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View Full Version : Problem with Extras for the Wilhelmshaven campaign v2.4c


JuergenSchT
10-25-11, 07:35 PM
Hello. I am having some issues with WB's Extras for the Wilhelmshaven campaign v2.4c. To be honest, I'll just say it's a small issue.
This mod reduces the U-boat's ranges from 'stock' GWX3.
Let's see:
http://elatakedelagonorreaenlokezida.bravehost.com/SH3%20problemo.PNG
I find this sort of unconvenient.
In his readme, WB mentions some other mods he added.
I am not an expert in modding, so I am not sure about tinkering with the files.
What should I do?

Fish In The Water
10-25-11, 08:43 PM
From the screens you've posted, you're actually looking at the ranges for two different boats. The first one is a type II, whereas the second is a 7B. Naturally the ranges for these two boats would be dramatically different, as the former is a coastal boat whereas the latter was designed for longer range Atlantic patrols. :yep:

JuergenSchT
10-25-11, 09:02 PM
From the screens you've posted, you're actually looking at the ranges for two different boats. The first one is a type II, whereas the second is a 7B. Naturally the ranges for these two boats would be dramatically different, as the former is a coastal boat whereas the latter was designed for longer range Atlantic patrols. :yep:

Top left: 'Stock' GWX3 Typ IIA
Bottom left: 'Stock' GW3 Typ VIIB
----
Top right: Modified range Typ IIA
Bottom right: Modified range Typ VIIB
What I was trying to say was that the mod 'WB's Extras for the Wilhelmshaven campaign v2.4c' (a complement for 'GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6') reduces the range for the U-boats, when compared with the default Grey Wolves' U-boat ranges.
Since that mod adds many different mods, I am unsure on how to proceed. I want to restore the GWX3 ranges, but I am afraid I might mess things up.

tl;dr I want my GWX3 ranges back.

Fish In The Water
10-26-11, 12:39 AM
Okay sorry, my bad...

If I were you I'd backup the .dat files and then restore the GWX range values. Once done re-enable the new modded files and load it up for a test run.

While I haven't made this specific change before, I have edited a number of values in .sim files, which (IIRC) never produced a crash. Worst case scenario, if you do encounter a serious issue (which I think unlikely), you can always rollback the changes and simply restore the old .dat files. :sunny:

JuergenSchT
10-27-11, 03:31 PM
Well, I followed your advice. I've got my ranges back, and all is working well.
Thank you!

Fish In The Water
10-27-11, 04:13 PM
Well, I followed your advice. I've got my ranges back, and all is working well.
Thank you!

You're welcome, glad you're sorted and good hunting! :arrgh!: