View Full Version : Wilemshaven St Naz and Schleuse mod
BossMark
10-24-11, 10:37 AM
Trying this mod for the first time, just one question though
How the hell do you open the locks I keep crashing in to the bloody things :oops:
frau kaleun
10-24-11, 10:46 AM
They open and close on their own schedule, not on demand. You just have to watch and wait. The red/green lights should give you a clue as far as timing but more than likely you will have to stop and wait for one side to open so you can get in, then stop and wait for the other side to open so you can get out.
BossMark
10-24-11, 10:51 AM
OK thanks frau kaleun I will slow down stop and wait for them to open. (and try not to damage U-124 in the process :))
frau kaleun
10-24-11, 10:59 AM
No problem, they do take some getting used to. I've killed my entire crew and lost my boat by getting it smooshed in a closing gate. :doh:
SquareSteelBar
10-24-11, 11:14 AM
Beware of the scrap baling press ! http://www7.pic-upload.de/24.10.11/u693uwbu1lv.gif
.
Sailor Steve
10-24-11, 11:50 AM
Yeah. In real life you would wait for their signal, and procede into the lock at 1 knot, and they would wait for you to stop and then close it, and open the other one.
The game won't allow that kind of intelligence, so it's on a timer. It stays open for about a minute, then it takes another minute before the opposite gate opens. You have to move faster than 1 knot or get squashed, and you have to stop before you hit the other gate. Troublesome, but still pretty cool to watch.
Wilhelmshaven has red and green lights to tell you what to do, but I've found it better to not wait for the light but procede as soon as you see the gate opened wide enough. On the other hand, the Kiel Canal has signal flags that run up and down their poles - a green & yellow flag tells you the gate is about to open, and a green flag runs up to tell you it's time to go. A red & yellow flag warns you that time is short, and the red flag tells you you're in trouble if you're still in the way of the gate.
Jimbuna
10-24-11, 03:51 PM
Your not on the A1 or M62 :DL
BossMark
10-28-11, 01:37 AM
Well after about 6 attempts I managed to get through without damaging my boat and killing any crew :)
Sailor Steve
10-28-11, 10:11 AM
Yaaaay! :rock:
Jimbuna
10-28-11, 02:48 PM
Pictures or it didn't happen :smug:
Fish In The Water
10-28-11, 06:48 PM
Well after about 6 attempts I managed to get through without damaging my boat and killing any crew :)
:woot:
Happy days are here again! :03:
BossMark
03-20-12, 09:11 AM
Is there a way to disable the locks in this mod, love the mod but hate the locks I just find very frustrating crashing and damaging my boat before I even get out to sea :wah:
Sailor Steve
03-20-12, 11:29 AM
Hmm. I thought the whole point of the mod was to get the working gates.
Wuss! :O:
And no, I don't know how to disable the gates. I promise if I did I'd tell you.
Capt. Morgan
03-20-12, 09:04 PM
Those locks do force you to develop a certain skill level in boat handling. They are about the only time I ever used the "reverse" settings on the engine telegraph.
bigboywooly
03-21-12, 01:54 AM
They can be a pain but TBH its 5 mins at the start of a patrol that lasts for hours at times
You just have to remember that your movement in the port needs to be slow - as should be in RL - so no need for crashing or back and forwards
Sailor Steve
03-21-12, 12:18 PM
:yep:
Call me pedantic but I always obey the 5-knot speed limits, and never move faster than 1 knot when near the docks. The locks are a breeze, and I live for them. They make the game for me.
BossMark
03-21-12, 02:12 PM
Am working now but will try later going through them at no less than 1 to 2 Knots hopefully I will get the hang of it :03:
Sailor Steve
03-21-12, 02:14 PM
Am working now but will try going through them at no less than 1 to 2 Knots hopefully I will get the hang of it :03:
Be parked facing the gate. When it starts to open two knots should get you through it. Sometimes to get the acceleration you have to hit the '2' key.
BossMark
03-21-12, 02:57 PM
OK Steve thanks for the advice :salute:
Jimbuna
03-21-12, 03:52 PM
Be parked facing the gate. When it starts to open two knots should get you through it. Sometimes to get the acceleration you have to hit the '2' key.
That is the Godsend for me at such a low speed...the acceleration facility :sunny:
GalaxianFive
05-11-12, 06:52 AM
I have a problem with the latest edition of this mod (with lock gates} causing a CTD
Capt. Teach sh3 color icons
GWX-16k
GWX-enhanced damage
GWX-main movie-das boot
GWX-open hatch mod
Type VII Mid cam
sound environment
Waterstream+Exhaust combi v2.3 for GWX
GWX contact color
movie theme songs
GWX 3 wilhemshafen,st Naz,Schluese and xtra ships v7
CTD
AS ABOVE BUT ALSO WITH
lifeboats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GAME RUNS OK BUT NO PENS.
USING GWX 3 St Naz and Schluse (no locks) game runs ok with pens.
anyone know the solution please as I DO LIKE THE WORKING LOCKS.
Jimbuna
05-11-12, 09:42 AM
How much memory does your system have?
GalaxianFive
05-11-12, 10:59 AM
3GB Ram + 1GB Ram Graphics card (nvidia GT 220)
Vista 32 bit OS
Intel Quad 2.4 GHz processor
As I said the game will only run the later ports version if I add the lifeboat and sub pens mods after applying the wlhelmshaven mod and then the pens are not visible! I start from a barren part of the port of Kiel
bigboywooly
05-11-12, 02:04 PM
Thats cos Kiel doesnt have any sub pens in 39.
Cant start from whats not there.
You are starting next to a depot ship where you would have started from - either there or the Tirpitz Hafen.
Jimbuna
05-11-12, 02:37 PM
3GB Ram + 1GB Ram Graphics card (nvidia GT 220)
Vista 32 bit OS
Intel Quad 2.4 GHz processor
As I said the game will only run the later ports version if I add the lifeboat and sub pens mods after applying the wlhelmshaven mod and then the pens are not visible! I start from a barren part of the port of Kiel
I must apologise, I didn't realise you were in Kiel :oops:
:damn:
GalaxianFive
05-11-12, 02:49 PM
Why does the game CTD if I just load the ports with locks mod without loading the lifeboats and pens mods? and if I use the earlier mod without the locks I start from Kiel in a pen!
bigboywooly
05-11-12, 03:32 PM
Let me load in the v7 and see my end
v7 already contains Wac Animated Sub Pens interior start for GWX but there maybe something missing which is why loads ok when you add that mod in
*v7 was never intended for general release - was created for Sailor Steve as has the WAC and LSH bridges on the canal
GalaxianFive
05-12-12, 11:48 AM
Let me load in the v7 and see my end
v7 already contains Wac Animated Sub Pens interior start for GWX but there maybe something missing which is why loads ok when you add that mod in
*v7 was never intended for general release - was created for Sailor Steve as has the WAC and LSH bridges on the canal
As I think that some of the graphical items may be missing (bridge over canal at Kiel end of canal for instance) I will try downloading the mod again and re-install.
bigboywooly
05-12-12, 01:04 PM
Well I loaded in v7 and game started - and yes the bridge at the Kiel end is there.
After all that was the purpose of putting it together and uploading it for Steve :rotfl2:
Sailor Steve
05-12-12, 02:18 PM
Yep, works fine for me.
Kiel-Holtenau (BBW's pic, not mine)
http://i60.photobucket.com/albums/h22/bigboywooly/Ports/holtenau.jpg
Levensau.
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img12-3-2012_18614_984.jpg
And the swinging railroad bridge at Rendsberg.
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img17-3-2012_23274_843.jpg
http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img17-3-2012_23299_828.jpg
GalaxianFive
05-12-12, 02:35 PM
Have downloaded and installed via JSGME all 4 parts, result
just Wilhelmsaven etc v7 only installed------CTD game does not run
with lifeboats and debris v4, hooray game runs, start next to depot ship, found out that map changes color!, Bridge over canal now visible but:wah: cannot get out of Kiel bay because I get CTD! TRIED OVER AND OVER AGAIN, but game keeps crashing.
with wac pens installed after lifeboats, Game runs but no depot ship , just empty bank, no bridge over canal but it runs ok, does not CTD,
been trying for 5 hours now
Think I may give up and go back to older version don't want to because those bridges look great, even though I've only seen the screenshots
GalaxianFive
05-12-12, 04:35 PM
Decided to try one last thing. Started a new career, wonder of wonders it worked. Tried some experimenting to find out why. Everything worked fine with type II sub but when I tried type VII CTD. SOOO started with just v7 mod then started adding others to see which caused crash. GWX-16Km Atmosphere causes CTD with type VII sub ok with type II. Had a CTD when crossing Kiel bay after adding Waterstream+Exhaust Combi v2.3 mod. Had enough for one day, hopefully tomorrow I'll finally see that swing bridge!
GalaxianFive
05-13-12, 04:16 PM
Given up trying to run v7 with current career, gone back to using old version without lock gates and swing bridge. I will try using v7 when I start a new career some time in the future.
using mods installed in this order runs old career perfect- no CTDs
GWX-16Km Atmosphere
Capt.Teach's SH3 Color Icons with Integrated Orders
GWX-Contact Color
GWX- Enhanced Damage Effects
GWX 3 St Naz and Schluese
GWX-Main movie-'Das Boot'
GWX-Open Hatch Mod
Type VII Mid cam
sound environment
Waterstream+Exhaust Combi v2.3 for GWX3
Wac Animated Sub Pens interior start for GWX
Lifeboats&Debris_v4
GWX_DFa-Flag&Pens_2010
+ any gramophone mod
GalaxianFive
05-15-12, 12:01 PM
Downloaded and installed Wilhelmshafen v5. This one works perfectly, the locks at St Naz were a nice surprise, much more challenging than the Kiel canal. What is the difference between v5 & v7, is it the bridges on the canal?
bigboywooly
05-16-12, 10:26 AM
v6 had additional units added
v7 had the bridges/Tirpitz hafen and a couple of additional ships ( S Holstein and an Rboot ) oh and the WAC animated bunkers for GWX
GalaxianFive
05-16-12, 12:17 PM
v6 had additional units added
v7 had the bridges/Tirpitz hafen and a couple of additional ships ( S Holstein and an Rboot ) oh and the WAC animated bunkers for GWX
Ahh thanks, I saw the S Holstein pre dreadnought in Kiel the one time I got v7 to run on a brand new career
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