View Full Version : LWAMI 3.11 Released
Molon Labe
06-24-11, 03:02 PM
Download Links:
CADC (http://www.commanders-academy.com/forum/downloads.php?do=file&id=174)
Subsim (http://www.subsim.com/radioroom/downloads.php?do=file&id=3296) (updated 1904 GMT 26 Jun)
Victorious TAGOS Patch (http://www.megaupload.com/?d=LTZCZA44)
In this version,
New In Version 3.11
*Torpedo base PSLs have been reduced in most cases, especially for modern electric torpedoes.
* The torpedo sound-speed relationship has been steepened--meaning that setting a torpedo below its maximum speed will significantly increase its stealth.
* Passive torpedo seeker performance has been improved, but not to the point that they were at in stock DW. They are now very effective against surface ships--especially combined with the stealth and range benefits of being run slower. Submarines are generally not at risk unless they are very noisy.
* Sonar profiles have been completely redone to make classification easier and more realistic. See section 1.1.4.
* The Kilo-Improved's MGK-400EM (cylindrical and conformal) sonar has been upgraded slightly. This sonar has also been installed on China's Project 877EKM Kilos.
* Mines, other than bottom mines, that did not have a visual signature were given one, which will allow ships and aircraft to spot them on the surface. Aircraft might see them in shallow water if they're close enough.
*Visual sensor performance has been increased so that (in clear weather) it is equivalent to what a human player can achieve at the FFG's lookout station.
*Aircraft now have two visual sensors; one for detecting submerged submarines, another for everything else (without the former's range penalty).
*The MH-60 will now drop sonobuoys when set to the Sonobuoy Search tactic in the mission editor.
* Fixed-wing aircraft will fly into the ground much less often. They will also not attack surface targets with their guns, as that was the cause of their CFITs.
* Lots of new models (including DARPA ACTUV imports!) and platforms!And we do mean a lot of new models and platforms. TLAM's been keeping me busy. :DL
If anyone's having any problems with the mod, this would be a good place to let us know.
Treetop64
06-24-11, 04:47 PM
Wooo Hooo!
Callin' in sick tomorrow!!
Edit:
...Oh, wait. Tomorrow is Saturday. I'm off!
FERdeBOER
06-24-11, 06:03 PM
Great news!!
I'm very busy lately but soon I will start my holidays... :D
Treetop64
06-24-11, 06:06 PM
I've run into a problem:
> Using a fresh default v1.04 DW installation.
> Using Mod Enabler that came with LWAMI 3.11 (Generic Mod Enabler v2.6.0 (8 August 2010)), installed to the DW root directory.
> Unzipped all 3.11 mods to the MODS folder in DW directory.
> Initially, just activated only the LWAMI mod itself and the "plain" splash screen.
>Started up DW.
The game CTDs every time it attempts to render the Akula model while scrolling through the ship models on the main menu. Also, the selected mod splash screen isn't showing up. The default splash screen still shows.
As always I made a backup installation of the default DW v1.04 so I went ahead and tried manually installing the mod files without using the mod enabler. Same symptoms occurred.
Molon Labe
06-24-11, 06:09 PM
OK, I have to admit I don't fully understand what OneShot has done with this installer just yet. WTF is a .DS_Store? I have no idea. My best guess is that there may be a missing step, because I don't see anything that runs the .bat files needed to install the graphics and usni and stuff.
So head over to the mods/.../filetools folder and run the .bats there manually. Hopefully that will do the trick.
Treetop64
06-24-11, 06:56 PM
Appreciate the quick reply.
Manually running the bats seems to have worked so far, as the Kilo and Akula are now rendering in the opening movie and main menu, respectively. No CTDs.
Will delve into the sim and see what happens, but expect things to go smoothly now.
Molon Labe
06-24-11, 07:47 PM
I'll update the instructions accordingly. Thanks for being our guinea pig.
Treetop64
06-24-11, 08:31 PM
No prob.
Can only get the basic mod to run. Can not either manually or through the mod enabler activate any of the other stuff (spash screens, fonts, etc.). If I activate the small fonts, the default fonts are still used in the game but are corrupted and unreadable.
The new 3D models display fine (and look great!) but I can't be sure if the new weapons and sensor data is being used.
Molon Labe
06-24-11, 10:39 PM
Fire an SS-N-27 at someone. If it speeds up on enable/acquisition, it's stock DW. If it spawns a second stage, the LWAMI database is being used.
OneShot
06-25-11, 02:28 AM
Make sure to follow the sequence exactly ... if you try to enable the mod via the JSGME tool prior to running the .bat it wont work. And only run the InstallStuff.bat. I just noticed that I left some files in there that don't belong. I'll upload a new package now without them. Oh and the .DS_Store file is a MacOSX file that has no significance whatsoever.
Treetop64
06-25-11, 09:15 AM
Question:
Does LWAMI 3.10 (which includes 3.08, 3.09, and 3.10 all installed on top of each other consecutively) stay put when I install 3.11, or is 3.11 a stand-alone? When I saw 3.11 "Complete" I thought it meant that it was the complete LWAMI package, so I removed all previous versions of it before installing to a raw DW v1.04.
I had more issues with 3.11 last night, so I started over with a fresh new DW v1.04 installation and modded up to LWAMI 3.10, using the mod enabler.
Sorry to keep bugging you guys about this. Just a bit confused about installation, that's all. I love what you have done to this sim and your work is truly appreciated, but it would really help to include a readme that describes the installation requirements and procedures, especially for someone who might be new at modding this sim.
Thanks! :up:
OneShot
06-25-11, 12:00 PM
The LwAmi v3.11 does include all Mods up to v3.11.
With 3.10 we stepped away from the Installer because a lot of people reported trouble with it on Win7. To prevent that from happening we moved back to a simple .zip package and more work on the installation side for the end user. While it is a tad more difficult to install, this way offers more freedom in regard to handling trouble while installing.
Anyway, I'll take a good look at the installer again, maybe I've overlooked something.
Could you please elaborate on your OS and how you set up DW ... i.e. did you install it in the default folder and such?
Treetop64
06-25-11, 12:41 PM
> Win7 64
> Initially installed only 3.11 to a new default DW1.04, but experienced problems listed below.
> Deleted everything
> Re-downloaded 3.11
> Reinstalled DW 1.04
> Reinstalled LWAMI up to 3.10 (installed 3.08 and 3.09 with their respective installers. 3.10 is manual install only). Activated using JSGME. Experienced no apparent issues.
> After deactivating all mods in 3.10, manually unzipped 3.11 "Mods" folder to DW directory, while not uninstalling 3.10. Ran only the "InstallStuff.bat" in the ...LwAmi_Mod/File Tools folder.
> Reactivated 3.11 LwAmi mod w/Splash Screen and Small Text with JSGME.
Ran a couple of missions and quick missions in the sim with no "apparent" issues. Now, since 3.11 is comprehensive, should I go ahead and entirely remove my current installation, copy over my default DW1.40 backup, and unzip 3.11 into the default DW installation (via Mods folder)? Or, do you anticipate no conflicts between 3.10 and 3.11 if I leave things as they are?
I hope I'm not making this more complicated than is necessary, I'm just trying to make sure everything is covered.
Thanks.
OneShot
06-25-11, 12:57 PM
You can use LwAmi v3.11 with a clean DW 1.04 installation - no prior LwAmi Mods installed needed.
However I found two small errors in the InstallStuff.bat which I will fix and then upload a new package to the server. I'll post here once I'm done.
OneShot
06-25-11, 01:23 PM
Ok, fixed one of the two problems but couldnt find the reason for the second error. However it shouldnt be a showstopper - its either a .jpg or .txt file that is not correctly loaded into the usnidata.grp. I cant find which one and the USNI works - I tested multiple entries and got no crashes or other problems. Everything else in the game works as its supposed to be.
Make sure to activate the Basic LwAmi Mod first and then everything else you want to have. Kegetys Fonts as well as the Binocs Mod and the P3 Splashscreen worked without a problem.
Loading up the new package right now ... give it till 2000 GMT before trying to download.
Treetop64
06-25-11, 02:03 PM
Danke vielmals. :up:
I'll redownload tonight and get to work (again :damn:) on the installation.
Theta Sigma
06-25-11, 02:49 PM
What about the other batch files? Should we run any of those, and if not, why are they present?
Thanks for this, and continuing to make it JSGME-compatible. ;)
OneShot
06-25-11, 03:59 PM
Those are not actual .bat files at least they dont work. Just delete them or even better get the actual package - they are not part of it anymore. The only file you have to run is the InstallStuff.bat.
Sorry for the hassle guys ...
Theta Sigma
06-25-11, 04:16 PM
D/L'ing now. Was just curious about those. :)
Thanks.
EDIT: I hope someone creates some new missions utilizing a lot of the new models.... ;)
Installed to lwami 3.10 following instructions, didnt work.
On navmap when classifying contacts to hostile, they get deleted.
Random error while flying P3.
Please make a good solid installer, like before, no nothin like that paste and copy thingy. Thanks!
Os: Winxp
Molon Labe
06-25-11, 09:32 PM
Loading up the new package right now ... give it till 2000 GMT before trying to download.
Do you have access to the Subsim FTP or do you need me to update the local link once the CADC link is up?
OneShot
06-26-11, 03:24 AM
Please upload to Subsim ... I dont have access to their FTP. The package is updated.
@Imamar : As pointed out in the install instructions - deinstall earlier versions and make sure to deactivate them with the jsgme tool first. I'll check for that behaviour but its something that hasnt been reported before ....
@Oneshot
Thanks, luckily I had bad feeling about my skills in those kind of installations, so I made a backup. My dvd drive is dead, so cant install it again from original.
Will try later when you have uploaded the new version to Subsim, thanks.
OneShot
06-26-11, 10:30 AM
Well I checked on my installation and couldnt reproduce the errors reported by Imamar. Btw. the package over at the CADC is the actual one so instead of waiting till the one here at subsim is update head over and grab it there.
Molon Labe
06-26-11, 02:10 PM
Subsim link updated 1404 Central (2104 GMT)
Blacklight
06-27-11, 02:24 PM
Thanks for the work you guys did ! I can't wait to take a look at it !!! :salute:
Molon Labe
06-27-11, 06:29 PM
So, when TLAM didn't have any models for me to work on putting in the mod, I was working on a campaign (http://www.commanders-academy.com/forum/showthread.php?43583-China-Campagin-Released).
It deals with tensions in the South China Sea, which coincidentally has been making headlines again in the last week or two. I hope you like it (http://www.subsim.com/radioroom/downloads.php?do=file&id=3297).
http://imageshack.us/m/855/2940/y7tlam.jpg
http://imageshack.us/m/690/7899/houbei.jpg
http://img855.imageshack.us/img855/7536/jiangkai.jpg
Blacklight
06-27-11, 09:14 PM
Thanks for the work you guys did ! I can't wait to take a look at it !!! :salute:So, when TLAM didn't have any models for me to work on putting in the mod, I was working on a campaign (http://www.commanders-academy.com/forum/showthread.php?43583-China-Campagin-Released).
It deals with tensions in the South China Sea, which coincidentally has been making headlines again in the last week or two. I hope you like it (http://www.subsim.com/radioroom/downloads.php?do=file&id=3297).Even better !!! :up:
The release of LWAMI 3.11 and the campaign should be announced on the main page !
AnimalMother711
07-01-11, 10:33 AM
Hey Skippers,
just downloaded LWAMI 3.11...
After reading the previous posts carefully none of them could help me - so hopefully you do.
I completely deinstalled DW to have a clean version. So re-installing DW, installing patch 1.04, extracting LWAMI 3.11 in a subfolder "Mods", running the InstallStuff batch file, copying jsgme into the DW folder and activated the mods one by one beginning with LWAMI_Mod main part. Then activated the others including the font mod.
- I don't get the splash screen, only selected one in JSGME
- Font is still the stock one
- I do have the new platforms in the USNI database
- In the campaign The Liu Doctrine first mission instead of the new platforms i only got notes "No such platform in current database" (Sorry the message is originally in german for me so I translated it not knowing the english error message).
Tought i followed the install process exactly but seems not so, though :-|
System is Win 7 64 Bit, JSGME is latest version - anything else important to know?
So far...
Riding subs for quite a while also enjoying LWAMI in previous versions...maybe i stupidly just forgot a little step...
THX and Mast und Schottbruch!
OneShot
07-01-11, 11:13 AM
That is rather weird ... did you get any errors when using the InstallStuff.bat? Do you have DW installed in the standard folder or somewhere else? Can you post screenshots of your JSGME open as well as your DW folder in explorer?
AnimalMother711
07-01-11, 12:10 PM
Huh, I just noticed that LWAMI files are missing completely in the e.g. DW/Graphics folder, same for other files and folders...
Can I just copy and paste them from the extracted LWAMI to DW/Subfolder??
I don't need the backup...
Update: I deactivated all mods in JSMGE, extracted the LWAMI folders and files again in the MODS folder created by JSMGE and ran the batch file again. Then activated the mods starting with the LWAMI_mod followed by the others.
I now have the small font and the spalsh screen but still missing the new platform models.
Checking the doctrines right now...
http://img842.imageshack.us/img842/9164/dwfolderstructure.th.jpg (http://imageshack.us/photo/my-images/842/dwfolderstructure.jpg/)
http://img534.imageshack.us/img534/3229/dangerouswaters20110701.th.jpg (http://imageshack.us/photo/my-images/534/dangerouswaters20110701.jpg/)
Molon Labe
07-01-11, 02:09 PM
This probably isn't related to the missing DB issue, but I couldn't help but notice you had the standard LWAMI mod and APAD activated at the same time. Only one database can be active at a time, and by loading the other, JSGME would have overwritten whichever was activated first. And depending on whether JSGME copies the active DB back to the "storage" areas (I have no idea whether it does), then you'll probably overwrite one of the databases with the other when you disable one of them.
Going to the main issue, can you tell if the graphics have installed properly? I'm guessing yes, since that probably went along with the USNI, but it wouldn't hurt to check. The quickest way to check would probably be to look at some weapons in the USNI: ADCAP, ESSM, SS-N-27 family, Harpoon, Tomahawk family. If our graphics are active, at least some of those should be a new model (some might not load because of DB changes).
My theories right now would either be that there is an issue with where the files went and JSGME isn't finding them, or that due to multiple installations DW is looking somewhere else for the database.
Almost_Saint
07-01-11, 04:18 PM
Huh, I just noticed that LWAMI files are missing completely in the e.g. DW/Graphics folder, same for other files and folders...
Can I just copy and paste them from the extracted LWAMI to DW/Subfolder??
I don't need the backup...
Update: I deactivated all mods in JSMGE, extracted the LWAMI folders and files again in the MODS folder created by JSMGE and ran the batch file again. Then activated the mods starting with the LWAMI_mod followed by the others.
I now have the small font and the spalsh screen but still missing the new platform models.
Checking the doctrines right now...
http://img842.imageshack.us/img842/9164/dwfolderstructure.th.jpg (http://imageshack.us/photo/my-images/842/dwfolderstructure.jpg/)
http://img534.imageshack.us/img534/3229/dangerouswaters20110701.th.jpg (http://imageshack.us/photo/my-images/534/dangerouswaters20110701.jpg/)
You must to make new REG a file for rewriting path.
You can not adjust this or that database, as initial installation ***1091;***1082;***1072;***1079;***1074;***1072;** *1077;***1090; a way in the register where take the data from 3D.j3d of archive.
And the data will take always from initial installation of game.
You should make REG a copying file to a place improved DB.
Modders LWAMI - are unsufficient are prepared to know it with dual installing.
Molon Labe
07-01-11, 04:30 PM
We are "sufficiently prepared" to know you need to have a separate registry entry if you have multiple installations. Creating a separate registry entry is standard procedure (http://www.subsim.com/radioroom/showthread.php?t=165285&highlight=dual+installation) when making a dual installation of DW, as OneShot posted at CADC, which in turn was originally from a Subsim post that I provided him with years ago.
But that has nothing to do with our work. LWAMI does not require a dual installation, never has.
My theories right now would either be that there is an issue with where the files went and JSGME isn't finding them, or that due to multiple installations DW is looking somewhere else for the database
And the data will take always from initial installation of game.
Modders LWAMI - are unsufficient are prepared to know it with dual installing.
:rolleyes:
OneShot
07-01-11, 11:52 PM
Two things ... First I notced that you have still a lot of pre-install files in the graphics folder which shouldnt be there if the .bat did run without errors. Second, do you have a german DW? If so that would be the reason why this isnt working.
AnimalMother711
07-02-11, 01:34 AM
Hum, the batch file ran without an error message.
There is no dual-installation.
Yes I do have the German version, if this is the reason (can you assure?) i'm just a click from fixing it :-)
I'll give another try in a clean installation of DW + patch + LWAMI - but without activating the APAD Mod, let's see what happens!
...ok i did. Nothing changed. Get the fonts and the USNI but no models.
Now just waiting for confirmation for buying the english version...
So far many thanks for your help!
OneShot
07-02-11, 02:51 AM
Its the german version ... Unfortunately LwAmi as well as all the other mods are based upon the english version of DW. Since the database files have a different ending the parts of the mod refering to language specific files of the game simply wont work. There are two way to rectify the situation ... one is to simply buy an english DW the other way would be to rename the relevant files ... for that look here at subsim or over at the CADC ... However the second way might produce more errors - but it might be worth a try.
AnimalMother711
07-02-11, 03:17 AM
Well then going after an english version!
The only thing which makes me thinkin is that all previous versions of LWAMI ran totally smooth!?
Anyways thanks for your assistance! Will post asap when it is running smooth with english version!
Can't wait to get the boat rigged for dive!
Oh, another question - do you think it will work with the steam version set to english lanuage?
OneShot
07-02-11, 06:16 AM
I don't know about the STEAM version ... Since I don't have it I'm not sure if the files are changed when you change the language. As for previous versions of LwAmi working without a hitch - I have to doubt it ... simply because this "problem" i.e. the different filenames, exists since day one of the localized release.
AnimalMother711
07-02-11, 07:08 AM
After spending 3 bucks something for the STEAM version i can confirm that LWAMI 3.11 is working fine for now!
All parts are running fine, noticing that the Kilo at the opening video has a new skin. New platforms appearing like they should and also fonts are working.
The only thing I noticed running the InstallStuff batch file was that it took quite longer than before using the german DW. Like it was mentioned before it seemed that the german version has different files which just wasn't processed.
Thanks for all your help and special thanks to the LWAMI team!
Going slow and deep now! Won't be available for the next weeks!
FERdeBOER
07-18-11, 04:58 PM
Hi! Finally I had a couple of days to play with the new version... New models are great and I love the cities. Bridges are good, but remain "intact" even when destroyed.
I have a CTD when deploying special forces. Tested with Chinese and Russian Kilos, with Akula and 688i... A few secs after they leave my sub, the game crashes. I made a clean install and the install process seemed to go well. All 3D models are seen, and I tested same mission with stock 1.4 and I had no problems.
My system is W7. I tried both with and without compaibility mode.
The mission itself is just a sub and a land object, so I think you don't need me to upload it.
mcglonekp
07-19-11, 08:15 AM
Nice mod
Blacklight
07-20-11, 02:32 PM
LWAMI is the only mod for me. :up:
It's very well done.
FERdeBOER
07-24-11, 06:06 PM
So, am I the only one having this CTD when launching special forces? :-?
Blacklight
07-28-11, 03:04 AM
Quick question. Is the Victorious fix patch integrated into the mod currently for download from Subsim ? A friend of mine was downloading it and I was wondering wether or not I would need to send it to him.
TLAM Strike
07-28-11, 09:23 AM
Quick question. Is the Victorious fix patch integrated into the mod currently for download from Subsim ? A friend of mine was downloading it and I was wondering wether or not I would need to send it to him.
I don't think it is.
WolfyBrandon
07-30-11, 01:41 AM
LwAmi v3.11 Victorious T-AGOS Texture Fix
http://www.megaupload.com/?d=LTZCZA44
Credits: TLAM Strike
WolfyBrandon
can someone tell me the difference between the regular and the APAD versions?:hmmm:
Molon Labe
08-15-11, 05:27 AM
can someone tell me the difference between the regular and the APAD versions?:hmmm:
Yes:
Extras
LWAMI 3.11-APAD replaces the Russian Project 877 Kilo with the Alrosa, a unique pumpjet-equipped Kilo in the Black Sea Fleet. The regular Project 877 class is an AI class in this database. This database will not be compatible with missions designed for playable Project 877s, so it is strongly recommended that this database only be used for missions designed for a playable Alrosa or on generic dueling-type mission where no specific submarine classes are present.
The release of LWAMI 3.11 and the campaign should be announced on the main page !
Sorry guys had a busy month of july and then was out without internet for almost all of August. I just added the news that LWAMI got to 3.11 to subsim's main page :up: Sorry for the delay, and next time please shoot me a PM when you release, in case I miss it :salute:
Hey guys, sorry to post quick, but just want to download some stuff.
TLAM Strike
09-03-11, 09:46 PM
Hey guys, sorry to post quick, but just want to download some stuff.
http://www.subsim.com/radioroom/downloads.php?do=cat&id=37
dpend82
09-08-11, 04:06 PM
Hi
i started out with V 1.04 and loaded 3.08
and got a problem installing LWAM! 311. I could not follow your instructions clearly, so I copied Doctrines, Graphics and Database from LWAMI 311 and ran several missions and they seemed to run successfully. However The USNI reference was not updated. Is there an easy way to copy the 311 USNI Reference?
Do I need a clean DW install with v 1.04. Your instruction say that we will need V1 3.09 which I have not been able to find on the internet.
I noticed several people have requested a more easily to understand install instructions. If possible a 1,2,3 etc. type of instructions.
Thanks for all the work that you must have put into these updates I really appreciate it.
Don Pendergast Sr
Molon Labe
09-08-11, 05:22 PM
Would it be better if we replaced the dashes with numbers?
(If you have an earlier LwAmi Mod already installed)
1. Deactivate the LwAmi Mod and all associated packages from within the JSGME Enabler
2. Delete the LwAmi Mod and all associated packages from the /Mods folder
(Start here if you do a fresh install or once you have deleted all the old LwAmi Stuff)
1. Unzip the package.
2. Copy and overwrite the JSGME.exe to your DW folder.
3. Move everything within the unzipped /Mods folder into the DW/Mods folder
4. Go to Mods/LWAMI Mod/Filetools and run InstallStuff.bat
5. Activate the LwAmi Mod and every associated package you like via the JSGME Mod ToolThere, now they are "1, 2, 3" type instructions.:shifty:
If you have no USNI update, it probably means you skipped step 4.
The 3.11 (full) package is standalone and does not require any previous verions.
Having a clean install of DW 1.04 to start with is probably the safest way to go, especially if you've been using other mods.
Was in the mood to re-install DW with LwAmi Mod but not sure how to do.
Found this on the CADC Homepage:
http://www.commanders-academy.com/forum/downloads.php?do=file&id=174
I know you have gone to a lot of effort to produce this mod. How much sense does it make to do so much work and then fail to provide a detailed and step by step instruction as to how to install it properly??? You have gone to such detail in the work but lack detail as to how to install. Please provide an installer or step by step details with no ambiguity....
I am lost too with the install instructions.
Any help?
Molon Labe
09-12-11, 07:52 PM
Thanks for cueing me into those comments, Fish. It's not like there is a "new post" feature on those so I don't notice them.
I will try to rewrite the instructions to be a little clearer. I think Ursus may have a point about the unzip location being unclear.
UPDATE: Edits done. Here is how it is written now:
Installation
(If you have an earlier LwAmi Mod already installed)
- Deactivate the LwAmi Mod and all associated packages from within the JSGME Enabler
- Delete the LwAmi Mod and all associated packages from the /Mods folder
(Start here if you do a fresh install or once you have deleted all the old LwAmi Stuff)
1. Unzip the JSGME.exe and the Mods folder to your Dangerous Waters Folder
2. Go to Mods/LWAMI Mod/Filetools and run InstallStuff.bat
3. Activate the LwAmi Mod and every associated package you like via the JSGME Mod Tool
Make sure to only activate one of the Splash Screens, and either the standard LWAMI mod OR the APAD mod--not both.
I hope that is less ambiguous.
Thanks a lot Molon Labe. :yeah:
Molon Labe
09-21-11, 07:52 PM
You're welcome. :)
Fearless
10-24-11, 02:22 AM
Does v3.11 have new playables?
Molon Labe
10-24-11, 06:45 PM
Nope.
Evil Koala
11-23-11, 09:22 PM
Anyone else having problems controlling the SH-60's as the FFG-7? They will fly to the first waypoint and stop responding. I've waited over an hour in game just to make sure they weren't in the middle of dipping or something and nothing. When I return them to helo control, they still do nothing. Only when I recall them will they respond.
0rpheus
12-11-11, 01:45 PM
Just wanted to say thanks to the Lwami crew for an excellent mod, really appreciate your hard work. Thought I'd expand my Silent Hunter horizons and while I'm still mostly using autocrew, I'm starting to get a feel for the sub platforms, thanks to MolonLabe's tutorial mission and others.
I'll raise a glass to your efforts chaps, great work! :salute:
Molon Labe
12-11-11, 08:45 PM
Thanks. :oops::DL
0rpheus
12-13-11, 12:43 AM
Anyone else having problems controlling the SH-60's as the FFG-7? They will fly to the first waypoint and stop responding. I've waited over an hour in game just to make sure they weren't in the middle of dipping or something and nothing. When I return them to helo control, they still do nothing. Only when I recall them will they respond.
Actually yeah, like the quoted guy, since installing this I'm finding waypoints for the Oliver Perry don't work - I can place them, but the ship doesn't move, even if you alter course manually and select 'return to waypoint'. They were fine in stock (same mission).
Not got as far as launching a helo yet :oops: (first mission of RSR campaign is all I've done)... but could be related?
:salute:
suttorad
01-01-12, 07:53 AM
AI Akula fired on my FFG at flank speed wakehoming torpedo, but this fish probably don't enabled, or fail to lock on my wake. I tried this situation 5 times, all wakehomers cross my wake, but fail to wakefollow. Then i changed sides and take under command Akula. I fired wakehomer on FFG, wait 30 seconds and fired UGST. Frigate accelerated to 29 kts, but wakehomer lock on her wake, then follow her and scored hit.
FERdeBOER
01-01-12, 04:15 PM
AI Akula fired on my FFG at flank speed wakehoming torpedo, but this fish probably don't enabled, or fail to lock on my wake. I tried this situation 5 times, all wakehomers cross my wake, but fail to wakefollow. Then i changed sides and take under command Akula. I fired wakehomer on FFG, wait 30 seconds and fired UGST. Frigate accelerated to 29 kts, but wakehomer lock on her wake, then follow her and scored hit.
This is a known bug of the game engine: wakehoming torpedoes doesn't work against player controllable platforms.
RA mod seems to solve this by hardcore tweaking.
suttorad
01-02-12, 01:06 AM
OK, thx.
Hello..
I have a problem after installing LWAMI 3.11
I installed by following instruction but at first the splash screen did not change and when I play either mission and quick mission or campaign the model disappear :06:
Can you help me ??
I have DW 1.04 patch installed
Molon Labe
01-04-12, 02:05 PM
The splash screens are loaded separately from the mod itself via JSGME.
Assuming the models that are disappearing are of Ownship and the mod is enabled, then the likely cause is that the batch file for the 3d models was not run. So if you didn't run the batch file as instructed, go do that and it should fix the problem.
The splash screens are loaded separately from the mod itself via JSGME.
Assuming the models that are disappearing are of Ownship and the mod is enabled, then the likely cause is that the batch file for the 3d models was not run. So if you didn't run the batch file as instructed, go do that and it should fix the problem.
It's work !! :yeah: thank you I really appreciate it :salute:
Molon Labe
01-05-12, 02:32 AM
You're welcome.
huntman
01-10-12, 01:59 PM
Hi All,
I've a question about some settings in the dangerouswaters.ini file.
With the LWAMI 3.11 what value should we use for .PercentTorpsExplodeOnCM ?? (default is 50) and .PercentDeadPlatformsIgnored ?? (default is 10)
I remember for older LWAMI versions, it was recomended to use .PercentTorpsExplodeOnCM 100. Is this value still needed ?
Thank you
Molon Labe
01-10-12, 02:53 PM
The mod removes expendable CMs from ini control, so the only CM affected by the ini are towed decoys.
It's personal preference as to whether you want torpedoes to explode on towed decoys, but I think it makes life easier for the FFG if they do. Considering that towed decoys could have access to the ship's power supply, it is possible that a towed decoy could produce an EM field strong enough to fool a magnetic fuze on a torpedo, so this may be the more realistic option too.
theflash
01-15-12, 02:26 PM
Great, thank you!
Darkhunter
01-15-12, 06:37 PM
Alright guys, I could use some help. I've tried multiple routes and still no success with installing this.
I start with a fresh install of v1.04 for DW.
I copy/paste "Mods folder" and "JSGME.exe" into my DW folder.
I then go to "Mods/LWAMI Mod/Filetools" and run InstallStuff.bat. The command prompt in the InstallStuff.bat continuously reads "'cmputil' is not recognized as an internal or external command, operable program or batch file."
I launch JSGME anyways and select "LWAMI mod" to enable, yet if I try to enable any splash screens I receive the error: ""SPLASH.bmp" has already been altered by the "LwAmi_Mod" mod."
I launch the game with just Lwami mod enabled, do a quick mission, and when the mission starts the enemy sub models are missing. They appear as a contact on the map but won't appear visually. It seems this is due to the batch file not being run correctly (as indicated in the above post) but I've tried everything with that one and can't get it to run properly.
I'm likely doing something clearly wrong, but I can't figure it out. Could any of you assist?
Darkhunter
01-15-12, 09:20 PM
UPDATE: I used Winrar (completely forgot about this lifesaver of a program) and that seemed to correct the problem. I did the same thing as before, and received the same error "'cmputil' is not recognized as an internal or external command, operable program or batch file." But for some reason, right after that error I tried the installstuff.bat again and viola! It worked.
Loving the mod and the new version! AWESOME WORK!!!!! Thank you!
Molon Labe
01-15-12, 11:15 PM
That error message indicates that cmputil is not where it is supposed to be.
Look in the zipfile and find cmputil and manually copy it over. The location of the files on your disk should be the same as it is in the zipfile's path.
EDIT: saw the 2nd post. never mind.
thanks!
Darkhunter
01-16-12, 01:17 AM
Thanks for the quick response, I was going crazy not knowing how to get this sucker installed. Just downloaded your campaign, Molon, I'm stoked :cool:
huntman
01-18-12, 02:55 PM
The mod removes expendable CMs from ini control, so the only CM affected by the ini are towed decoys.
It's personal preference as to whether you want torpedoes to explode on towed decoys, but I think it makes life easier for the FFG if they do. Considering that towed decoys could have access to the ship's power supply, it is possible that a towed decoy could produce an EM field strong enough to fool a magnetic fuze on a torpedo, so this may be the more realistic option too.
Thank's for the explication ! so I've set value to 100.
Hinrich Schwab
01-29-12, 05:43 AM
With the changes to the sound profiles, minesweeping has gone from too easy to almost impossible. With the new sound profile settings, is there any efficient way to detect mines other than getting way too close for the HF to try and detect them?
Molon Labe
01-29-12, 10:59 AM
You were using passive sonar before?
I thought either LW or even SCS got rid of that a long time ago.
Anyway, HFS being the only way to reliably detect mines is AS INTENDED. Some mine types being so small that you're lucky to see them in time, again, is as intended. That being said, the stock mines that are the size of patrol boats are still every bit as easy to see as they used to be.
(The FFG and submarines are not minesweepers, they are targets for mines)
Hinrich Schwab
01-29-12, 04:31 PM
You were using passive sonar before?
No, active.
I thought either LW or even SCS got rid of that a long time ago.
Anyway, HFS being the only way to reliably detect mines is AS INTENDED. Some mine types being so small that you're lucky to see them in time, again, is as intended. That being said, the stock mines that are the size of patrol boats are still every bit as easy to see as they used to be.
(The FFG and submarines are not minesweepers, they are targets for mines)
It just means I have a major rewrite for one of my missions, then.:damn:
Molon Labe
01-29-12, 05:58 PM
Were you using stock mines or mines we added?
Hinrich Schwab
01-29-12, 06:14 PM
The mission was written in stock and I upgraded later. The minefield is a 5x5 field of (originally stock) 1000lb generic mines.
Molon Labe
01-29-12, 07:02 PM
You can definitely spot those at HFS before you're in lethal range. They're small, but their activation radius is tiny.
Hinrich Schwab
01-29-12, 09:11 PM
You are right. However, after changing the trigger doctrine to recognize it with HF Active sonar, the triggers will not fire despite clear detection. Is there an error in my setup or is it impossible to write doctrine around HF Active Sonar detection?
Molon Labe
01-30-12, 01:32 AM
I couldn't get it to work for me in a test run either. Apparently HF detection doesn't report to whatever handles trigger conditions.
Hinrich Schwab
01-30-12, 02:14 AM
I couldn't get it to work for me in a test run either. Apparently HF detection doesn't report to whatever handles trigger conditions.
Sounds like an old bug in the code that never got caught because of the rarity of relying on HF for anything in DW.
It might be possible for the RA team to remove, they have already cleaned up quite a lot of the unfinished job of Sonalysts.
Hinrich Schwab
01-30-12, 04:26 PM
It might be possible for the RA team to remove, they have already cleaned up quite a lot of the unfinished job of Sonalysts.
I would certainly like to see this patched away. Other than simply acting as a sonar-porthole, there isn't much the HF can do and there is no way to script anything for it.
dvdholt5
02-01-12, 02:36 PM
Alright guys, I could use some help. I've tried multiple routes and still no success with installing this.
I start with a fresh install of v1.04 for DW.
I copy/paste "Mods folder" and "JSGME.exe" into my DW folder.
I then go to "Mods/LWAMI Mod/Filetools" and run InstallStuff.bat. The command prompt in the InstallStuff.bat continuously reads "'cmputil' is not recognized as an internal or external command, operable program or batch file."
I launch JSGME anyways and select "LWAMI mod" to enable, yet if I try to enable any splash screens I receive the error: ""SPLASH.bmp" has already been altered by the "LwAmi_Mod" mod."
I launch the game with just Lwami mod enabled, do a quick mission, and when the mission starts the enemy sub models are missing. They appear as a contact on the map but won't appear visually. It seems this is due to the batch file not being run correctly (as indicated in the above post) but I've tried everything with that one and can't get it to run properly.
I'm likely doing something clearly wrong, but I can't figure it out. Could any of you assist?
Can anybody help? i am having exactly the same problem as Darkhunter and i installed exactly the same but i cant get it running:oops:
dvdholt5
02-01-12, 03:09 PM
Sussed it. After hours of playing around i have finally managed to get it to work. When i unzipped to the dangerous waters file location it created LwAmi_3_11_complete folder within my dangerous waters location. I copied the mods folder in there to the Danherous waters location and ran the batch file. All worked ok.:DL
Hinrich Schwab
02-05-12, 06:40 PM
@ Molon Labe
I remember from one of your posts that the actual ACTUV drones are left in the archive. I would like to muck about with those files to see if I can get them to work so I can pursue my original tests I wanted to do in ACTUV tactics before I found out that the stripped down engine pretty much deadlined that project for me. Where would I look to find those files?
Molon Labe
02-05-12, 11:22 PM
Inside 3d.grp. If you need the files themselves you can run decompress.exe. If you just need access to the models in DWEdit the filenames are
Actuv.j3d (and ...Actuv_m.j3d)
Actuv2.j3d (and ...Actuv2m.j3d)
Actuv3.j3d (and ...Actuv3_m.j3d)
Actuv4.j3d (and ...Actuv4_m.j3d)
Actuv5.j3d (and ...Actuv5_m.j3d)
Hinrich Schwab
02-06-12, 04:58 AM
Inside 3d.grp. If you need the files themselves you can run decompress.exe. If you just need access to the models in DWEdit the filenames are
Actuv.j3d (and ...Actuv_m.j3d)
Actuv2.j3d (and ...Actuv2m.j3d)
Actuv3.j3d (and ...Actuv3_m.j3d)
Actuv4.j3d (and ...Actuv4_m.j3d)
Actuv5.j3d (and ...Actuv5_m.j3d)
:yeah:Thanks a lot.:yeah:
Deepmoc
02-15-12, 10:34 AM
I have a Question about the Control for the Mk 48 Adcap
It is possible to run it in different Modes
Deep ans slow under the Layer an then Faster under the Layer an then rise up shallow
Is this possible with the Pre enable or Enable Buttuns like the UUV
I have read about that in an earlier version of this or an other Mod
What is with that?
Greetings Moc
Molon Labe
02-15-12, 08:53 PM
I have a Question about the Control for the Mk 48 Adcap
It is possible to run it in different Modes
Deep ans slow under the Layer an then Faster under the Layer an then rise up shallow
Is this possible with the Pre enable or Enable Buttuns like the UUV
I have read about that in an earlier version of this or an other Mod
What is with that?
Greetings Moc
There was an Advanced Torpedo Control module in LWAMI 4.0 alpha. Luftwolf never got the 4-series off the ground. We've integrated some 4-series features back into the regular 3-series, but ATC didn't make the cut.
I am liking this mod big time
Ghost Dog
02-21-12, 02:24 PM
I agree, well done. Any info on whats being planned for the next release?
Molon Labe
02-21-12, 10:51 PM
I agree, well done. Any info on whats being planned for the next release?
I've been making a to-do list as ideas hit me:
LUHU modernization
-Type 518
+ Type 517
+SR-64
-all 57mm
+2 Type 730 CIWS (347G targeting radar)
Reduce loadout of J-15
4 AAMs, 1 C602
ASROC---> old ASROC, VLA ASROC, VLA (C) ASROC (mk54)
Divide SS-N-2C into P-15M and P-15TM
Harpoon (Divide into multiple variants)
--Block IC (AGM-84D) extended range over prior models. Range 220km (http://www.designation-systems.net/dusrm/m-84.html)
--Block II (Denmark, Taiwan--Kidd Class, Canada...) Wiki reports range as 278km. Appears to have same range as Block IC
Atlas Electronics DSQS-21BZ sonar (commercial version is KAE 80, on Almirante Brown)
Used on Drummond upgrade to "standard" performance, this sonar was put on ships built as recently as 1996.
Exocet/gun positions Almirante Brown
Turkish A69 might need ASW mortar
Hauk - remove sonar, add EO
Hengam - updated version with C802
Armed fishing vessels - Adjust weapon positions.
SA-N-4 Gecko: allow targeting of surface ships.
Upgrade Canadian CH-124 Sea Kings to carry buoys (1970's upgrade).
Indian Sea Kings should have buoys too.
SA-11 site: Increase number of represented launchers to 6 (include hit point upgrade since FCR is included in launch vehicles)
Upgrade A-244 torpedo to mod 3 version (36 knots, 13.5km range at low speed)
Check if there should be different Ocean master radars (APS-143?)
Add/rename a sport fishing boat "Chum Guzzler"
Remove lifeboat for realz this time
CIWS Doctrine adaptation for SAM sites to auto-ID incoming missiles.
Try improving prosecution of SOF rafts by allowing IR classification (reports frequency)
Check FA-18C radar performance vs. F-16 and Su-30.
Correct Blade count for Container ship B (should be 6)And ask TLAM about fixing the navigation light glitch from the DARPA platforms. :)
Obviously, the spec's here aren't final and will need to be fully researched, so don't freak out if something's wrong there.
Treetop64
02-28-12, 02:31 PM
I am liking this mod big time
Me, too. Been too busy actually enjoying this gem to take time to post here. Haven't found a thing wrong with it; very solid work. You've really breathed some life into this old sim and kept it current and relevant.
I was wondering has anyone completed a campaign to reflect the new standard? Particularly, one that doesn't just dump you into the middle of the action like the old, default campaign missions did. Been especially interested in a "Cold War Gone Hot" scenario like RSR, but without the voice acting. I've been building one myself for my own pleasure. Just started working on the OOBs and scenario paths, but it won't be too sophisticated as it's been forever since I've programmed anything, and my scripting skills are rusty, to say the least...
Ghost Dog
02-29-12, 01:12 PM
I have a question regarding modern western torpedoes and speed. Various sources i've seen talk about the mk48 having a 'covert' mode, which is clearly a lower speed setting and possibily other things as well. In LWAMI, its often useful to set torpedoes to a lower speed for a stealthy approach, but should the torpedo not accelerate to its maximum speed once its enabled? (particularly if its set to active)
The ideal attack mode would be to cruise the torpedo in at about 35 kts, (from a different direction from ownship as well), Once torpedo is active and is homing, it accelerates to 55 kts. this would also help you determine if your weapon is homing or still searching.
is this even possible in DW/LWAMI? (im thinking maybe not...)
Molon Labe
02-29-12, 08:50 PM
Me, too. Been too busy actually enjoying this gem to take time to post here. Haven't found a thing wrong with it; very solid work. You've really breathed some life into this old sim and kept it current and relevant.
I was wondering has anyone completed a campaign to reflect the new standard? Particularly, one that doesn't just dump you into the middle of the action like the old, default campaign missions did. Been especially interested in a "Cold War Gone Hot" scenario like RSR, but without the voice acting. I've been building one myself for my own pleasure. Just started working on the OOBs and scenario paths, but it won't be too sophisticated as it's been forever since I've programmed anything, and my scripting skills are rusty, to say the least...
I finished up an SP campaign right after the 3.11 release.
Download page (http://www.subsim.com/radioroom/downloads.php?do=file&id=3297)
Preview page (http://www.commanders-academy.com/forum/showthread.php?43583-China-Campagin-Preview)
Abulafia
03-25-12, 06:23 AM
cant download:dead:
arief.satriyo
04-18-12, 08:49 AM
Can anyone please give the checksum of this file "LwAmi_3_11_Complete.zip" because it's the only way to verify that we have managed to successfully downloaded the package entirely :shifty:
Thanks beforehand :up:
I've been making a to-do list as ideas hit me:
And ask TLAM about fixing the navigation light glitch from the DARPA platforms. :)
Obviously, the spec's here aren't final and will need to be fully researched, so don't freak out if something's wrong there.
Might be better to add CH148 Cyclone instead of Sea King for Canadian?
When using LWAMI 3.11 I can't see any contact lines in towed array broadband waterfall display. For example I tried Gulf breakout mission with vanilla DW and deployed TA and got own ship contact line in waterfall display. Same scenario with LWAMI 3.11 and the contact marker shows where the own ship contact line should be but there are no visible line.?
When using LWAMI 3.11 I can't see any contact lines in towed array broadband waterfall display. For example I tried Gulf breakout mission with vanilla DW and deployed TA and got own ship contact line in waterfall display. Same scenario with LWAMI 3.11 and the contact marker shows where the own ship contact line should be but there are no visible line.?
check here : http://www.subsim.com/radioroom//showthread.php?t=103226
then down load " TimmyG00's Tactical Manual (http://www.subguru.com/missions/SCHQ_TACMAN_PDF.zip) " 12th from the top
here : http://www.subguru.com/downloads.html it contains this "NB PC monitor check".
Fishbreath
02-24-13, 04:03 PM
FWIW, I recently got the Steam version (library consolidation), and LWAMI 3.11 doesn't apply correctly to it (no splash screens, different databases compared to a friend with the Gamersgate version and LWAMI 3.11, font mod doesn't apply). My Gamersgate version does work correctly, though.
King_Zog
02-25-13, 10:56 AM
Hi Fishbreath,
I use the steam version of dangerous waters, and LWAMI 3.11 installed correctly with no problems. All the other mods I have tried, including the latest version of RA/DWX also work fine, the only community made extra I can't seem to run is dwedit, I don't think that it recognises the steam version of the game...
darian_glinski
08-03-15, 07:34 PM
I am playing DW on Windows 10. I am using the fix for DW posted just today for Dangerous Waters and it works well without mods. I activate the LWAMI mod and Dangerous Waters crashes every couple minutes. I have disabled the mod for now and am hoping you will find and fix the error. Thank you.
Aktungbby
08-04-15, 08:45 PM
darian_glinski!:Kaleun_Salute:
Jimbuna
08-05-15, 09:01 AM
Welcome to SubSim darian :sunny:
ronwelch
08-12-15, 07:49 PM
We really need to have a one-for-one edit of every mission to adjust for the sensor changes and add/remove contacts for variety and realism. The campaign and many scenarios are unplayable with the new database.
My mobo died so I fired up the old craptop with an ATI X1250 mobile. I was happy to play DW and SC again but of course the first thing I do is go for the latest mods (LwAmi 3.11). No go on the campaign. Immediate counterdetection on first mission. If all you did was crack it open and adjust the start speed to 3 kts, I bet it would be okay. But we need them all done and included in LwAmi 3.? or 4.0 or in their own archive.
Oh well. For now, I'll nix hunting subs if I can't use LwAmi and finally finish the campaign. It's on to Fleet Command and NWP - they did redo the campaign and missions so they're playable (at least I think they did).
Aktungbby
08-12-15, 10:30 PM
ronwelch!:salute: after a bit of a silent run!
Tolotos1k
12-09-15, 02:34 PM
Hallo für die Deutsche Version habe ich mir einfach ein paar Batch- Dateien
gebastelt.
Nach der Installation mit dem JSGM-Tool kopiert einfach die Batch Datei in den Ordner LW:\Dangerous Waters\Database.
Die Datei, im Anhang einfach in RenameE_G.bat umbenennen.
rem Umbennen E -> G
rename 3dobject.e3d 3dobject.g3d
rename airstrip.ead airstrip.gad
rename class.ebd class.gbd
rename countryname.ecd countryname.gcd
rename entity.eed entity.ged
rename launcher.eld launcher.gld
rename mast.emd mast.gmd
rename object.eod object.god
rename profile.epd profile.gpd
rename qmplatforms.eqd qmplatforms.gqd
rename qmtasks.eqd qmtasks.gqd
rename sensor.esd sensor.gsd
rename shipbasedaircraft.ehd shipbasedaircraft.ghd
rename thrust.etd thrust.gtd
Pause
Jimbuna
12-10-15, 10:27 AM
Welcome to SubSim Tolotos1k :sunny:
frambueso
01-11-16, 03:48 AM
Good day. I hope that we will be able to download a mod?
Mike Abberton
01-11-16, 10:13 AM
You can find the LWAMI mod in the Downloads section here.
From your other thread, the RA mod can be downloaded from the developer's website. If you do a websearch for Dangerous Waters RA mod, you should be able to find a link.
Mike
Seems not everything showing up in game from Lwami as manual says.
I notice this on Orion, there is no Mk54 or CAPTOR option on loadouts. Same on Seahawk, no Mk54.
Also USNI reference does not have articles on these 2 weapons.
Installation was all good, tho there was 1 line saying: not correct args?
Can someone atleast confirm, that Lwami should add this weapons into game.
Answer to my own question.
Played with DWEdit, and regarding these 2 weapons shows that Mk46 and 2000lb mines has Mk54 and Captor doctrines assigned. And quick test confirmed that.
gamerguyx095
02-27-16, 07:01 PM
can someone tell me EVERYTHING the lwami mod does?
Mike Abberton
02-29-16, 10:55 AM
Gamerguy,
The best thing to do would be to download the mod from the forum here and read the LWAMI manual. It goes over in pretty good detail what sort of changes the mod makes to the base game and the database. The manual is in the Mods\LwAmi_Mod\Manual folder of the downloaded zip file. It can be accessed directly from the zip file, you don't have to install the mod first or anything.
Mike
Battlewagon3
04-20-18, 09:31 AM
What's in LWAMI looks really cool. Here's why I can't run any of it:
1. The models from LWAMI, when installed according to the instructions, are invisible in my installation of DW.
2. When I have tried to install them manually using GRP (by Adam Milazzo), I had the same problem.
3. In addition, when new models (with or without textures) are installed using GRP, the .dds textures on other subs disappear, which means that my 3d.grp and 3d.ndx files have to be replaced in order to get DW working again. Replacing the .dds textures with .bmp textures doesn't work, either for restoring the textures, or getting the models working.
3. DWEdit is great for modding existing content (if you leave the graphics alone), but the Import and Export features don't appear to work, at least on my computer.
4. Due to the above problems, repaints are also not possible on my computer.
Does anyone know if I need to install anything else, or change any settings, so that these mods will work? Thank you.
Amizaur
08-06-18, 03:33 AM
Hello ?
I was coming by and thought I'll visit here :)
Anyone from an "old guard" still there? Luftwolf ? Molon Labe ? One Shot :)
Greetings to everyone I knew back then :)
Aktungbby
08-06-18, 10:38 AM
Amizaur!:Kaleun_Salute: YOU LAST POSTED ON 8/3/'06.... TWELVE YEARS AND THREE DAYS AGO!:k_confused: KEEP CHECKIN' IN !:Kaleun_Cheers:
Hi again Amizaur - greetings from Poland
:Kaleun_Salute:
(many years ago we had small talk on Gadu-Gadu :) )
Jimbuna
08-06-18, 03:24 PM
Hello ?
I was coming by and thought I'll visit here :)
Anyone from an "old guard" still there? Luftwolf ? Molon Labe ? One Shot :)
Greetings to everyone I knew back then :)
Long time no see matey :salute:
Molon Labe
09-11-18, 02:21 PM
Hello ?
I was coming by and thought I'll visit here :)
Anyone from an "old guard" still there? Luftwolf ? Molon Labe ? One Shot :)
Greetings to everyone I knew back then :)
Looks like I missed you by a month, but I'm not active here these days. It's been awhile since I heard anything from LW, OS, or TLAM.
Who knows, maybe I'll get more into Cold Waters and get active again.
Nice hearing from you!:Kaleun_Salute:
Aktungbby
09-11-18, 04:08 PM
Molon Labe!:Kaleun_Salute:
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