Wreckless
05-22-13, 06:20 PM
The plotting through the locks to the dot started with v7 of the mod. The Kiel inbound works the same way as the outbound, plot through the locks to the dot.:yep:

:subsim:

OK. That explains it then. :salute:

Mike

periunder
05-22-13, 06:50 PM
The plotting through the locks to the dot started with v7 of the mod. The Kiel inbound works the same way as the outbound, plot through the locks to the dot.:yep:

:subsim:

These locks are great by the way. Really adds to the environment.