View Full Version : [REL] Aces' Super, Dupah, Woopah Turms (inc. Super Turms v6) for GWX
Hi folks,
http://img849.imageshack.us/img849/571/superwupahtrumslaunchpi.jpg
My sincere thanks to Damo for his kind permission to include his Type 7 Atmospheric Interior Lighting settings.
Download link (Gamefront only, Mediafire have imposed a file size limit) : http://www.gamefront.com/files/20383613/Aces%27+Super%2C+Dupah%2C+Woopah+Turms+Compendium+ %28Inc.+Super+Turms+v6%29+for+GWX.rar
As an alternative download link I've just uploaded the mod to Mediafire in three parts (each less than 200Mb), it is so slow it has taken half the day!.
Download all three parts and run Part01 to unzip the contents.
Part 01: http://www.mediafire.com/?i1dciqeepvcy39b
Part 02: http://www.mediafire.com/?k9cmj3eggjj9ubt
Part 03: http://www.mediafire.com/?wke24u22btcecjb
Readme Compendium : (detailed readme docs included for Super Trums v6, Type 9c1 super Trums and Turm Emblems Your Way.
Greetings,
Included in this mod is the latest version of my Super Turms mod (v6) and several new and updated optional add on mods.
Correct Install order.
1. Aces' Super Turms v6 for GWX
2. OPTIONAL : Aces' Multimod compatability fix FM's Turm 7c2 Lightmaps add on OR 2. Aces' Multimod compatability fix FM's Turm 7c4 Lightmaps add on
3. OPTIONAL : Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
4. OPTIONAL : Aces' No Engine Grills Type 7c-1 Turm OR 4. Aces' No Engine Grills and Spray Deflector Type 7c-1 Turm
(Note I accidentally named the mod no "spray" deflector it should be named no "wind" deflector.
5. OPTIONAL : Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
6. OPTIONAL : Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 3x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) 3x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Note If you Use MaGui v3.4 then:
8. MaGui 3.4
9. Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
OR if you use the widescreen MaGui 3.4 version:
8. MaGui 3.4
9. Widescreen MaGui v3.4
10. Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
---
NOTE: If you are using my stand-alone Crew on Deck mod (not required if Super Turms v5.1 or later is activated) then please, if required, activate "Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings" AFTER my stand-alone C-O-D mod .
---
Credits
My thanks to all of the mod authors for their fantastic mods, encouragement and support.
Special Thanks to (Reads like a "who's who of top modding talent) :
Flakmonkey for his permission to incorporate his Twisty Periscope mod, for his excellent lightmap tutorial and for re-lightmapping the Turm 7c1.
Anvart for his permission to include parts of his Flags, Pennants and DF antenna mod and for his StateMachine method.
Privateer for his permission to incorporate his Turm Emblems Your Way mods and his MG-34 mods and for all his help.
Diving Duck for his help with the "dials" method.
Tarjak for his permission to incorporate his Historic Emblems Pack,
Luca for his assistance with the rotate UZO code.
Private Godfrey for permission to include his fantastic emblems.
Testpilot for his permission to include his UZO, lifebelt, ropes, DF antenna, type 7b periscope covers and Netswimmer models and textures.
Tomi for his permission to include his flagpoles and ammo container models.
Raptor for his excellent crew uniforms on which I have based several of my crew on deck uniforms.
Damo for permission to include his Interior Ambient Lighting settings, Diving Duck and anyone else that helped in the production of this mod.
Makman for his help with the MaGui 3.4 compatability add-on
The author of the MBFL mod which saved me many hours in testing.
Crew on Deck Beard texture adapted from Fubar's bearded faces mod.
SKWasjer for his fantastic S3ditor program without which this mod wouldn't have been possible.
Wreford-Brown for very kindly creating a special campaign file which vastly speeded up the testing of this mod.
Last, and by no means least, my long suffering missus a "modding orphan" with great patience :)
Permissions (applies to all the mods included)
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.
Kind regards
Aces
PS. My current activated mods list:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]
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
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1 16k Atmosphere
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Ricks_GWX_Rec_Man_Final
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Radio Room Postcards v2
RL_E v2 Daily Double 0600_2300
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Note I have tried to colour code inter-related mods thus:
Yellow = mods that Aces' Multimod compatability fix release v1.3 public beta is designed to make compatible and add-ons for this mod.
Green = mods that Aces' St.Nazaire Super Pens v5.1 GWX Version requires in order to work correctly.
Blue = Aces' Super Turms v6 for GWX and optional add-on mods.
Orange = MaGui 3.4 and Widescreen MaGui v3.4 add-on mods and my Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3 mod.
fitzcarraldo
05-30-11, 02:23 PM
Hi folks,
My sincere thanks to Damo for his kind permission to include his Type 7 Atmospheric Interior Lighting settings.
Download link (Gamefront only, Mediafire have imposed a file size limit) :
Many thanks, Aces, for your great work. And thanks for the Damo´s optional, for me that mod is a must have.
Only (more request)...we need the Type VIIC/41 Super Turm.
Best regards.
Fitzcarraldo :salute:
Hi mate,
What turm file does this boat use?, I found the hull file but not a specific turm file for GWX.
Regards
Aces
Sailor Steve
05-30-11, 02:44 PM
Great work, aces! Something for everybody! :rock:
@ fitzcarraldo: Sorry to be rude, but do you really have to quote an entire post, including pictures, just to make a few comments? It seems like a waste of time and bandwidth to me.
Bakkels
05-30-11, 04:10 PM
Aces stop this!! I'm busy on the Hahd ship remodelling and this way you're making me wanna play sh3 again!
Seriously though, excellent work once again. :yeah:
fitzcarraldo
05-30-11, 04:23 PM
Great work, aces! Something for everybody! :rock:
@ fitzcarraldo: Sorry to be rude, but do you really have to quote an entire post, including pictures, just to make a few comments? It seems like a waste of time and bandwidth to me.
I´m sorry, mate. I edited my comment.
Regards.
Fitzcarraldo :salute:
reaper7
05-30-11, 05:10 PM
@ Aces, Once again you outdo yourself :yeah: Top Notch stuff indeed, Tks :salute:
Nice! Thanks Aces:salute:
Hi chaps,
Thanks for your kind comments, I hope, as Sailor Steve mentioned, there's something in there for everybody. I am planning to continue my work on my modding projects as there's still things that I'd like to accomplish but first I'm taking that much needed rest from modding to rest up. Unfortunatly something has happened to my Maya settings even though I've deleted the config folder and reset things. I just cannot get any satisfactory results lightmapping anything, I've checked and triple checked that everything is set to Flakmonkey's tutorial settings but it just doesn't come out right so unfortunately the new externals of the Type 7c1 without spray deflector/engine grills are not (re)-lightmapped although the turm interior still has a lightmap. I did have the scopes and UZO rotation working as intended but I changed something and overwrote files and when I returned to the work a few days ago I just couldn't replicate what I did so it's just the UZO that model that rotates to match the bearing and this will still rotate to the scopes' bearing although one doesn't use scopes on the surface so this really isn't an issue. Regarding the Type 7c41, I checked and it's the hull file that's appreciably different from the type 7b/c hulls and therefore the Type 7c1 Super Turms turm options should work just fine and the Type 7c41 is already included in the crew on deck feature so AFAIK there's nothing more immediately required for this boat.
Speaking of the crew on deck feature, the new type 9b and 9c hulls with repositioned deck gun and/or new deck railings also support the crew on deck feature, they can be used without activating this feature but Super Turms v6 MUST be installed first if you want to use the crew on deck feature. The reason for wishing to include Damo's Type 7 interior lighting settings, apart from the fact that I really love the effect, is that they are now integrated with my objects (UZO, new MG-34s etc.) inside the conning tower and Urfisch's splendid water drops and fire/smoke damage effects. Please note that this mod requires FM 's New Interiors mod and Luca's Conning Tower open Hatch TestFMfood mod be activated first and in that order, see my current mods list in my first posting. When I was working on the new engine grills for the Type 9c1 turm I produced two variations, one with two grills and one with three grills. I released the two grill version previously and decided to also include the three grill version in the new Super Turms so that you have more options.
Regarding the mod install order IIRC then the only really critical things are that the Super Turms v6 mod is activated BEFORE any of my optional mods, MaGui 3.4/Widescreen MaGui v3.4 (if used) is activated AFTER Super Turms v6 and that my appropriate MaGUI v3.4 add-on is activated LAST after MaGui v3.4 and any of my mods. Please note that the MaGui version supported is v3.4 and NOT MaGuiF.
NOTE: If you are using my stand-alone Crew on Deck mod (not required if Super Turms v5.1 or later is activated) then please, if required, activate "Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings" mod AFTER my stand-alone C-O-D mod.
Kind regards
Aces
Magic1111
05-31-11, 09:00 AM
Hi Aces !
Wonderful, awesome work !!!!! :yeah::yeah::yeah:
Many, many thanks for your wonderful MODs, I like it very much ! :up:
Best regards,
Magic:salute:
Fish In The Water
05-31-11, 01:12 PM
Great work Aces, thank you very much for all the time and attention on the type 7's. Really appreciate it! :up:
...but first I'm taking that much needed rest from modding to rest up.
Yes please do, and enjoy! :sunny:
Last, and by no means least, my long suffering missus a "modding orphan" with great patience :)
We've all benefited from her patience, so give her a hug from us!
:D
Wow, great stuff!
Way to go, Ace-Man! :rock:
thanks also , love using you stuff . :salute:
Excellent as usual!:yeah:
Fubar2Niner
06-01-11, 11:59 AM
@Aces
Oh my lord mate !!!!
Now you've gone and done it, you've actually managed to outshine yourself :sunny: Awesome work mate, and I mean in the British way ( no offence to my US friends ) Your dedication is to put it mildly... BLOODY OUTSTANDING :rock::rock::rock:
Now go have that rest, grab a beer or three on me and give that modding widow of yours a hug and kiss from me :()1:
All the best mate and many, many thanks :arrgh!:
Fubar2Niner
Stickied. :shucks:
Calle me regularly when you need me to update thread title Aces ...
Good job :up:
Fish In The Water
06-02-11, 11:24 AM
Nice to see this stickied, thanks Hitman! :yep:
Magic1111
06-02-11, 01:17 PM
Stickied. :shucks:
Thanks Hitman ! :yeah:
Thanks Hitman,
Blimey!, m first ever "sticky" :)
Hope everyone is enjoying the mods.
If you use the MaGUI v3.4 or MaGUI v3.4 add-on fixes thejn please de-activate, delete the Torpedo.sim file from the "Library" folder and then re-activate the mod.
I will produce a new version/s ASAP. Thanks to Manos for the info.
Thanks, I will pass on your good wishes to my OH :), she's getting plenty of hugs lately :D.
Edit:
Oh and I fancied a few new pennants:
http://img860.imageshack.us/img860/6259/newpennants2.jpg
Kind regards
Aces
Your "kids games" have no borders.
... and I didn't give you permission to spoil my mod.:down:
First you must do something your one's own... and then you can experiment, how you want.
I've already warned you, but probably you're a little obtuse and therefore you do not understand from once.
Complete absence of elemental ethics...
Hello Anvart,
I'm sorry that you feel agrieved again. Wait one minute here before criticising, I wasn't aware that I couldn't change things for my own use!!. It's like Privateer releasing his turm emblems your way mod and then saying "you can use it but I must approve every picture first", that's rediculous!.
As for "warning me", I don't take kindly to threats, my multimod and super turms are compatible with your pennants mod and won't work as intended without it being installed, it's heavily metioned in all my documetation and crediited as your work. All the other modders have freely given their permission and help, some have approached me and asked if I was interested in working with them or including one of their mods or spects of their work, what makes your attitude so different!.
Aces
Fish In The Water
06-03-11, 11:38 AM
Thanks, I will pass on your good wishes to my OH :), she's getting plenty of hugs lately :D
A very patient and understanding gal. Big HUGS, she's a keeper! :up:
Your "kids games" have no borders.
... and I didn't give you permission to spoil my mod.:down:
First you must do something your one's own... and then you can experiment, how you want.
I've already warned you, but probably you're a little obtuse and therefore you do not understand from once.
Complete absence of elemental ethics... http://img227.imageshack.us/img227/855/cliniccasesg6.gif
:timeout: :lol: Anvart, write a Silent Hunter game - "First you must do something your one's own" - and don't spoil Silent Hunter makers work :lol:
I only regret that we lost Flakmonkey from this forum because of a weirdo like you.
Aces - don't be another one to be annoyed by someone rude, sick ego, there are many healthy persons on the modding scene (and you are a nice example :up:) Make a big poop on Anvart's mods and keep up the good work!
Bakkels
06-03-11, 03:04 PM
This is about modding a game. I see it as SH3 basically having become an open-source program. Everyone here only tries to make the game a more enjoyable experience for others, no one is making any money with it.
Aces is very meticulous in giving everybody the credit they deserve. And I see absolutely no reason to give him a hard time about anything. :nope:
Aces, your repositioned gun for type 9 would be great if not for this:
http://i56.tinypic.com/2el48z6.jpg
It is even more visible in other skins than default, and somewhat breaks the immersion.
Hi chaps,
May I please requuest that everyone treats Anvart with the customary respect and courtesy, I believe that it was a simple missunderstanding as can and does happen on forums.
Now, back to the thread. I know about the hatch, it is unfortunate or rather it WAS unfortunate. I edited the 3d model to get rid of if and did a very quick edit of one of Bakkels' most excellent skins just to prove the concept. Of course the skin editing thing would have to be done on a skin-by-skin basis but it does look better IMO.
http://img685.imageshack.us/img685/3526/type9gunanddeck.jpg
Kind regards
Aces
Great! (Would it be possible to move this circle of metal rays that is first on the previous screenshot to new place?)
Fubar2Niner
06-05-11, 02:40 AM
Hi chaps,
May I please requuest that everyone treats Anvart with the customary respect and courtesy, I believe that it was a simple missunderstanding as can and does happen on forums.
Kind regards
Aces
@Aces
Eloquently put old bean, handled in the best typically English manner :yep: Anvart's work is greatly admired by myself and much of the community. Great work on the fix btw :salute:
Best regards.
Fubar2Niner
Hello Anvart,
...for my own use!!. ...
you can... in this case. :haha:
but don't show incorrect examples... as Privateer's emblem stuff :03:
... remember, in any mod is a certain idea (conseption).
Aces
Anvart, write a Silent Hunter game - "First you must do something your one's own" - and don't spoil Silent Hunter makers work
Don't engage in demagoguery, dude... motives of your reply are absolutely transparent... wounded self-esteem, as usual. :03:
I only regret that we lost Flakmonkey from this forum because of a weirdo like you.
... more correct like you, revisionist khrenov. :03:
... and don't tell me anything about this anonymous slanderer.
Fubar2Niner
06-05-11, 12:53 PM
@Aces & Anvart
Sorted out like true gentlemen, well done chaps and hats off to you both :salute:
Best regards.
Fubar2Niner
Anvart, write a Silent Hunter game - "First you must do something your one's own" - and don't spoil Silent Hunter makers workDon't engage in demagoguery, dude... motives of your reply are absolutely transparent... wounded self-esteem, as usual.
You don't understand this logic, don't you? Plain stupidity of accusing other people of modding "your" mods (with credits given)?
... and don't tell me anything about this anonymous slanderer.
I am surprised that he withstanded so long with your sick, crybaby behaviour.
@Aces & Anvart
Sorted out like true gentlemen, well done chaps and hats off to you both :salute:
Best regards.
Fubar2Niner
I'm sorry my friend, but I have no quarreled with Aces. :woot:
You don't understand this logic, don't you? Plain stupidity of accusing other people of modding "your" mods (with credits given)?
I already wrote:
Don't engage in demagoguery, dude... motives of your reply are absolutely transparent... wounded self-esteem, as usual.
I think this is enough to close the mouth.
I am surprised that he withstanded so long with your sick, crybaby behaviour.
You are wrong, as always, we have not had anything to do with each other long ago.
I can not respect the slanderer... maybe you're so the same...? :haha:
Fubar2Niner
06-05-11, 01:36 PM
I'm sorry my friend, but I have no quarreled with Aces. :woot:
Sorry if I got the wrong end of the stick then shipmate, however the 'true gentlemen' part stands, if that's ok with you :03:
Best regards.
Fubar2Niner
@Fubar2Niner
:hmmm:
I somehow don't understand ...
In your opinion, I will a gentleman, if I will keep silence in any case... :D
Just I told opinion about Aces's fake pennants for subs...
Such "pennants", some businessmen did for sale to fans (through internet too) after the war... for the manufacturing of those fakes used printing equipment...
P.S. You can consider all my replica as lingual exercises. :03:
KapitanSpinks
06-10-11, 02:46 AM
What the heck is a turm???
Man I'm such a noob at this mods stuff.
SquareSteelBar
06-10-11, 03:19 AM
Turm [german] = tower [english]
KapitanSpinks
06-10-11, 10:17 PM
Turm [german] = tower [english]
Oh, gotcha. Than you.
pelucho25
06-11-11, 06:25 PM
Hi I would like to know if there is any way that does not leave the submarine emblem occupying the entire tower.You can leave a normal tower emblem? thank you very much.
frau kaleun
06-11-11, 06:44 PM
Hi I would like to know if there is any way that does not leave the submarine emblem occupying the entire tower.You can leave a normal tower emblem? thank you very much.
Use the Old Emblems Compat version if you want to continue using the stock u-boat emblems. :yep:
Magic1111
06-12-11, 06:28 AM
Use the Old Emblems Compat version
...yes, but IIRC exist only for Type IX Sub ! ;)
Best regards,
Magic
frau kaleun
06-12-11, 11:48 AM
Ah, sorry. Haven't downloaded this yet... I just assumed it included an Old Emblems compatible version for everything. :hmmm:
Magic1111
06-13-11, 06:22 AM
I just assumed it included an Old Emblems compatible version for everything. :hmmm:
I checked the MOD again and an old Emblem Version exist ONLY for Type IX Sub !!!
Best regards,
Magic
Hiya folks,
The original motivatuion for Super Turms was to bring together several mods that were previously incompatible because they all modified the Type 7c1 turm, namely Anvart's flags/pennants/df antenna, Flakmonkey's twisty periscope, Privateer's turm emblems your way and, when it became available, flakmonkeys' exterior lightmaps. Beyond that I took it upon myself to incorporate a few things of my own, and of others and extended this to the Type 7b turms.The reason that I chose to incorporate the turm emblems 7b/c your way mods is simple, IMO it is hugely superior and more versatile than the stock emblems and the Super Turms mod has always included PVt. Godfrey's and Tarjack's excellent emblems for virtually all type 7's which are not only more historically accurate but also correctly placed something that is impossible with the stock emblems.
Regarding the type 9c-1 turm , I was asked if I could re-size it and subsequently asked if I could do both old emblem and turm emblems your way versions which I agreed to do because AFAIK there aren't, as yet, any emblem packs using the new turm emblems your way type 9 but I have supplied Privateer's templates for all three turm emblem your way mods so that anyone can produce their own if they wish so the Turm emblems 9 is a differernt situation to the type 9 turms for which their are loads of ready made emblems supplied. BTW I've never mentioned anything in my mod documetation etc. about their being normal emblem versions of the type 7 turms being included but, if there was a demand I suppose I could produce them but please be aware that the 7c1 turm would loose its lightmapping as I cannot lightmap anything at the moment.
Regards
Aces
Wow! This is awesome! Because of my laptop, I can't run the interiors mod, but this hugely makes up for it.
All the little details that are now added to my Turm, I'm actually in the sub! The cup of midwatch coffee on the pedestal, great addon :D
After enabling and disabling mods for an entire hour though, I did run across a (big?) problem;
I've selected a new emblem, the 4 aces one, and this happens;
http://i18.photobucket.com/albums/b128/ironeagle101/th_SH3Img13-6-2011_21846_558.jpg (http://s18.photobucket.com/albums/b128/ironeagle101/?action=view¤t=SH3Img13-6-2011_21846_558.jpg)
It's all great to see my huge cards, but obviously it's not supposed to be that way :P
If this problem is fixed.....ah, I'm making my own emblem :D
For reference, my mod list;
Rbs1_SH4_Effects_GWX_30_71
Wooden_Lifeboats_Mod_1.1
Rbs3-Lifeboatcompatibility
LifeBoats&Debris_v4
Flags And Pennants
Aces' Super Turms v6 for GWX
MaGui F
optional-stopwatch with speed lines for MaGui F
TMT v2
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Turms and MAGUI Fix
Edit: Yes, the U-336 took quite of a beating. We came across some British planes. They taunted us. We had to bring the good news.
Bakkels
06-13-11, 02:22 PM
There is no bug here. Part of this mod is Privateer's 'Turm Emblems your way' mod.
Basically, it turns your whole conning tower into a canvas to paint your emblem on.
I believe if you look into the documentation that came with the mod, you'll find instructions on how to make a smaller emblem. There's a template .tga file somewhere in the mod that you can paint on. It's just a matter of rescaling the picture you want to have as your emblem.
This is the link to Privateer's original mod with an explanation on how to use the .tga file:
http://www.subsim.com/radioroom/showthread.php?t=149906
Resizing might work. The problem isn't exactly solved though - all these emblems (There's lots of them) give me that problem, and it all came with the mod. AFAIK, I followed the install order. I even looked at Aces' mod list on post #1, and installed it according to that.
Bakkels
06-13-11, 08:36 PM
You can't just use the old emblems with this version of the mod. You have to manually re-draw the emblem you want on the template .tga file that comes with the mod.
You have got two options here;
The simple one is install 'Aces Super Turms Old Emblems Compatibility'. That'll take care of your problem. You'll have all the benefits from Aces mod, but you can just use the old emblems.
Second option is you take the template .tga that's somewhere in Aces mod, open it in a graphics program and put on the emblem you want in the size you'd like it. Then save it in the correct map (silent hunter III\data\emblems) which is a bit more work but offers more possibilities. (For example having multiple emblems, or adding an emblem in the middle of the front of your tower)
=========Disregard======
I'm using the new emblems...but I retract my statements...I'm sailing a VIIB.
-.-
Need to transfer and get an VIIC.
=========Disregard======
Tried a patrol in a VIIC, no emblem at all. Even the machine guns and my coffee (!!) disappeared :/
I'm probably over looking something really obvious...long nightshift, time for bed.
Hi mate,
I'm guessing that you are using a later war turm such as the type 7c2, 7c3 or 7c4. The MGs. coffee cup etc.feature on the 7b1, 7b2, 7c1 and 9c1 turms. If you want a 7c1 turm the start a carreer in 1940/1941 and you will get this turm. There are loads of emblems supplied with the mod for the 7bs and 7c1s for you to use and, as Bakkels kindly mentioned there are templates for the type 7b1, 7b2, 7c1 and 9c1 included with the mod as well as documentation on how to make your own emblems if you wish.
Kind regards
Aces
Hey Aces
Thanks for the info. I reloaded my usual save, and I can confirm using a 7b/1 Turm, hence the MG34s, the coffee and everything else showing.
That still leaves the question on how my emblems are so out of proportion?
Hi mate,
After you install the Super Turms mod you will find installed loads of emblems with the u-boat type and number eg. (from memory) u-123 type 7-c1 etc. use one of these emblems acording to the type of boat you are using in your campaign eg. type 7b for type 7bs, type 7c for type 7c1 etc. and NOT the old (original) emblems eg. those with names like Viking Shield or whatever. If you use one of the old emblems with one of the turms in the mod you will get exactly the effect that you show in your screenshot. If you choose to make one for yourself then use the appropriate template for the boat type 7b, 7c1 etc. and follow the instructions provided in the mod for placing your graphic(s). Then select it as I mentioned above.
Best Regards
Aces
Magic1111
06-14-11, 02:19 PM
Hi mate,
After you install the Super Turms mod you will find installed loads of emblems with the u-boat type and number eg. (from memory) u-123 type 7-c1 etc. use one of these emblems acording to the type of boat you are using in your campaign eg. type 7b for type 7bs, type 7c for type 7c1 etc. and NOT the old (original) emblems eg. those with names like Viking Shield or whatever. If you use one of the old emblems with one of the turms in the mod you will get exactly the effect that you show in your screenshot. If you choose to make one for yourself then use the appropriate template for the boat type 7b, 7c1 etc. and follow the instructions provided in the mod for placing your graphic(s). Then select it as I mentioned above.
Best Regards
Aces
Hi Aces !
A question to the "emblems your way" for type VII: Understand I right, that I can´t use an emblem, that has "7C" in the File-name, when I use a VIIB Sub ? Or with other words, for an VIIB Sub I can ONLY use the emblems with "7b" in the file-name, and this similar for an VIIC (ONLY emblems with 7C in the file-name), right ?
Best regards mate,
Magic:salute:
Aahhhh! It works! Thanks Ace ;)
Hi Magic,
Yes, that's correct, Pvt. Godfrey and Tarjack used Privateer's templates to produce their emblems, each template, 7b1, 7b2, 7c1 and now 9c1 is for the appropriate turm as the turm exterior models are different in shape, thus the templates are different too. If you use a 7b-1 emblem file on a 7c1 turm or vice-versa etc. it won 't display correctly, it won't "Wrap around the 3d model correctly" that is how "Turm Emblems Your Way" is designed. You can use any of the template TGA files re-saved under an appropriate name for designs of your own, make sure to replace the background colour to black once you have scaled and positioned your emblem(s) as any area that are black are rendered as transparent, so you should just have your emblem graphics against a solid black (RGB 0,0,,0,) background and not the turm outlines, they are only there for guidance in positioning your graphics. If you don't do that you will get some strange looking results. What I usually do is add a new layer for the emblem(s) so that I can tweak the positioning and scaling etc., I can then save a .psd file so that, if neccessary, I can easy tweak this layer once I've tried the emblem tga file in-game and then re-save any changes to the tga.
Edit: PS. There are two 7b templates, 7b-1 and 7b-2 and also pre-made emblem files for 7b-1 and 7-b2 equipped boat so if an emblem exists for both 7b-1 and 7-b2 boats, use the appropriate one and change it if you upgrade (oir downgrade) the turm from 7b-1 to 7b-2/ vice-versa.
@Kip336, :) glad you are sorted now, hope you enjoy th4e mods.
Regards to all
Aces
Magic1111
06-15-11, 01:31 AM
Hi Magic,
Yes, that's correct, Pvt. Godfrey and Tarjack used Privateer's templates to produce their emblems, each template, 7b1, 7b2, 7c1 and now 9c1 is for the appropriate turm as the turm exterior models are different in shape, thus the templates are different too. If you use a 7b-1 emblem file on a 7c1 turm or vice-versa etc. it won 't display correctly, it won't "Wrap around the 3d model correctly" that is how "Turm Emblems Your Way" is designed. You can use any of the template TGA files re-saved under an appropriate name for designs of your own, make sure to replace the background colour to black once you have scaled and positioned your emblem(s) as any area that are black are rendered as transparent, so you should just have your emblem graphics against a solid black (RGB 0,0,,0,) background and not the turm outlines, they are only there for guidance in positioning your graphics. If you don't do that you will get some strange looking results. What I usually do is add a new layer for the emblem(s) so that I can tweak the positioning and scaling etc., I can then save a .psd file so that, if neccessary, I can easy tweak this layer once I've tried the emblem tga file in-game and then re-save any changes to the tga.
Edit: PS. There are two 7b templates, 7b-1 and 7b-2 and also pre-made emblem files for 7b-1 and 7-b2 equipped boat so if an emblem exists for both 7b-1 and 7-b2 boats, use the appropriate one and change it if you upgrade (oir downgrade) the turm from 7b-1 to 7b-2/ vice-versa.
@Kip336, :) glad you are sorted now, hope you enjoy th4e mods.
Regards to all
Aces
Hi Aces,
many thanks for your detailed explanation !!! :up:
Best regards my friend,
Magic:salute:
My pleasure my friend,
For those with an interest in such things, this is how it works. Each of the original turm models has a "sub object" in the 3d model which consists of a square shaped flat surface positioned either side of the turm, sort of like a board stuck on either side. This object accepts a texture determined by the value of "cfg#E01" which is written in the u-boat's equipment file once you have chosen an emblem. So, if you choose one of the "normal" square TGA emblem files then the name of the file is written to the equipment file and used as the value of "cfg#E01" and thus displayed in the game. If you open any of the turm files in S3ditor etc. eg. the 9c-1 turm, then you will see that the 3d model labelled "Turm9c_1_coning9c_High" in this example has just such a black square area either side of the tower. As I mentioned in my previous posting, black = transparent so if you don 't choose an emblem (or, amusingly, you chose to create and select a totally black (RGB: 0.0.0) emblem :D) then these square areas remain invisible so avoid using Black: RGB 0.0.0 in your emblem colours if you design your own emblem!, use a near black eg. RGB 0.0.1, RGB 1.0.0 etc. instead, trust me, unless you have the bionic eyesight of the six-million dollar man you won't see the difference.
You can see one of the two black "squares" on the side of the turm in the picture below near the green navigation light.
http://img842.imageshack.us/img842/4005/turmo.jpg
Now for the clever stuff, rather than just be restricted to just the square-shaped sub objects Privateer very cleverly replaced this sub-object with a new one which is shaped like the whole of the outside of the turm, it fits like a skin on top of the turm. The rest operates in exactly the same way as described eg. the "cfg#E01" graphic is now displayed on the new sub-object. This is clever because everything remains the same in the method for choosing emblems and displaying them.
Compare the above picture with the one below of the same turm but with Privateer's object, you will see how you have a much greater area to display your emblem graphics. You can see that if you choose one of the "old style" game emblems which are designed to be displayed in the black area shown in the first picture than it will now be displayed in the black area shown in the picture below and thus the old emblems are not compatible.
http://img542.imageshack.us/img542/2510/turm2.jpg
I used pretty much the same technique to add the engine grills to the type 9c1 turms, eg. I created a new sub-object of the back/sides of the wintergarten end of the turm (which in the case of the turm emblems your way versions "fits" between the turm sub-object and privateer's sub-object) and a new graphic of the grills but instead of a user selected config item I used a texture with alpha channel transparency. I've also done the same with the emblems displayed on the docked type 7 subs in my Super Pens mod, eg. the same emblem files but with alpha transparency rather than a black background as they don't use any player-selected config items and thus need to have "hard-wired" transparency. I was very excited when I first saw Privateer's "Turm Emblems Your Way" and, when I first started work on what was to become the Super Turms project it was a "must have" to be incorporated with the other must have mods that altered the type 7c-1 turm dat file such as Anvart's and Flakmonkey's work with the DF Antenna/Flags, Pennants, exterior lightmaps, twisty periscope etc.. A while back I was bemoaning to myself the fact that I could enjoy the new emblems and only the new emblems or the new lightmaps and only the new lightmaps or the DF antenna, flags, pennant on their own etc., that's why I wanted to try and bring them all together in the first place so that I could enjoy the work of all these great modders at the same time.
Kind regards
Aces
Magic1111
06-15-11, 03:31 AM
My pleasure my friend,
For those with an interest in such things, this is how it works. Each of the original turm models has a "sub object" in the 3d model which consists of a square shaped flat surface positioned either side of the turm, sort of like a board bolted on either side. This object accepts a texture determined by the value of "cfg#E01" which is written in the boats equipment file once you have chosen an emblem. So, if you choose one of the "normal" square TGA emblem files then the name of the file is written to the equipment file and used as the value of "cfg#E01" and thus displayed in the game. If you open any of the turm files in S3ditor etc. eg. the 9c-1 turm, then you will see that the 3d model labelled "Turm9c_1_coning9c_High" in this example has just such a black square area either side of the tower. As I mentioned in my previous posting, black = transparent so if you don 't choose an emblem then these square areas remain invisible.
You can see one of the two black "squares" on the side of the turm in the picture below near the green navigation light.
http://img842.imageshack.us/img842/4005/turmo.jpg
Now for the clever stuff, rather than just be restricted to just the square-shaped sub objects Privateer very cleverly replaced this sub-object with a new one which is shaped like the whole of the outside of the turm, it fits like a skin on top of the turm. The rest operates in exactly the same way as described eg. the "cfg#E01" graphic is now displayed on the new sub-object. This is clever because everything remains the same in the method for choosing emblems and displaying them.
Compare the above picture with the one below of the same turm but with Privateer's object, you will see how you have a much greater area to display your emblem graphics. You can see that if you choose one of the "old style" game emblems which are designed to be displayed in the black area shown in the first picture than it will now be displayed in the black area shown in the picture below and thus the old emblems are not compatible.
http://img542.imageshack.us/img542/2510/turm2.jpg
I used pretty much the same technique to add the engine grills to the type 9c1 turms, eg. a new sub-object of the back/sides of the wintergarten end of the turm (which in the case of the turm emblems your way versions "fits" between the turm sub-object and privateer's sub-object) and a new graphic of the grills but instead of a user selected config item I used a texture with alpha channel transparency. I've also done the same with the emblems displayed on the docked type 7 subs in my Super Pens mod, eg. the same emblem files but with alpha transparency rather than a black background as they don't use any player-selected config items and thus need to have "hard-wired" transparency. I was very excited when I first saw Privateer's "Turm Emblems Your Way" and, when I first started work on what was to become the Super Turms project it was a "must have" to be incorporated with the other mods that altered the type 7c-1 turm dat file such as Anvart's and Flakmonkey's work with the DF Antenna/Flags, Pennants, exterior lightmaps, twisty periscope etc.. A while back I was bemoaning to myself the fact that I could enjoy the new emblems and only the new emblems or the new lightmaps and only the new lightmaps or the DF antenna, flags, pennant on their own etc., that's why I wanted to try and bring them all together in the first place so that I could enjoy the work of all these great modders at the same time.
Kind regards
Aces
Hi my Friend !
Thanks again:up:, very, very interesting information !!!! :yep: :ping: :yep:
Best regards,
Magic:salute:
Madox58
06-15-11, 05:42 PM
Nice job Aces.
Just one thing to mention.
The emblem does not need to have a black background.
As long as the background you want transparent matches the upper-left pixel it will be transparent.
So it can be any color you wish.
Look at the existing emblems and you'll notice this.
Missing Name
06-15-11, 10:34 PM
Erm, sorry to be a pain and make you answer these questions...
I just installed this mod, along with the repositioned IX deck gun and "Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX." Now I have a couple interesting bugs.
1. Textures have vanished from my boat. I can see through the hull by looking at the torpedo tubes and where the anchor used to be.
2. Every time I raise/lower a periscope, someone yells at me because "No officer at the helm station!" I can still use the scopes, though.
This happened very recently (as in immediately after installing). The only other mod I installed lately is "A Green Atlantic 8k."
Hi mate,
Can you please post your JSGME activated mods list.
My mod(s) require GWX3 is already installed.
Regards
Aces
Edit: Also please look at the documentation that accompanies the mods as there are a few pre-requisite mods which are required for correct operation such as Anvarts's Flags/DF Antenna and Pennants (GWX_DFa-Flag&Pens_2010). When you say I just installed "This" mod I presume you mean "Super Turms v6" as there are other add-on mods included in the compendium release. So first you should install GWX3 (if you haven't already, then Anvart's Mod (see the documentaion) then the add-ons such as the Type 9 Turm. There's a complete list of the correct install order in the supplied docs and also in my first posting in this thread thus:
1. Aces' Super Turms v6 for GWX
2. OPTIONAL : Aces' Multimod compatability fix FM's Turm 7c2 Lightmaps add on OR 2. Aces' Multimod compatability fix FM's Turm 7c4 Lightmaps add on
3. OPTIONAL : Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
4. OPTIONAL : Aces' No Engine Grills Type 7c-1 Turm OR 4. Aces' No Engine Grills and Spray Deflector Type 7c-1 Turm
(Note I accidentally named the mod no "spray" deflector it should be named no "wind" deflector.
5. OPTIONAL : Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
6. OPTIONAL : Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 3x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) 3x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 2x MG-34 version for GWX
OR
7. Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Note If you Use MaGui v3.4 then:
8. MaGui 3.4
9. Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
OR if you use the widescreen MaGui 3.4 version:
8. MaGui 3.4
9. Widescreen MaGui v3.4
10. Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
---
NOTE: If you are using my stand-alone Crew on Deck mod (not required if Super Turms v5.1 or later is activated) then please, if required, activate "Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings" AFTER my stand-alone C-O-D mod .
and also my JSGME activated miods list:
Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]
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
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1 16k Atmosphere
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Ricks_GWX_Rec_Man_Final
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Radio Room Postcards v2
RL_E v2 Daily Double 0600_2300
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
@Privateer,
Hi mate,
Good point, I forgot about that one, thanks for the infor
Cheers
Leigh
Missing Name
06-16-11, 06:23 PM
Currently installed mods:
GWX - Enhanced Damage Effects
GWX - Lite Harbor Traffic
GWX - No Medals on Crew
GWX3.0 All_Weather_Guns
SRM01 - Seabed Repair Mod
Torpedo damage Final ver2.0
SRM02 - Option for GWX Enhanced Damage Effects
GWX - Captain America's Officer Icons
Rowi58's Flower Corvette
WB's Mission Orders Lite v1.1
Q Ship mod GWX3.0
GWX - Axis Mediterranean Aircraft Skins
Bakkel's "The Wolf" Type IX Skins
A Green Atlantic 8k
Aces' Super Turms v6 for GWX
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX
Missing Name's Mod GWX3.0 (TESTING)
Normal font are things I had installed before I saw the issues manifest.
Blue font is for the Turms files. They were installed in the order shown.
Red font means other things I installed at the same time.
Madox58
06-16-11, 06:34 PM
I see nothing in your list that should cause the reversed faces you discribe.
What happens to cause reversed faces is a 3D model is imported improperly.
Aces only works on the Turms so the hull should not be affected by his work.
You haven't been playing around have you?
Missing Name
06-16-11, 09:08 PM
Not with the graphics. I fiddle with sound mainly.
That's very odd!,
The only thing that I can think of is the Aces' Super Turms v6 for GWX which includes the Crew on Deckfeature as does the Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings which does what it says on the tin, but this hasn't been a problem for anyone else and I can't immediately see anything in your mods list that would clash with this or any other of my mods?. I'll think more on this.
Regards
Aces
Edit, the only thing that I can think of is perhaps an ID clash with one of the mods that you have installed an I don't, have a look at my installed mods list to iliminate mods we both use.
Missing Name
06-17-11, 05:35 PM
These are the only places we overlap:
Torpedo damage Final ver2.0
Q Ship mod GWX3.0
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
OF NOTE: I combined the IXB and IXC files for "The Wolf" into one mod. I'll uninstall that and see if it helps.
Madox58
06-17-11, 06:05 PM
An ID clash would not cause the flipped faces issue.
It could cause CTD or other problems.
But not flipped faces.
What is a flipped face?
All 3D models in SH3 use one face to render the model in Game.
If that face is pointed out towards the Viewer?
You see whatever texture is assigned to it.
IF a face is flipped, or faceing away from the viewer camera, you can see through it and get what you discribe.
It's like a one way mirror if you will.
Bakkels
06-17-11, 06:29 PM
These are the only places we overlap:
Torpedo damage Final ver2.0
Q Ship mod GWX3.0
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
OF NOTE: I combined the IXB and IXC files for "The Wolf" into one mod. I'll uninstall that and see if it helps.
How exactly did you combine the skins into one mod?
They're only .tga files, drawn on the standard template as UBI designed it (I made no changes to the UV mapping or anything).
The only thing I can think of relating to the skin would be that you're using a IXb and didn't rename the deck and hull .tga's accordingly.
If you use the IXb, sh3 will look for deck_IXb.tga and NSSUboat9b.tga.
If they're still named deck_IXc and NSSUboat9c.tga, that might explain it.
Aside from that, I can't see any other problem regarding the skin.
I tried a number or different versions from Aces' mod with my skin and never had a problem.:hmmm:
pelucho25
06-18-11, 04:39 PM
Hello I can not I appear normal in size emblems leave me alone if I choose a submarine type II but in the type VII occupy me throughout the tower is ugly to my taste. I installed the mod EMBLEMS OLD COMPACT 3.2 as recommended to me but it does not. What do I have to do exactly the emblems leave me a normal size in the tower of the submarine as its stock version? This is my configuration:
Thomsens Sound Pack 3.0
GWX 3 Wilhemshafen,St Naz,Schluese And Xtra ships V6
Unofficial Rockets Fix GWX3.0
TMT2
M.E.P 3
DD OH 3.09
Rapt0r's Uniforms 2.0 [Grey]
M.E.P 3 Patch
TMT2+Thomsens Ships 4.4 For GWX3+Xtra Ships
GWX DFa Flag & Pens 2010
Waterstream+Exhaust Combi 2.3 For GWX3
Conning Tower Open Hatch 0.93 Food
MaGui F
LSH3 5.1 SLS Spezialeffekte Gross
Sober Smoke Mod
LifeBoats & Debris V4
Torpedo HAHD 1024 GWX
CT FM NI Fix For MaGui F
GWX 3 - VM Plotting Mod 1
Aces' Super Pens 4 GWX3 Version
Aces' Super Turms V6 For GWX
British Asdic MkI Final
Offiziersmütze Mit Emblem 1.0
CapZap Emblems Pack
Rapt0r's Uniforms 2.0 [Grey-All Leather] Patch
Torpedo SolutionButton For MaGui F
Alternative Scopes With Speedlines Stop Watch For MaGui F
GREEN Filters On Scopes+Binoculars For MaGui F
Blue Rec Manual For MaGui F
Destroyers & Corvette
Lutzow's Officers
Das Boot Icons
Rapt0r's Instruments 3.5
Pascal Port People
GWX - Merged Campaign
Conus' Historically Accurate U-boat Emblems 1.3
M.E.P 3 VisualSensors GWX3
FSF For M.E.P 3 Patch
Ice Age
New Intro Silent Hunter
Torpedo Damage Final 2.0
TorpedoTubes Fire Final
SH4 Style Flags GWX
Seafloor SF V3 Final
Mine+UAW Netze By TP
Cuib Mitraliera MG34 Mod
New Clearsky Clouds
Spirit Of Machines
Song Music Mod SH3
Damage Caused By Fires The DarkWraith 1.1
The DarkWraith DC Water Disturbance 4.0 SH3
The DarkWraith Ship Plane Fire Damage 1.4 SH3
Sobers 3D Waves
Aces' Super Turms 6 Damo's Type 7 Atmospheric Interior Lighting Add-On
Aces' Super Turms 5.1+ GWX All U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b And 9c plus New Type 9b Deck Railings
Aces' No Engine Grills And Spray Deflector Type 7c-1 Turm
Aces' Multimod Compatability Fix FM's Turm 7C4 Lightmaps Add On
Racerboy SH4 Effects For SH3 2.03
B25 Louder Diesels Louder
Head Mod 4.7
Wooden Lifeboats Mod 1.1
DX 9 Hi Res Fix
Axis Mediterranean Aircraft Skins
Waterstream+Exhaust Combi - Single Exhaust For TypeII
New Uboat Guns 1.2
No Medals On Crew
SH5 Ships 2.0
Bad Weather Fix 1.1 (Standard)
Aces' Radio Room Postcards
FW-190 [TBFTB]
O2 Gauges Ver. 2.0
Supplement To V15G
Aces' Type 9 c-1 Super Turm (Old Emblems Compat 3.2) Alt Grill + 3x MG-34 Version For GWX
Aces' MaGUI 3.4 (No Widescreen Version) Add-on 3 For Super Turms 5 +& Multimod Compatability Fix 1.3
Fubar2Niner
06-21-11, 01:08 PM
@Aces
Hi Leigh I have a couple of questions if thats ok. First regarding your NA mod, can you tell me what it is and if it's strictly necessary. Also re the Multimod compatibility fix FM's Turm 7c2/4 lightmaps addon, is this used instead of your Super Turms 5.1 lightmaps or as well as?
The reason I'm asking is I'm trying to narrow down this problem;
http://www.subsim.com/radioroom/showpost.php?p=1688263&postcount=1
Many thanks for any insight mate.
Best wishes and regards.
Fubar2Niner
flugkapitan
06-23-11, 05:44 AM
Hi Aces,
I'm having the same issue with the missing anchor and parts of the bow tubes on a IXB as the previous poster.
Regards,
Scott
Hi chaps,
sorry been taking a few days off.
@pelucho25
For the type 7b1, 7b2 and 7c1 boats please use the emblems supplied with Super Turms and not the old emblems as these turms use the Trum Emblerms Your Way style emblems.
@Fubar2Niner
Hello my old mate, "NA" mod is a mod that reduces the campaign layers to onle the North Atlantic. I use it to help saving memory when I'm campaigning in that area.
Only use one of the Super Turms 7c2 or 7c4 lightmaps add-ons as they're the same in v5.x as they are in v6.
Hope you get you problems resolved soon.
@flugkapitan
Hi mate, this is really odd, I tested the 7b railing and deck gun reposition mod add-on for Super Turms v6 and it worked fine. I'll re-test and see if I can replicate the problem. Please post your mods list.
Regards
Aces
Fish In The Water
06-23-11, 02:36 PM
Hi chaps,
sorry been taking a few days off.
No worries, just hope you enjoyed them is all. :sunny:
flugkapitan
06-24-11, 03:52 AM
Hi Aces,
Here's the mods I have enabled:
GWX - 16Km atmosphere
GWX - Enhanced damage effects
GWX - Open hatch mod
GWX - Late war sensors snorkel antennas
GWX - VIIC 41 player mod
GWX 3.0 additional ranks
Aces' Super turms v6 for gwx
Aces' Type 9c-1 super turm (old emblem compat) 3x mg
Aces' No engine grills type 7c-1 turm
Aces' Repositioned 105mm gun
Aces' Multimod compatibility fix turm 7c2 lightmaps addon
Cheers,
Scott
Fubar2Niner
06-24-11, 06:22 AM
Hi chaps,
sorry been taking a few days off.
@Fubar2Niner
Hello my old mate, "NA" mod is a mod that reduces the campaign layers to onle the North Atlantic. I use it to help saving memory when I'm campaigning in that area.
Only use one of the Super Turms 7c2 or 7c4 lightmaps add-ons as they're the same in v5.x as they are in v6.
Hope you get you problems resolved soon.
Regards
Aces
About bloody time you took that well earned break me ol' mate :yep:
Thanks for the reply and the wishes, I think things may be going ok now, only time will tell. Re the super turms, what is the compatiblity version, opposed to the straight super turms? Or am I being my usual dumb self, I ask as I can't see any readme in the compat .rar.
Best regards and wishes.
Fubar2Niner
Pvt.Godfrey
06-24-11, 01:32 PM
Hi Leigh,
Its been a while, but seeing your new version of super turms and Privateers type 2 and type 9 Turm your way has brought me back to making emblems again. I have some new type 7 emblems and type 2 emblems already in the bag and i've started looking at the type 9.
If your interested in them i will mail them to you.
Iv'e used your template for the rescaled type 9 turm but i've got a few weird results on the port side of the tower. I dont know if this is because
i've used compression when saving in GIMP or i've not got the rescaled turm loaded. I have used the turm your way with 3 x mg34... does this have the rescaled turm or should i be using the standard template?
Kind Regards
Steve.
Madox58
06-24-11, 02:04 PM
I'd think there would be a new template for the re-scaled Turm.
I have not downloaded and checked the files but I'd suggest you start there.
Borgneface
06-26-11, 10:25 AM
Salute Aces....
I must really need a little rest.....:D...I only discovered today your "New" released.....Help!
Fantastic work mon ami.....Thank you
:yeah:
Casuality
07-03-11, 11:01 AM
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
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
Sobers 3D waves
SOF_Scope
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
WAC4.1 16k Atmosphere
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Ricks_GWX_Rec_Man_Final
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Radio Room Postcards v2
RL_E v2 Daily Double 0600_2300
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Many thanks for posting your installation order. Been away from SH3 for years and figured this surely makes a smooth way to get back in action, when it comes to mods running.
A question! Is it a problem if I were to throw DBSM or Thomsen's sound mod on top of that list? Or is doing so likely to cause CTDs, missing reports or any other oddities?
Awesome looking mods by the way.
Fubar2Niner
07-05-11, 11:18 AM
Erm, sorry to be a pain and make you answer these questions...
I just installed this mod, along with the repositioned IX deck gun and "Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX." Now I have a couple interesting bugs.
1. Textures have vanished from my boat. I can see through the hull by looking at the torpedo tubes and where the anchor used to be.
I'm getting this too, and I have no idea why, I'm sailing a IXb in 1940 atm.
2. Every time I raise/lower a periscope, someone yells at me because "No officer at the helm station!" I can still use the scopes, though.
Been getting this one even when I was using a type 7b, again no idea why.
This is my mod list for my IXb career
Generic Mod Enabler - v2.6.0.157
[D:\Program Files (x86)\Ubisoft\SilentHunterIII\MODS]
GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - VIIC41 Player Sub
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
GWX - Late War Sensors Snorkel Antennas
TiefeMkI(German)
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
Thomsen's Sound Pack V3
PT_SoundPack_V3.1
PT_SoundPack_V3.2
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
GWX3.0 All_Weather_Guns
WB's Renown Replacement
Q Ship mod GWX3.0
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Radio Room Postcards
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
---------------------------
I've disabled 9c-1 turms, damo's atmos and repo 105mm gun for the moment in an attempt to trace what's going on :hmmm:
Any help shipmates ?
Best regards.
Fubar2Niner
Fubar2Niner
07-05-11, 02:27 PM
Hi shipmates
Ok after much enabling/disabling mods there definately seems to be a link between anything Super Turms 6 related and the IXb. No matter which mods I switch out using a IXb, the only time I get a hull with no holes is if I only use Super Turms v5.1...
If I sail in a type 7 OR a IXc there is no problem re any Super Turms 6 mods.
So that is what I have found, unfortunately, I have no idea how to find what part of the IXb and Super Turms 6 is conflicting as JSGME shows no obvious conflicts. Now it's over to you guys....
@Aces me ol' mate, perhaps you can look into this when you get back please....
My working mod list using a IXc
Generic Mod Enabler - v2.6.0.157
[D:\Program Files (x86)\Ubisoft\SilentHunterIII\MODS]
GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - VIIC41 Player Sub
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
GWX - Late War Sensors Snorkel Antennas
TiefeMkI(German)
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
SH-5 Water for GWX 3.0 V0.8 20 Km Atlantic campaign (default)
Sobers_3d_Waves
Subphones
Thomsen's Sound Pack V3
PT_SoundPack_V3.1
PT_SoundPack_V3.2
SH3 Gramophone
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Super Turms v5.1 GWX Version
Aces' Radio Room Postcards
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
-----------------------------
Using a IXb I have to disable the last 3 mods :cry:
Best regards.
Fubar2Niner
Wolfstriked
07-18-11, 11:42 AM
FInally checked out the TypeVII family and all I can say is,Wow,I cant believe how good the game looked last night.I change all my camera settings to look like SH5 and its to the point where it looks like SH5.:yeah:Its hard to express how impressed I was but to say that at one point last night I said out loud.....Super,dupah.woopah DAM!!!:o:haha:
fitzcarraldo
07-18-11, 11:49 AM
FInally checked out the TypeVII family and all I can say is,Wow,I cant believe how good the game looked last night.I change all my camera settings to look like SH5 and its to the point where it looks like SH5.:yeah:Its hard to express how impressed I was but to say that at one point last night I said out loud.....Super,dupah.woopah DAM!!!:o:haha:
Can you post your camera settings? I´m curious about that...:yeah:
Many thanks and best regards.
Fitzcarraldo :salute:
Wolfstriked
07-18-11, 11:58 AM
Can you post your camera settings? I´m curious about that...:yeah:
Many thanks and best regards.
Fitzcarraldo :salute:
Give me a bit and Ill post it.Gotta eat first.:D
Wolfstriked
07-18-11, 01:51 PM
Email sent Fitz.
fitzcarraldo
07-18-11, 03:14 PM
Email sent Fitz.
OK, many thanks.
Downloading...
Fitzcarraldo :salute:
Just downloaded this and much of it looks fantastic, but I am getting some glitches. Hopefully, Aces or someone else will have some ideas what I am missing or doing wrong.
On VIIC the following occurs-
Hatch from control room to hydrophone/radio room is now closed.
Can see up into the conning tower and bridge from control room, but cannot access conning tower itself.
Both planesmen are missing though they show on the crew/damage screen.
The hatch from hydrophone/radio room forward is now missing(black empty field).
Some integrated orders do not work ie. raising and lowering scopes from weapons officer station.
Here is my list of activated mods-
gwx capt america's icons
gwx no medals on crew
wb mission orders light v1.1
wolfhunter's_ixb_u124_1_2
thomsen's sound pack v3.2cg
torpedo damage final ver2.0
gwx enhanced damage effects
lifeboats&debris_v4
searchlights removed
fubars58viic
waterstream&exhaust combo v2.3 for gwx3
gwx dfa flags&pens 2010
gwx integrated orders
patch_compat_gwx_intorders
gwx open hatch mod
aces super turms v6 gwx
aces multimod compat fix fms turm 7c
aces type 9c-1 superturm (old emblem comp)
Any and all help greatly appreciated!
Sailor Steve
07-19-11, 11:04 PM
Just downloaded this and much of it looks fantastic, but I am getting some glitches. Hopefully, Aces or someone else will have some ideas what I am missing or doing wrong.
Did you read any of the readmes (in particular the User Guide for Open Hatch)? Diving Duck explained it all there.
On VIIC the following occurs-
Hatch from control room to hydrophone/radio room is now closed.
Shift+H should make it open. Ctrl+H closes it again.
Can see up into the conning tower and bridge from control room, but cannot access conning tower itself.
Did you go up the ladder? It should work.
[edit] On second thought, I don't see the Full Open Hatch Conning Tower mod in your list, so Aces may have made it look open but unusable.
Both planesmen are missing though they show on the crew/damage screen.
They didn't sit at the planes when the boat was surfaced. There was no need. When you dive they will appear there, and disappear again when you surface. Again, DD explained all this.
The hatch from hydrophone/radio room forward is now missing(black empty field).
That's an odd one, and I don't have an answer. In FM's New Interiors that section of the boat is accessible, up to the head.
Some integrated orders do not work ie. raising and lowering scopes from weapons officer station.
Never used Integrated Orders, so I can't help you there either.
Here is my list of activated mods-
gwx capt america's icons
gwx no medals on crew
wb mission orders light v1.1
wolfhunter's_ixb_u124_1_2
thomsen's sound pack v3.2cg
torpedo damage final ver2.0
gwx enhanced damage effects
lifeboats&debris_v4
searchlights removed
fubars58viic
waterstream&exhaust combo v2.3 for gwx3
gwx dfa flags&pens 2010
gwx integrated orders
patch_compat_gwx_intorders
gwx open hatch mod
aces super turms v6 gwx
aces multimod compat fix fms turm 7c
aces type 9c-1 superturm (old emblem comp)
You might want to remove GWX Open Hatch. I think Aces Multimod Compatibility fix might activate DD's Open Hatch, and there may be a conflict. But I don't know, and there's a good chance I'm wrong.
Magic1111
07-20-11, 02:04 AM
Just downloaded this and much of it looks fantastic, but I am getting some glitches. Hopefully, Aces or someone else will have some ideas what I am missing or doing wrong.
On VIIC the following occurs-
Hatch from control room to hydrophone/radio room is now closed.
Can see up into the conning tower and bridge from control room, but cannot access conning tower itself.
Both planesmen are missing though they show on the crew/damage screen.
The hatch from hydrophone/radio room forward is now missing(black empty field).
Some integrated orders do not work ie. raising and lowering scopes from weapons officer station.
Here is my list of activated mods-
gwx capt america's icons
gwx no medals on crew
wb mission orders light v1.1
wolfhunter's_ixb_u124_1_2
thomsen's sound pack v3.2cg
torpedo damage final ver2.0
gwx enhanced damage effects
lifeboats&debris_v4
searchlights removed
fubars58viic
waterstream&exhaust combo v2.3 for gwx3
gwx dfa flags&pens 2010
gwx integrated orders
patch_compat_gwx_intorders
gwx open hatch mod
aces super turms v6 gwx
aces multimod compat fix fms turm 7c
aces type 9c-1 superturm (old emblem comp)
Any and all help greatly appreciated!
Hi !
Please note Ace´s MOD-List on first Post on first page of this Thread (he uses GWX as Base too) and compare it with your list ! :03:
Best regards,
Magic:salute:
frau kaleun
07-20-11, 07:39 AM
If I'm not mistaken Aces' Super Turms includes its own versions of the commands_xx.cfg files, which are a main component of Integrated Orders. You will need to manually edit your existing versions of those files to add the new stuff in them from Aces' mod. If you have just overwritten them with Aces' mod instead they will not be compatible with Integrated Orders.
Thanks for all the input!
Despite reading Ace's readme for this mod I was still confused on what mods were necessary and what mods would cause problems. Ace's mod list was pretty large compared to mine so I am STILL lost as to what mods I need to download to make this work for me.
Steve-regarding the missing planesmen, I had actually guessed that they might appear when I dived and they DID, but then they flickered and disapeared again while still submerged. When I tried a type IX boat they were there all the time so I figured it was just a 'glitch'.
Frau-I was afraid that might be the case with 'integrated orders'. That's a hard choice because 'integrated orders' is one of my must have mods and manually tweeking stuff is still quite intimidating for me.
Magic1111
08-03-11, 03:12 PM
Hi I would like to know if there is any way that does not leave the submarine emblem occupying the entire tower.You can leave a normal tower emblem? thank you very much.
Hi pelucho25 !
Two months after your post now a version for Type VII with Standard (Old-) Emblems are released:
http://www.subsim.com/radioroom/showthread.php?t=186298
Best regards,
Magic:salute:
Lucky07
08-25-11, 07:02 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 !
Operation Ursula Campaing Megamod.
theroc44
09-02-11, 01:37 PM
Erm, sorry to be a pain and make you answer these questions...
I just installed this mod, along with the repositioned IX deck gun and "Type 9 c-1 Super Turm (Old Emblems Compat v3.2) 2x MG-34 version for GWX." Now I have a couple interesting bugs.
1. Textures have vanished from my boat. I can see through the hull by looking at the torpedo tubes and where the anchor used to be.
2. Every time I raise/lower a periscope, someone yells at me because "No officer at the helm station!" I can still use the scopes, though.
This happened very recently (as in immediately after installing). The only other mod I installed lately is "A Green Atlantic 8k."
Same thing is happening to me too. IXB and all. Same spots missing anchor,torp tube covers. I exited each time while i was testing the mods, ill test the periscope thing when i go back in.
kurfürst
09-17-11, 01:09 AM
Thank you very much Aces! Vielen vielen Dank! :up:
Great Mod which adds a lot of detail to the towers!
Will there be a chance that you do the late-war version (Turm III) of the IX C conning tower, too?
http://tehnoart.eu/u-boot-ix-c40-u-525--.html
All the best, Kurfürst :salute:
Roland_RU
09-27-11, 08:15 AM
I have a problem. I have activated the following MODs:
http://img13.imageshost.ru/img/2011/09/27/image_4e81ccb845a0e_small.jpg (http://imageshost.ru/photo/98935/id937283.html)
When I load a GWX single mission game crashes. What am I doing wrong?
Sepp von Ch.
10-11-11, 01:48 PM
... if there was a demand I suppose I could produce them but please be aware that the 7c1 turm would loose its lightmapping as I cannot lightmap anything at the moment.
Regards
Aces
Hello Aces!
Firstly thank you VERY much for your excellent mod. I have a big request. PLEASE, can you make for me a U-552 emblem (two red devils and little 7th flotilla insignia on the hull) for my VIIB and VIIC U-Boat?
http://s4.postimage.org/1afb7qe5g/u_552_Topp02.jpg (http://postimage.org/image/1afb7qe5g/)
http://s4.postimage.org/1afq3kilg/image.jpg (http://postimage.org/image/1afq3kilg/)
http://s4.postimage.org/1afwppwkk/sm_Embleme_Wappen_Malings_deutscher_U_Boote_19.jpg (http://postimage.org/image/1afwppwkk/)
http://s4.postimage.org/1ag1oby1w/Kagu552.jpg (http://postimage.org/image/1ag1oby1w/)
Or has anyone please a compatible emblem - U-552 (red devil), 333 (3 little fish), 558 (Holzauge sei wach), U-404 (Wiking ship) I love these U-Boats and emblems - for my beautiful VIIC and VIIB U-Boat?
frau kaleun
10-11-11, 01:55 PM
Hello Aces!
Firstly thank you VERY much for your excellent mod. I have a big request. PLEASE, can you make for me a U-552 emblem (two red devils and little 7th flotilla insignia on the hull) for my VIIB and VIIC U-Boat?
This mod comes with a compatible Historic Emblems pack - have you checked that to see if what you want is already there?
Hello Aces!
Firstly thank you VERY much for your excellent mod. I have a big request. PLEASE, can you make for me a U-552 emblem (two red devils and little 7th flotilla insignia on the hull) for my VIIB and VIIC U-Boat?
Hi Josef,
Your requests Aces have long done!:woot:
U-552
http://img8.imageshack.us/img8/1923/sh3img264201015510265.jpg (http://imageshack.us/photo/my-images/8/sh3img264201015510265.jpg/)
http://img710.imageshack.us/img710/2096/sh3img2642010155020296.jpg (http://imageshack.us/photo/my-images/710/sh3img2642010155020296.jpg/)
or U-203
http://img822.imageshack.us/img822/2643/sh3img274201021135878.jpg (http://imageshack.us/photo/my-images/822/sh3img274201021135878.jpg/)
Sepp von Ch.
10-11-11, 04:37 PM
Hello BUKER, what exact name is this U-552 emblem please? I tried "der rote Teufel", "U-552", "U-552-7C1", "U-552-7C2", but did not work with my VIIC Turm 2...
EDIT: OK, "U-552-7C1-1" emblem work fine with VIIC U-Boot and Turm 1, but emblem "U-552-7C1-2" have a malfunction with VIIC U-Boot and Turm 2.
For which Turm / Boot is "7C1-2"? U-Boot 7C, OK, but what mean "1-2"? "1-1" is Turm 1?
http://s1.postimage.org/1hpzmcd50/image_2.jpg (http://postimage.org/image/1hpzmcd50/)
Btw thanks frau kaleun for support;)
EDIT: OK, "U-552-7C1-1" emblem work fine with VIIC U-Boot and Turm 1, but emblem "U-552-7C1-2" have a malfunction with VIIC U-Boot and Turm 2.
For which Turm / Boot is "7C1-2"? U-Boot 7C, OK, but what mean "1-2"? "1-1" is Turm 1?
Josef ,
You have not read the readme?:)
All logos in the fashion run only on Turm 1.
Emblem "U-552-7C1-2 it's just a late version of the logo, and it should not be placed on the Turm 2.:salute:
fitzcarraldo
10-11-11, 07:52 PM
Hello BUKER, what exact name is this U-552 emblem please? I tried "der rote Teufel", "U-552", "U-552-7C1", "U-552-7C2", but did not work with my VIIC Turm 2...
EDIT: OK, "U-552-7C1-1" emblem work fine with VIIC U-Boot and Turm 1, but emblem "U-552-7C1-2" have a malfunction with VIIC U-Boot and Turm 2.
For which Turm / Boot is "7C1-2"? U-Boot 7C, OK, but what mean "1-2"? "1-1" is Turm 1?
http://s1.postimage.org/1hpzmcd50/image_2.jpg (http://postimage.org/image/1hpzmcd50/)
Btw thanks frau kaleun for support;)
Try the Doenitz Aces Custom Emblems mod: all the emblems work fine with SuperTurms V6.
Regards.
Fitzcarraldo :salute:
Sepp von Ch.
10-12-11, 03:51 AM
BUKER - :oops: Sorry, no. But thanks for your info.
fitzcarraldo - Thanks. I try it.
Magic1111
10-12-11, 06:01 AM
Doenitz Aces Custom Emblems mod
Hi Fitz!
Have you please an Download Link for this Emblem MOD?
Best regards,
Magic
fitzcarraldo
10-12-11, 06:50 AM
Hi Fitz!
Have you please an Download Link for this Emblem MOD?
Best regards,
Magic
Uhmmmm.....I think I downloaded it from the Maik´s pages long time ago. It covers the boats from the main aces, and it is compatible with SuperTurms v6.
The author is the old maester Raptor.
EDIT: I send you in PM a link for the mod. :03:
Regards.
Fitzcarraldo :salute:
Magic1111
10-12-11, 10:50 AM
Uhmmmm.....I think I downloaded it from the Maik´s pages long time ago. It covers the boats from the main aces, and it is compatible with SuperTurms v6.
The author is the old maester Raptor.
EDIT: I send you in PM a link for the mod. :03:
Regards.
Fitzcarraldo :salute:
Please note PM, many thx Fiz!!!!! :yeah:
Best regards,
Magic:salute:
fitzcarraldo
10-12-11, 11:17 AM
Please note PM, many thx Fiz!!!!! :yeah:
Best regards,
Magic:salute:
Can I post the link in the download section of SUBSIM?
Regards.
Fitzcarraldo :salute:
Magic1111
10-12-11, 11:29 AM
Can I post the link in the download section of SUBSIM?
Regards.
Fitzcarraldo :salute:
I don´t know, I never upload MODS here to SubSim Download Section, sorry!
Best regards,
Magic
Sailor Steve
10-12-11, 12:05 PM
Can I post the link in the download section of SUBSIM?
We'd rather you uploaded the mod to Subsim itself. We have several cases in which uploaded links have gone dead. If the mod is actually here that can never happen.
Sepp von Ch.
10-24-11, 09:38 AM
Hello friends,
I use Anvart's famous Flag and Pennants and DF Antenna (GWX_DFa-Flag&Pens_2010) and many other mods (basis is the best supermod ever - GWX).
This GWX_DFa-Flag&Pens_2010 is overwrited by many other mods (as well as Ace´s modsoup in first post here).
I still tried to change (in Anvart´s mod GWX_DFa-Flag&Pens_2010) the number of pennants according to number and tonnage of sunken ships in conformity with Anvart´s readme, but it does not work. I still have only "stock" number and types of pennants.
I need to restart my PC after the change or no change will not occur, because this Anvart´s mod is overwrite by other mods?:hmmm:
U-Falke
10-29-11, 08:18 AM
Hi Josef,
Your requests Aces have long done!:woot:
U-552
http://img8.imageshack.us/img8/1923/sh3img264201015510265.jpg (http://imageshack.us/photo/my-images/8/sh3img264201015510265.jpg/)
http://img710.imageshack.us/img710/2096/sh3img2642010155020296.jpg (http://imageshack.us/photo/my-images/710/sh3img2642010155020296.jpg/)
or U-203
http://img822.imageshack.us/img822/2643/sh3img274201021135878.jpg (http://imageshack.us/photo/my-images/822/sh3img274201021135878.jpg/)
Hey Buker
What mods do you use in this screen shot? Very nice sub you have!
frau kaleun
11-06-11, 09:35 PM
Same thing is happening to me too. IXB and all. Same spots missing anchor,torp tube covers. I exited each time while i was testing the mods, ill test the periscope thing when i go back in.
If you have S3D, open the data\Submarine\NSS_Uboat9b\NSS_Uboat9b.dat file in Aces' mod and look at the 3D model for Node-NSS_Uboat9b and compare it to the same model in the same file from, say, the Waterstreams + Exhaust Mod. They're different, I think you can even see where the "anchor" is missing in Aces' version. :hmmm:
Edit: it appears that this issue is fixable by exporting the 3D model from the same file in an earlier version of the mod (I think I used v5.1), removing the deck railings that are included in the previous model, and then importing it into the new v6 .dat file to replace the current model. Looks good to me, anyway.
Sepp von Ch.
12-07-11, 07:01 PM
How to remove from the tower at the beginning of the war MG13? I like these MG13, but on the towers were so since 1941/42.
Kaleun Wagner
12-17-11, 11:42 PM
Same thing is happening to me too. IXB and all. Same spots missing anchor,torp tube covers. I exited each time while i was testing the mods, ill test the periscope thing when i go back in.If you have S3D, open the data\Submarine\NSS_Uboat9b\NSS_Uboat9b.dat file in Aces' mod and look at the 3D model for Node-NSS_Uboat9b and compare it to the same model in the same file from, say, the Waterstreams + Exhaust Mod. They're different, I think you can even see where the "anchor" is missing in Aces' version. :hmmm:
Edit: it appears that this issue is fixable by exporting the 3D model from the same file in an earlier version of the mod (I think I used v5.1), removing the deck railings that are included in the previous model, and then importing it into the new v6 .dat file to replace the current model. Looks good to me, anyway.
I've just about completed a mod that corrects this. I've got to send out permission requests and get responses back before I can officially release it, but here is a preview:
http://img831.imageshack.us/img831/1959/after1ge.jpg (http://imageshack.us/photo/my-images/831/after1ge.jpg/)
Fubar2Niner
12-18-11, 04:38 AM
I've just about completed a mod that corrects this. I've got to send out permission requests and get responses back before I can officially release it, but here is a preview:
http://img831.imageshack.us/img831/1959/after1ge.jpg (http://imageshack.us/photo/my-images/831/after1ge.jpg/)
Excellent work Kaleun. I've been waiting for Aces to come back about this. Seems you've beat him to it . Please keep us updated regarding the release:salute:
Best regards.
Fubar2Niner
Kaleun Wagner
12-18-11, 05:44 AM
Excellent work Kaleun. I've been waiting for Aces to come back about this. Seems you've beat him to it . Please keep us updated regarding the release:salute:
Best regards.
Fubar2Niner
I most certainly will! I've received one "all clear" back from the requests - so far, so good! If all goes well, consider it a belated birthday present (happy birthday). :woot:
Also, I'd like to put some "feelers" out there to see if there is any interest or need for a sort of "tying up the loose ends" mod/patch.
To that end, I'd like if everyone posted anything they've noticed that could use fixing related to Aces' mod pack. I figure if I'm going through the trouble to do all the proper "paperwork" for the Aces family of mods, I might as well address as many of the issues that I can. I'll look through this thread again to see if any are mentioned, and if something like this does go forward, I'll still release this mod when it is ready so no one is kept waiting.
Fubar2Niner
12-18-11, 05:52 AM
@Kaleun
Many thanks, and for the b/day wishes :oops: Only hiccup I can foresee is trying to contact Leigh. He hasn't been around in ages, and tho I've sent him many pm's, so far I've had no answer. Best of luck mate and best wishes :salute:
Best regards.
Fubar2Niner
Victor Schutze
02-05-12, 10:55 AM
How to remove from the tower at the beginning of the war MG13? I like these MG13, but on the towers were so since 1941/42.
Personal taste: I always wanted to remove those MGs as well. :yep:
ironcold
03-16-12, 01:59 PM
When in Cooningtower using the Periscope view and look on for a Target,that
moves from backbord in my direction - after leaving the Periscopeview and
back to the Cooning-peri-view, the Periscope looks to starbord, while the
target is still on the backbord-side. Is this an errow? Can anyone fix this?
Sorry for my very bad english.
This mods make the game more realistic.
Fubar2Niner
03-23-12, 01:24 PM
This mods make the game more realistic.
Indeed it does shipmate, welcome aboard :salute: Alas Aces hasn't been seen in these waters for quite some time, despite many PM's I have heard nothing. I hope all is well.............
Enjoy your stay here at subsim Kaleun :arrgh!:
Best regards.
Fubar2Niner
Many thanks,for this splendid mod Best regards:yeah:
Anvar1061
05-14-12, 10:34 PM
I've just about completed a mod that corrects this. I've got to send out permission requests and get responses back before I can officially release it, but here is a preview:
http://img831.imageshack.us/img831/1959/after1ge.jpg (http://imageshack.us/photo/my-images/831/after1ge.jpg/)
Where this Mod?
Anvar1061
05-14-12, 10:53 PM
Many thanks, Aces, for your great work. And thanks for the Damo´s optional, for me that mod is a must have.
Only (more request)...we need the Type VIIC/41 Super Turm.
Best regards.
Fitzcarraldo :salute:
Where crew on deck Type VIIC/41?
I'm about to reinstall SH3 on an new Rig, and I look forward messing with tons of mods :88)
I just realized that I haven't touched my old GWX mod-setup in ages, and quite frankly i feel like a noob again. Having forgotten most of the know-how.:wah:
But Ace's stuff is first on my list.:arrgh!:
fitzcarraldo
05-15-12, 08:29 AM
Please, mates: I want to know if SuperTurms v6 includes the Flakmonkey´s Lightmaps!
Many thanks and regards.
Fitzcarraldo :salute:
I am using Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX.I dont have any MG-34's On the tower. What happened? Everything is installed in the correct order. Also the radio antenna doesn't extend/retract all though I get acknowledgment of the order.
hi guys
maybe it isnt the correct thread to post but i do it cause Aces had created
the mod.
enabled mods
Conus' SH3GWXWS 2.3
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Aces' Multimod compatability fix release v1.3 public beta
Aces' St.Nazaire Super Pens v5.1 GWX Version
and here is the pic
http://i268.photobucket.com/albums/jj22/nik112/sh32012-05-2820-12-08-05.jpg
what i***900;ve done wrong?
please help
drakkhen20
05-29-12, 02:59 PM
ok is this mod for type vii cs and ixs only? i loaded up all the mods as listed in the readme. i just started a new career and i started with the vii b and my turm has the wrong textures and i cant get into the conning tower room itself from the command room by just clicking the mouse to go up the latter. so is there anything im missing here?:salute:
I was trying to download Aces' Super, Dupah, Woopah Turms Mod for Silent Hunter 3 tonight and had a self installing antivirus program get into my computer. The mediafire links Aces has for this mod must have been hacked somehow. I had a heck of a time to even get into System Restore to get rid of it.
Secure Alert is the name of the software. They want your money money to activate it... DO NOT do it. Shutdown your computer and then restart so you can get into System Restore. ISystem Restore is the only way to get rid of it as it locks up everything else on your computer.... especially your antivirus software. I believe this is another piece of malware from Russia.
Sepp von Ch.
10-17-12, 05:18 PM
Hello Ace, we have Superturms for GWX, LSH, WAC. Would be please possible to adjust your famous Superturms Mod for NYGM?
budundi
10-24-12, 02:18 AM
Great mod :up:
:agree: I:Kaleun_Applaud: And:Kaleun_Salute: you for this mod.
Hi folks,
I'm back or rather I'm around, thanks you for all your kind comments regarding my mods. Firstly an apology for being a bit of a stranger lately but I have my reasons which I'll try and explain as best as I can.
The main reason that I've been absent is that it got very hard to keep up with requests regarding my mods for different versions for different game variants. I simply don't have the time and physical and mental energies to do so. Having said that I'm always keen to help where I can. Lately I've been doing some modding for Steel Fury and, if and when I can get my SH3 game working again, another reason for not modding for SH3 lately, I'll be around a bit more than I have of late.
Be gentle with me :), it'll take me while to get back up to speed etc. and there's always so much to do but I'll do my best to work back through any queries that I may have not previously answered. Thanks as always to those kind souls who have assisted others in fixing things that I might have broken :) and for their support. Also much Kudos to those who have produced many new mods that just make the game beter and better.
Kind regards to all
Aces
VONHARRIS
10-26-12, 09:03 AM
Always happy to have you around Aces! :up:
Thanks mate :)
Cheers
Aces
fitzcarraldo
10-26-12, 10:43 AM
Thanks mate :)
Cheers
Aces
Dear Aces: Is there some possibility to correct the wrong bow in the Type IXB boat?
It seems a hard work, but I like the Damo´s interior lights in the Type IXB. Is it possible?
Many thanks for the great work, and best regards!
Fitzcarraldo :salute:
Hi mate,
Give me a while to think onn that, I have a lot of things to do this evening but I'll post back ASAP.
Best wishes
Aces
fitzcarraldo
10-26-12, 03:35 PM
Hi mate,
Give me a while to think onn that, I have a lot of things to do this evening but I'll post back ASAP.
Best wishes
Aces
Many thanks!
Fitzcarraldo :salute:
@nik112,
This happens when you leave from another u-boat base other than St.Nazaire. SuperPens is for use only with St.Nazaire.
---
I'm working on the type 9 issue and will post back ASAP
Regards
Aces
Hi folks,
Please try this mod to fix the torpedo doors and anchor problem on the type 9 and type 9b4 u-boats in my Super Turms 6 mod.
Install using JSGME AFTER my Super Turms v6 GWX Version mod.
Sorry about the problem, let me know if anything is still broken.
Download Link (Mediafire): http://www.mediafire.com/?cmzkt9spsmdk2et
Download Link (Gamefront): http://www.gamefront.com/files/22561312/Aces%27+Super+Turms+6+-+GWX+Type+9b+Tube+Doors+and+Anchor+Fix.rar
Best wishes
Aces
Sepp von Ch.
10-29-12, 04:21 PM
Aces is back! Greaaaaat!!!!:Kaleun_Salivating: Your work is splendid. Can´t play SHIII without your mods. Have a nice day.
Thanks mate, yup I'm afraid that I'm back LOL :D
Cheers
Aces
Good to have you back Aces!
Anvar1061
10-30-12, 12:20 AM
Where crew on deck Type VIIC/41?
Hi Aces!See please here:
http://www.subsim.com/radioroom/showpost.php?p=440610&postcount=1 http://img175.imageshack.us/img175/5610/vii411dv0.jpg
Can connect with Conning Tower open Hatch?
http://www.subsim.com/radioroom/showpost.php?p=1939799&postcount=1
Okay mate I'll see what I can do. First I need to download that mod and then I'll see about adding crew on deck.
Regards
Aces
Edit, that link is dead do you have a link for the type 41 mod?.
Edit 2: Okay I think I found it in Subsim's downloads section, downloading noe, I will have a look at it tonight if I have the time.
Anvar1061
10-30-12, 05:36 AM
Edit, that link is dead do you have a link for the type 41 mod?.
.
SSS
Download VIIC/41
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/COBALT/
Username: Maik
Password: Woelfe
Hi,
Thanks, I got it now, I will mod both the dat files included with this mod.
I don't use Commander myself although I know that it an excellent prog as I don't ever have the time to play the game :)
Regards
Aces
Anvar1061
10-30-12, 06:53 AM
Hi,
I don't ever have the time to play the game :)
Regards
Aces
SSS
Beside I too come short time to play.
http://www.subsim.com/radioroom/showpost.php?p=1943079&postcount=24
it is an "occupational hazard" I guess,
BTW, I have PMd Cobalt for his permission to add my crew on deck work to his type 7 hulls.
Regards
Aces
Fubar2Niner
10-30-12, 01:30 PM
@Aces
You old son of a gun ! You worked your magic again thanks and well done mate. :rock::rock:
Best regards.
Fubar2Niner
Anvar1061
10-30-12, 10:30 PM
SSS
Hi,Aces!Look it http://www.marinesims.de/wbb2/thread.php?postid=254597#post254597 UZO Aut/put
Hi mate,
One thing at a time my friend! :D, I have several things that I'm working on at the moment.
Regards
Aces
Sepp von Ch.
10-31-12, 07:25 AM
SSS
Hi,Aces!Look it http://www.marinesims.de/wbb2/thread.php?postid=254597#post254597 UZO Aut/put
Yes, yes, that would be great for your Super Turms v6!:rock:
Hi mate,
Probably Super Turms 7 :D
Basically I have three SH3 mods of varing scale that I'm working on at the moment and I want to finish these first before thinking on this idea. It is very much of interest though so I am certainly not saying that I wouldn't be interested only that it is one thing (or rather three things) at a time, my old brain can't deal with more than this :D. I'm also working on two new mods for Steel Fury and they have to be finished before I have more free time.
What I don't want to do is burn out trying to accommodate everyone's wishes and requests at the same time and end up not finishing anything, it can and does happen. Please contiinue to post your ideas to this thread as I will check back regularly and follow the discussion as often as time permits.
Kind regards
Aces
PS. If anyone knows where Cobalt hangs out then please let me know, I have pm's him here but maybe he's not on SubSim that often.
Sepp von Ch.
10-31-12, 11:49 AM
Hi mate,
Hello Kapitän!
Probably Super Turms 7 :D
Looking forward. I can´t wait to your mods.
What I don't want to do is burn out trying to accommodate everyone's wishes and requests at the same time and end up not finishing anything, it can and does happen.
Yes, I respect that absolutely! I'm glad to see you here again! Have fun in SHIII and modding. Then we also have the pleasure of your mods Aces.
http://i.imedia.cz/impress?spotId=1366785&collocation=wide&lang=cs&referer=slovnik.seznam.cz&r=0.144722
Please contiinue to post your ideas to this thread as
OK, my idea/wishlist:
First of all - please do not change the mod list before your SUPERTURM mod (see the first page). My modsoup is based on the combination of these modes (Magui 3.4, Urfish modstrike beta, flag and Penns etc.). And please only one big mod SuperTurms v7 without many little addons for VII or IX turms.
1) Your great superturms (UZO, isolators, Peilantenne, twisty persicopes etc.) functional for all U-Boots (XXI) and U-Boot-turms (e.g. 7c2, U-Flak, VIIC/41, 9c2 etc.) in game, also not only 7b1, 7c1, 9b1, 9c1.
2) Removable UZO on the surface on command
http://s18.postimage.org/43hg34aut/UZO.jpg (http://postimage.org/image/43hg34aut/)
3) VIIC´s conning tower with enhanced armour - http://www.subsim.com/radioroom/showthread.php?t=191526
http://s10.postimage.org/3k4i1ehd1/panzer.jpg (http://postimage.org/image/3k4i1ehd1/)
4) In your Super Pens you have stationary U-Boats with commander´s flagstaff and commander´s pennant, usualy flown when a U-Boot was near the port. This would be great for playble U-Boot too.
http://s17.postimage.org/s3qfmenx7/pen.jpg (http://postimage.org/image/s3qfmenx7/)
http://s13.postimage.org/fjjti586r/img101.jpg (http://postimage.org/image/fjjti586r/)
Would be fine to link this pennant with the command Shift+D, because the crew on the deck and this commander´s pennant is used near and in the port like the "crew on deck" option.
5) Open Hatch in the tower
http://s9.postimage.org/qwxfz7owr/bild037i.jpg (http://postimage.org/image/qwxfz7owr/)
6) MG´s on the conning tower apper even in spring 1942 (little mod for SH3 COmmander).
7) Better illustrated late war equipment on the U-Boats like pressure bottels for inflating the "Aphrodite" radar-reflecting ballon, container for ammo and life raft, schnorkel (like by Tommi_099 VIIC/41 http://www.subsim.com/radioroom/showpost.php?p=707122&postcount=1) for late war VIIC, IXC, IXC/40, VIIC/41 etc.
http://s13.postimage.org/idwm6g62b/late_war.jpg (http://postimage.org/image/idwm6g62b/)
8) We have now with famous h.sie´s and Stiebler´s fixes realistic restrictions when recharging torpedoes at sea. It would be great to have the animation (with command), even when stationary, e. g. like "crew on deck" (shift+D).
http://s14.postimage.org/eaugz24nh/u_boat_torpload.jpg (http://postimage.org/image/eaugz24nh/)
and ... 9) Little pennant mod for my lovely Schnellboot in S-Boot Mod v2 (http://www.subsim.com/radioroom/showthread.php?t=130088&page=90 (http://www.subsim.com/radioroom/showthread.php?t=130088&page=90)) - http://s7.postimage.org/mcro56dk7/Toniges_claim.jpg (http://postimage.org/image/mcro56dk7/)
:-)))))))) Just kidding.
If you want some materials, glad to help, please send me a PM or email.
Have a nice day Aces!
VONHARRIS
10-31-12, 01:35 PM
Probably Super Turms 7 :D
....drooling.... Can this be true?.......more drooling!:yeah:
Anvar1061
11-01-12, 06:30 AM
SSS
Hi,Aces! We waited for You year!At us You are a lot of ideas.Only You are capable to make well.Look at this problem: NSS_Uboat2D:
http://s2.uploads.ru/o5Zjx.jpg
This I can fix :)
As it is a crew on dec k issue then I could release it as with my type7c41 crew on deck addition as an "updated" Crew on Deck Mod v2.
Any other issues with crew on deck for any other boats other than the type 2d and type 7c41 addition?.
Regards
Aces
Anvar1061
11-01-12, 06:55 AM
SSS
Load torpedoes in devices as in LSH III V5
http://s2.uploads.ru/zIa26.jpg
maybe a plan for the future.
Anvar1061
11-01-12, 07:09 AM
SSS
Maybe a plan for the future U-Boot HAHD!
Maybe, I'm not involved with HAHD and I wish them well of course but they are free to use any of my mod work with the usual courtesy credits to those involved etc.
fitzcarraldo
11-01-12, 07:29 AM
Dear Aces: many thanks for the Type IX update. :yeah:
Request: Damo´s interior lights in Type IX SuperTurms. The default interior
in Type IX is very bright.
Many thanks for all the great work! :up:
Fitzcarraldo :salute:
Request acknowledged and noted my friend, maybe in Super Turms v7. what I want to do first is fix any problems such as the type9b torpedo/anchor problem, then release any mods to extend things like the new crew on deck type7 c41 and fix for type 2d crew on deck then work on new stuff for v7 which will of course include these "fixes and additions" so v7 will have the type9 door/anchor fix, the type 2d crew on deck fix and the type 7c41 additions in it as a matter of course plus any new stuff such as you mention.
Edit:, okay I've fixed the crew on deck problem with the type 2d, it was the same issue with the type 2b but not the type 2a, one value set slight wrong in the dat file, it should have been negative value and not positive. Will test tonight and include both in crew on deck v2.
Edit: I forgot to comment on the include everything in one mod question. Well that isn't strictly possible although the "base" mod super Turms 6 does include a great many things, firtly because some of the optionss are exactly that "alternative options" eg. the type 9 turms with different emblem systems/grills/mg-34s and one mod wouldn't offer that. Secondly, a different type of option eg. Damo's lighting isn't to everyones taste although I wouldn't go to sea without it, so it is best dealt with as an option. I know that there isn't a one-size-fits all solution but, done this way you can obtain different combinations to suit your taste and my readme outlines what options should be installed in what order. Having saifd that there might be some scope for some "re-organisation" in Super Turms v7. Altough crew on deck is included in super Turms 6 I also released it as a stand-alone mod for those that want to use it that way.
Best regards
Aces
Anvar1061
11-02-12, 06:04 AM
SSS
Hi,Aces!And us about to make crew on the deck for Super Turms v7 IIA Tuneup http://subsim.com/radioroom/showpost.php?p=1404541&postcount=1 , IXC/40 Kurfürst http://www.subsim.com/radioroom/showpost.php?p=1345153&postcount=1 , Type XXI Evan82 http://www.subsim.com/radioroom/showpost.php?p=987863&postcount=1 and Tomi099 VIIC?
Hi mate,
The link to Flakmonkey's Type 2 mod is dead. I already have the IXC/40 Kurfürstmod mod okay and I already did a mod for waterstreams for the Type 21 IIRC, I've got Tomi's type 7c41
Okay, to confirm that what I'm doing first is all "Crew on Deck" related, after that I'll see about other "desirables". :)
Regards
Aces
fitzcarraldo
11-02-12, 07:15 AM
Can you post a poll in SUBSIM?
The problem with Tomi is that fixed late war stuff. If you can activate-deactivate the stuff with keys or via Commander (timeline), you can use the VIIC/41 for a long time. Cobalt´s is more generic. Tomi´s hasn´t the forward 88 (Historically correct for the late war model).
Regards.
Fitzcarraldo :salute:
Hi fitz,
Okay, I don't particularly want to do both boats, they are both excellent but I'll do the most popular of the two, it looks like Tomi's boat but I'll see what folks prefer.
Cheers
Aces
Hmmmm, more complicated than I thought then!. Mayb e I'll leave this till last and get one with other stuff first.
Activating with keys, problematical as there aren't enough suitable commands in the commands.ini file to use. SH3 commander I haven't used in a very long time so quite un-familiar with it.
Regards
Aces
Aces, Mate, regarding Tomi's Boot. Way back when I tested it, it had some bounding-box problems.
Meaning the AI would still see you even if you were submerged at periscoope level and a bit beyond. Some invisible parts of the Turm on Toni's Boot are outside the model.
I don't know if he ever addressed this...before he started to work on the epic Machine Room.:hmm2:
Thansk for the heads up mate, much appreciated. I posted a poll and I'll have a look at Tomi's boat and try and see what's what.
Cheers
Aces
Anvar1061
11-02-12, 10:11 AM
SSS
Aces! Look in the section of downloads IIa Tuneup http://www.subsim.com/radioroom/downloads.php?do=file&id=3531
Sepp von Ch.
11-07-12, 04:40 AM
Hello Aces. In the next Ace´s SUper Turms version v7 you will work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 or v7? I use your mod soup and you use version 5, not the enhanced v7.
Hi,
I am going to install v7 of this mod ASAP but, from what I've heard v7 worksl just fine with the current St. Nazaire Super Pens version (v5.1) and thus no alteration to that mod is required but I need to test it first.
Kind regards
Aces
Sepp von Ch.
11-07-12, 05:12 AM
Thanks Aces!
fitzcarraldo
11-07-12, 05:54 AM
Hi,
I am going to install v7 of this mod ASAP but, from what I've heard v7 worksl just fine with the current St. Nazaire Super Pens version (v5.1) and thus no alteration to that mod is required but I need to test it first.
Kind regards
Aces
In my installaton, v7 works fine with SuperPens 5.1.
Regards.
Fitzcarraldo :salute:
Thanks for confirming Fitz, that's nice tom know
Cheers
Aces
Sepp von Ch.
11-08-12, 07:11 AM
In my installaton, v7 works fine with SuperPens 5.1.
Regards.
Fitzcarraldo :salute:
Hi fitzcarraldo, thanks for reply. This v7 works without problems with jimbuna´s Wac Animated Sub Pens interior start for GWX too?
Sepp von Ch.
11-08-12, 07:14 AM
Aces, I know that you hate probably this question "when", but would be possible to have your Super Turms v7 as Christmas gift?:D Can´t wait the new version of this great mod.
Hi mate, it depends on "Which" Christmas you are referring to, almost certainly not for Christmas 2012 but there's a fair chance before Christmas 2013 :D :D
Oh, and it also depends on to what extent I choose to have a "life", the state of my health (mental and physical), the state of my marriage, the state of my PC (always a bit of a lottery), the state of the world economy (just kidding) etc. :D
This v7 works without problems with jimbuna´s Wac Animated Sub Pens interior start for GWX too?
Not in Kiel due to the importation of the Kiel layout from LSH. You will find yourself starting from the shore instead of the tender.
from the readme
Moved Uboat starting position to a tender - historically in Kiel they would have left either from the victualling depot ( not ingame ) or a depot ship
oops ignore this posting :)
Also always please keep in mind that "Aces' St.Nazaire Super Pens v5.1 GWX Version" is designed ONLY for St.Nazaire (the clue's in the name of the mod :)). It won't work with any other port.
Regards
Aces
Sepp von Ch.
11-08-12, 12:21 PM
OK, then is V5 better, because it works with jimbuna´s Wac Animated Sub Pens interior start for GWX mod everywhere.
I enjoy taking the free cam around Kiel looking at all the work they put into it, very impressive.
:salute:
Ablemaster
11-10-12, 11:46 AM
Good stuff, thanks.
My pleasure, hope you enjoy using it.
Kind Regards
Aces
Valentino
11-14-12, 04:17 PM
Hello everyones ! I am new here and this my first real post.
I have an issue with this mod, where i can ask for help ?
Regards
This is the place to ask.:yep:
Indeed it is!,
What problems are you having mate?.
As a start please post you mods list from JSGME.
Regards
Aces
PS. The mod is designed to work with GWX3 so you will need to have installed this first.
Valentino
11-15-12, 06:32 AM
Hello
I have GWX 3.0.
Everything seem to work fine except the typ7c u-boat (I can load single mission but those with a typ7c just doesnt work and the "naval academy" work) Windows says error is coming from "ntdll.dll"
My mods list:
-GWX - Captain America's Officer Icons
-GWX - Enhanced Damage Effects
-GWX - Main movie - 'Das Boot'
-GWX - No Medals on Crew
-Capt. Teach's Color Icons
-Rapt0r's Instruments V3.5
-Rapt0r's Das Boot Interior
-Torpedo_damage_Final_ver2
-Foam by Duval
-SH-5 Water for SH-3 Ultimate V10 16km
-Torpedo_HAHD_GWX version 1024
-FM_NewInterior_V1.0 + CCoM_8.x_Bug_Hecktorpedoraum_v1.0
-Offiziersmtze_ohne_emblem
-BMW-R75 v.1 by TP
-Pascal_portpeople
-New_Uboat_Guns_1[1].2
-Testpilots_Typ_7B_Boot_V3_Beta
-Hitman_U-505_Compass_Grap0
-b25_SF_Grass_Full_V2
-B25_ConningTower
-Waterstr+Exhaust-CombiV2.3
-GWX_DFa-Flag&Pens_2010
-"Many sound i picked up everywhere for making my own soup"
And obviously -Aces Super, Dupah, Woopah Turms Compendium (Inc. Super Turms v6) for GWX wich i removed everything related to the typ7b since i use tespilot1978's one.
others single missions with typ9 like "drumbeat" for example work fine too.
thanks for the answer.
Okay, the dll isn't anything to do with SH3, I suspect that it is causing a problem because of memory. How much RAM and what OS are you running?.
Both FM interior/ccom is a big mod as is Super Turms 6.
What files for the type 7b boat did you remove?.
Also please have a look at my first posting as it gives my mod install order and shows inter-related mods and pre-requisite mods.
Regards
Aces
Edit: I strongly think this is a memory issue, I'm not suprised that it is the type 7c that gives you the issue as both the turm and interiro files are strongly modded in Super Turms. Missions with the Type 7c take longer to load on my PC than any other boat. If you need to you could try either the 3GB or 4GB patches depending on whch OS you are running. I have to use the 4GB uerva tweek on Windows 7 32 bit with 4GB of RAM else I have lockups and CTDs.
Valentino
11-15-12, 07:17 AM
I play on a windows XP with a AMD Athlon 64 3700+ 2.40Ghz, 2Gb RAM and a ATI 4650 1Gb
I have removed before instalation the turms files in the object folder ("Turm7b_1_hd.dat" etc...) and the "NSS_Uboat7b.dat" in the submarine folder because i use "Testpilots_Typ_7B_Boot_V3_Beta"
Yes I was thinking about a memory problem, because the 7c files are much "heavier" than the stock ones but i dont know if it is the problem...
Regards
Hi mate,
I'm afraid that it is the 2GB ram that's your problem, I had problems with 4GB of RAM with a very big mods list. Also you won't have 2GB of RAM after windows uses and reserves a chunk of it for device drivers etc.. If you only have a total of 2GB of RAM IMO you are doing very well loading all those mods especially the FM interiors/CCom mod!. If you had 4GB of RAM it would help a lot and also you could most probably run the win xp /3gb patch to increase the amount of usable RAM that you have after windows reseves it's share and also make the SH3.exe application large address aware.
I think that you have sensibly removed the correct 7b files also I think that your mod install order is sensibly thought out. You've just hit the buffers on memory.
Regards
Aces
Valentino
11-15-12, 08:06 AM
Unfortunately my pc has just 2 slot with 1Gb each,i have to play without this mod :( but this is not a big problem, I guess the new lightmap for the 7c are a little too heavy for my computer :hmmm:
Again, thank for the quick answer !
Sorry that you cannot use it, have fun and thanks for trying it.
Regards
Aces
Valentino
11-15-12, 01:23 PM
I removed everything related to super turm V6 (i like it but i have no choice)
reinstall the stock file for each u-boat and still crashing ONLY with the typ7c
that weird :hmmm: The other boats seem to work fines...
Regards
It could be the Type 7 FM interiors/CCom torpedo rooms mod as that's very big as well. Just a thought.
Valentino
11-15-12, 02:17 PM
Maybe, but the 7b work, it use the same interior and tespilot1978 7b have a much higher polycount. I hope i will find how to make it work.
Thanks for the help !
Regards.
Valentino
You de-activated Super Turms v6 via JSGME is that correct?
What I always do after installijng a fresh copy of SH3 + v1.4 patch + GWX is to use JSGME'S "take snaphot of game files" feature and then if youm get any problems you can save a profile and then untinstall all mods via JSGME and then compare the game files to the snaphot list ignoring any .txt or readme file you should be abhle to spot any files that are different from the game/gwx3 files and that is a very useful comparison.
Valentino
11-15-12, 02:33 PM
yes, i dont know why it doesnt work
Sorry I updated my post, please re-read.
Valentino
11-15-12, 02:56 PM
I will see that, thanks for the advice.
Bonne chance mon ami,
I'll help you if I can,
Kind Regards
Aces
@Aces Great work ya have here, :up:
Thank you my friend, much appreciated,
Cheers
Aces
CapZap1970
11-17-12, 09:09 AM
Great job with this. I hope I can get it, I can-t dl from your links. Is there an alternative dl link somewhere, pls? :oops:
Fubar2Niner
11-17-12, 10:55 AM
Great job with this. I hope I can get it, I can-t dl from your links. Is there an alternative dl link somewhere, pls? :oops:
On my Mediafire acct, link below. After I've upped your wilhelms stuff mate :salute:
Best regards.
Fubar2Niner
CapZap1970
11-19-12, 10:00 AM
Thanks a lot!:up:
Just downloaded the schleuses mod, but I can't find the turms mode there... :hmmm:
This link works for me:
http://www.gamefront.com/files/20383613/Aces__Super__Dupah__Woopah_Turms_Compendium__Inc__ Super_Turms_v6__for_GWX_rar
It's on my Gamefront page, (link below or my sig). You should be okay, it's had 700+ downloads on that link :)
Regards
Aces
:Kaleun_Salute:
CapZap1970
11-20-12, 09:40 AM
Thanks for the reply, Aces.
I finally managed to d/l it. Seems I was having some difficulties with my browser, now it's working fine. :up:
One more question: Is there any kind of incompatibilities with other mods? Same question goes for the schleuses mod and the St. Nazaire super pens. I am using GWX.
One more time, thanks for your help and patience.
Hi mate,
Glad you got sorted out. Please see the first posting in this thread and also the readme included with the mod for my installed mods list, that should answer your question. Super Turms doesn't interfere with harbour mods, Super Pens if you choose to install it does and requires other mods sucvh as the Willhelmshaven mod listed in my first posting. I have colour-coded related mods and please pay particular attention to the correct mod installation order including optional add-on mods supplied. Also to get the best from Super Turms you really need the mods listed in yellow such as Anvart's Flags/Pennants/Up down DF antenna mod etc..
Kind regards
Aces
CapZap1970
11-20-12, 09:21 PM
Thanks for your tips and hints. After playing this wonderful game for so long, now that I came back after 2 years I feel like a complete noob. :/\\!!
Wiil follow your advices and see how things go for me. :up:
Okay mate, welcome back and good luck, you know where to find me if I can help.
Cheers
Aces
ReallyDedPoet
02-10-13, 01:54 PM
Aces'_Multimod_Fix_v1.3_Johann_add-on
Looking for the above mod.
Edit: found on Ace's FF Page :)
ReallyDedPoet
02-10-13, 03:31 PM
Getting a CTD with the below mods. I think they are in the proper order.
Have a PD, 3.2ghz, with 3 gigs of ram and a 1 gig video card.
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
Materials file for Aces' multi-mod v1.3
Aces_Multimod_compatability_fix_release_v1.3
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Super Turms v6 for GWX
MaGui 3.4
TorpedoSolutionButton for MaGui 3.4 (NYGM-GWX-WAC)
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Partisanjager42
02-25-13, 03:42 AM
Seems towards the end Donitz had em mounting the "81Z" on x3 mounts around the conning tower. Looking hard for pics of the mounting array. But got some shots of the weapon itself if you want em. Figure it would make a sick addition to your mod!
Hello Aces,
I have no trouble using the template for for the 7b and7c. But I am wondering, do you back fill the 9c temp with the same color white that is in the template or do you change the color of the turm and then backfill? I was wonder also about why the turm is white in the template for the 9c and not dark gray like the 7b and c. I love your mod Aces.
J0313, Privateer is the author of the templates, he would be the one to ask. He gave Aces permission to use his mod in the turms mod.
:subsim:
Yes your right HW. Sorry for that oversite. I will put the question to him then. Thanks for the help.
No problem, just trying to get you an answer faster is all.
:subsim:
Kapitän
05-24-13, 04:07 AM
Getting a CTD with the below mods. I think they are in the proper order.
Have a PD, 3.2ghz, with 3 gigs of ram and a 1 gig video card.
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
Materials file for Aces' multi-mod v1.3
Aces_Multimod_compatability_fix_release_v1.3
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Super Turms v6 for GWX
MaGui 3.4
TorpedoSolutionButton for MaGui 3.4 (NYGM-GWX-WAC)
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
I seem to have the same problem with similar mod installation, when installing the FM Interior, Luca Test FM Food and Aces Superturm Mods:
First I installed Aces Superturms ontop the other two but somehow not all mod changes were installed or perhaps, overriden by other mods.
Then I tried to de-install and re-install everthing but nothing will work, that is, everytime I install FM Interior and/or Aces Superturm, I get CTD (the game will start but the latest saved game in harbour won't load).
Is it possible, that I may have corrupted some game files during the de-/re-installation process?
Fubar2Niner
05-24-13, 10:38 AM
I seem to have the same problem with similar mod installation, when installing the FM Interior, Luca Test FM Food and Aces Superturm Mods:
First I installed Aces Superturms ontop the other two but somehow not all mod changes were installed or perhaps, overriden by other mods.
Then I tried to de-install and re-install everthing but nothing will work, that is, everytime I install FM Interior and/or Aces Superturm, I get CTD (the game will start but the latest saved game in harbour won't load).
Is it possible, that I may have corrupted some game files during the de-/re-installation process?
Have you tried to load an earlier in port savegame? When exactly did you enable the mod ( at sea, in port ) etc? Here is my current mod list, I am having no problems.
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
--------------------------------------------------------
Hope this helps shipmate :salute:
Best regards.
Fubar2Niner
Kapitän
05-24-13, 10:44 AM
Thanks! I always do any of these things in port. Could it be that I need to always also have to install the h.sie patch, as it has the 4GB-patch incl.?
Also, I see that you have the FM Interior V1.0 installed instead of V2.1D. Why is that?
I suppose your CT is open with the Conning Tower open Hatch TestFMfood?
Also, where an I get the Generic Mod Enabler - v2.6.0.157 ? I only have the version that came with GWX3.0
Fubar2Niner
05-24-13, 10:55 AM
Not sure about the patch by H.Sie as I do not use it yet, however you can also get the 4 gig patch here;
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Give that a whirl, however I usually find if it's a memory thing, the game generally ctd's 99% along the progress bar if that makes sense :o
Best regards.
Fubar2Niner
Kapitän
05-24-13, 10:59 AM
Not sure about the patch by H.Sie as I do not use it yet, however you can also get the 4 gig patch here;
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Give that a whirl, however I usually find if it's a memory thing, the game generally ctd's 99% along the progress bar if that makes sense :o
Best regards.
Fubar2Niner
Well, normally I would agree but not with the HW I have. Also, I had it working fine, until I decided to mess around with it, in order to get the Super Turms up and running.
Also, I see that you have the FM Interior V1.0 installed instead of V2.1D. Why is that?
I suppose your CT is open with the Conning Tower open Hatch TestFMfood?
Also, where an I get the Generic Mod Enabler - v2.6.0.157 ? I only have the version that came with GWX3.0 ...
Anvar1061
05-24-13, 11:03 AM
Also, where an I get the Generic Mod Enabler - v2.6.0.157 ? I only have the version that came with GWX3.0
SSS
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/downloads.php?do=file&id=3951
Kapitän
05-24-13, 11:13 AM
SSS
:Kaleun_Wink:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3951
Thanks!
Fubar2Niner
05-24-13, 11:17 AM
Well, normally I would agree but not with the HW I have. Also, I had it working fine, until I decided to mess around with it, in order to get the Super Turms up and running.
Also, I see that you have the FM Interior V1.0 installed instead of V2.1D. Why is that?
I suppose your CT is open with the Conning Tower open Hatch TestFMfood?
Also, where an I get the Generic Mod Enabler - v2.6.0.157 ? I only have the version that came with GWX3.0 ...
OK last question answered first, get JSGME here;
http://www.subsim.com/radioroom/downloads.php?do=file&id=3951
In answer to your second question..... yes.
Your first question is simply answered, I have been out the frame a while and didn't realize V2.1D had been released :D
Best regards.
Fubar2Niner
Now where did that bloody mod go ?????? ;)
Anvar1061
05-24-13, 11:33 AM
SSS
Kapitän,еstablish Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)!It contains in http://www.subsim.com/radioroom/images/smilies/Kaleun_Periskop-1.gif
http://www.gamefront.com/files/22792773/Aces_Super_Turms_v7_Christmas_2012_taster_v2_rar
Kapitän
05-24-13, 11:48 AM
SSS
Kapitän,еstablish Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)!It contains in :Kaleun_Periskop:
http://www.gamefront.com/files/22792773/Aces_Super_Turms_v7_Christmas_2012_taster_v2_rar
Thanks! Downloading now. Can you please send me a JSGME enable list (which mod first, last etc. 1 - n)?
Anvar1061
05-25-13, 03:14 AM
Thanks! Downloading now. Can you please send me a JSGME enable list (which mod first, last etc. 1 - n)?
SSS
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showthread.php?t=200870
Kapitän
05-25-13, 12:50 PM
Hi, I got it up and running, thanks to the 4GB-patch.
Everything works great, thanks for the great work to all!!!
Here is my list of questions:
1. Being able to raise flags independently from the crew on deck would be great.
2. The steam of the pot in the galley appears as symetric shapes (perhaps, a graphic card setting issue? I tried different settings but no change).
3. The spot were the deck gun used to be, looks like a black hole (I have Fubars VIIC 58 skin installed but checked again: When Super Turms is disabled, the black spot is gone).
4. The isolators/netswimmers are still the old stock style.
5. The helmets in the Turm are gone. Is that supposed to be that way?
6. I have no MG34 or anything else described in the readme on the bridge.
7. I can not fit/remove the UZO - crew says "Jawohl, Herr Kaleun!" but nothing happens (I have a VIIC/3 Turm installed).
8. I can not fit/remove the radio antenna - crew says "Jawohl, Herr Kaleun!" but nothing happens (I have a VIIC/3 Turm installed).
9. I have a coiled roap on the aft deck but don't know how to remove it.
10. What exactly does the "Multimod compatability fix FM's Turm 7c2/4 Lightmaps add on" do / what are the differences?
11. The downloaded file comes in a .rar format. I extracted it using 7Zip. Could that be a problem?
Thanks!!!
Anvar1061
05-25-13, 12:55 PM
SSS
Will be in the final version Aces' Super Turms v7.
Kapitän
05-25-13, 01:00 PM
SSS
Will be in the final version Aces' Super Turms v7.
You mean everything I listed above?
I'm downloading everything again, thinking something might have gone wrong with the initial download and unzipping ...
Kapitän
05-25-13, 05:35 PM
You mean everything I listed above?
I'm downloading everything again, thinking something might have gone wrong with the initial download and unzipping ...
OK, I think, I got everything that can work, working but I'm not sure ... Please see my questions above, as I don't quite understand some of the features available in this mod ...
Kapitän
05-27-13, 04:55 PM
Hi, I used to be able to go back to were I last was inside the boat using the free camera (Shift+F2 or Right Mouse click) by pressing the "0" on the right hand numbers block. Now, with the Super Turms installed, I can't do it that way anymore.
Is there perhaps, another way?
fitzcarraldo
05-27-13, 05:34 PM
This is an "experimental" JSGME list I use. I have another installation of GWX with SuperTurms v6, and without CCom Interiors and FM NewInteriors v2. This instalkation works fine.
But the "experimental" have some problems, because SuperTurmsv7 "Taster" is a work in progress, not finished. And if you use Hsie and Stiebler´s `patches, you will have more problems...
Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]
WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
GWX - Merged Campaign
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
Aces' Super Turms v6 for GWX
CCoM_8.x_Bug_Hecktorpedoraum_V1.0
Aces' Super Turms v7 Taster
MaGui 3.4
Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)
Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Low Contrast Instruments
Flags_enlighten
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Dönitz Picture With Fly
Merchant_Fleet_Mod_3.2
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Add TMT ThomsonsShips fix
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
GWX Speech
Torpedo_HAHD_1024_GWX
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
OLC's Modified Searchlight Beams for GWX3
Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
b25_SF_Grass_Full_V2
Aces' Modified Headphones
Type VII salvo selector
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirè-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross
MFM3.2 displacement correction mod
pascal_map
Aces' Combined SH3.SDL Files v4
Sub Image mod
DD_VisibleMines_V1.0
Dunkle_Torpedos
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Ultimate ObjectView Camerav1.0
KJF_Moon_v1.1
Diesel Startup Sequence for FM Engine Room beta 1
Wolfehunters_VIIC_U408_2048
Wolfehunters_U-82_VIIC Decks
TMO Smoke Mod
M.E.P v3
M.E.P v3-Patch
FSF for M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3
Improved Wave Textures
sobers
B25_MEP_Das_Boot_Green
Regards.
Fitzcarraldo :salute:
desertstriker
05-27-13, 11:19 PM
wish the turms worked directly with NYGM.
Kapitän
05-28-13, 07:37 AM
@ fitzcarraldo: Thanks! Wow, your mod list is quite long! All kinds of goodies on there.
I still have some general questions about the Super Turms Mod listed above (e.g. the meaning of some add-ons etc.).
Can you shed some light on those for me, please?
Is there a incompatibility with aces turms and the type II? I ask because I enable v6 and 7 taster, but instead of going to may type VIIB campaigh I went to my type II and got ctd.
After going to the single missions, if I select a mission with type VIIs all ok, if I select a type II, CTD.
Is there a incompatibility with aces turms and the type II? I ask because I enable v6 and 7 taster, but instead of going to may type VIIB campaigh I went to my type II and got ctd.
After going to the single missions, if I select a mission with type VIIs all ok, if I select a type II, CTD.
Nop. Typ II A & B are not compatible with this list mods and the guilty file is...Aces' Super Turms v7 Taster. #@%£#$ ! Sorry :D
So, I have to try again with a more stable list. :arrgh!:
Try agai-ain ! :har:
OK,
I found the cause of the CTD.
...\SilentHunter3\Data\Submarine\NSS_Uboat2B.
So, the only thing, for the while, (because it only resolves the problem halfway) to make the v7 to work correctly is to remove the directory "NSS_Uboat2B". I'll investigate more deeply later what file cause the trouble.
Let's go to reactivate all the gas machine... :/\\k:
ReallyDedPoet
03-27-14, 06:40 PM
Nice.
Nukesub
03-28-14, 11:15 AM
Ahoy fellow kaleun's!
Bit of a noob 'round these parts. What is a "turm"?
Fubar2Niner
03-28-14, 12:28 PM
In laymans terms the conning tower, and welcome aboard shipmate :salute:
Best regards.
Fubar2Niner
What's the.....:stare: Is there a pilot in the plane ? Is there a way to display the flag without all these idiots come running on the deck ?
Shift+F. That's it ?
http://imagizer.imageshack.us/a/img89/1894/ywnd.jpg
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