View Full Version : might be having a spot o' trouble with GWX 3 Wilhemshafen,St Naz,Schluese and xtra sh
Albrecht Von Hesse
10-13-12, 02:27 PM
I might be having a spot o' trouble with the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 mod. For some reason the navigation plots for Keil are, umm , , , borked.
The buttons for inbound and outbound seem reversed, plus the inbound route from Kiel leads me east. :06::huh:
Also, the dock at Kiel seem buggered as well, especially since it starts me off on dry land (well, according to the map it does, anyway).
Here is the list of mods I'm running. Does anyone have a clue why I'm having this difficulty?
~Albrecht von Hesse
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
New Uboat Guns 1.2
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Depthcharge Shake v2.01
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
GWX3.0 Additional_Ammo
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
Searchlights_Removed
KJF_Moon_v1.1
KB's Diesel Sound Mod
Aces' Combined SH3.SDL Files v2
Pascal_Binoculars_Black
sh3_soundmod_maat1
Real Depth Charge
GWX - Enhanced Damage Effects
Merchant_Fleet_Mod_3.2
Das Realistic Food
Sailor Steve
10-13-12, 02:47 PM
I don't know. It should start you off alongside a tender. As for the plotting, I've never used that thing. I always do my own plots, so I never would have noticed if you hadn't mentioned it. It was bigboywooly who put it together, and he only did it for me. I'm not sure he even wanted it released. At any rate, he's the only one who can answer your question.
Sorry I wasn't any help. :dead:
Albrecht Von Hesse
10-13-12, 06:50 PM
I don't know. It should start you off alongside a tender. As for the plotting, I've never used that thing. I always do my own plots, so I never would have noticed if you hadn't mentioned it. It was bigboywooly who put it together, and he only did it for me. I'm not sure he even wanted it released. At any rate, he's the only one who can answer your question.
Sorry I wasn't any help. :dead:
Any answer from people here I consider good ones. :)
I seem to be having problems with v6 and v7.
When I run v6 I start in a pen, everything looks OK, the Kiel pre-plot buttons are correctly assigned but the outbound plot is foobarred.
When I run v7 I start at a tender, but the nav map looks extremely corrupted, and the pre-plots are hinkey.
I like starting at a tender, but so much else with v7 seems iffy that I think I'll just stick with v6 for now and try that out.
~Albrecht von Hesse
desertstriker
10-13-12, 08:12 PM
Also, the dock at Kiel seem buggered as well, especially since it starts me off on dry land (well, according to the map it does, anyway). that I think is pretty common depending o n how zoomed in or out you are... also extremely shallow water sometimes shows up as land.
The buttons for inbound and outbound seem reversed, plus the inbound route from Kiel leads me east.that is correct as that would be going to Keil. outbound would be going out of Keil thus west.
i cannot seem to recreate your issue
Sailor Steve
10-13-12, 08:21 PM
i cannot seem to recreate your issue
A very good point. I'm sorry I didn't see that sooner. Outbound is leaving from Kiel, heading west. Also, you need to click on it before you start moving. If you leave the dock or tender first, then click the button, it will plot the route from that point, but think it's from the starting point, so the whole route will be offset by however far and in which direction you've travelled.
That's another reason I don't use it; I like to motor away from the pier at a stately 1 knot, then keep to the standard 5-knot speed limit until I have entered the Canal. And then there are the working gates on the locks...
Albrecht Von Hesse
10-14-12, 01:23 AM
I'm attaching a series of images that shows what I'm experiencing.
The setup for each is a clean SHIII install (it's already pre-patched) which is then subsequently modded by GWX Gold. There are no other mods or changes at that point.
These first set of 5 images are with version 5 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships. #1 is a map image; #2 is the outside view; #3 is showing the outbound Kiel pre-plot; #4 shows the inbound Kiel pre-plot (alas, it's shown starting from Kiel, but it shows you the basic path), and #5 is a close-up of Kiel outbound:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/1.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/2.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/3.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/4.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/5.jpg
These next 5 are the same, except with version 6 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/6.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/7.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/8.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/9.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/10.jpg
These next 4 are the same, except with version 7 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships, and I didn't bother (for obvious reasons) with a close-up of the outbound:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/11.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/12.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/13.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/14.jpg
Since version 6 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships seemed (mostly) OK, I decided to add the only other mod that had the greatest effect --Wac Animated Sub Pens interior start for GWX-- and this is what happened:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/15.jpg
Anyways, this is what I've been experiencing.
~Albrecht von Hesse
desertstriker
10-14-12, 02:08 AM
you have solved your problem all by yourself it is the mods you are running especially that last one as it starts you out in a spposed pen and not where the original "was" designed to to start you at.
the first and second set look more or less like they should
and the 3rd well it has done something weird
have you looked at the readmes of each of those mods to see if they said anything about this?
my solution unfortunatly "if you absolutely want those mods you mentioned in each screenshot set" is to do a manual ploting
The Kiel in should only be done from the dot before you enter the canal coming home, not when you are leaving Kiel. I believe v7 change log says to do the outbound plot after you go through the locks.
Adjusted Kiel canal auto plots to suit new terrain and bridges. ( New plots are only available once thru the schluese and you will need to be near enough on the map marking before asking navigator to plot either Kiel in or out ) To be honest, I haven't put v7 in yet as I have a campaign running with v6.
Albrecht Von Hesse
10-14-12, 06:53 PM
you have solved your problem all by yourself it is the mods you are running especially that last one as it starts you out in a spposed pen and not where the original "was" designed to to start you at.
the first and second set look more or less like they should
and the 3rd well it has done something weird
have you looked at the readmes of each of those mods to see if they said anything about this?
my solution unfortunatly "if you absolutely want those mods you mentioned in each screenshot set" is to do a manual ploting
Actually, yes, I have looked at the readme-s. Wac Animated Sub Pens interior start for GWX's readme, (for v5 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships, at any rate) only specifically mentioned the order of mod installations, but did not indicate any conflicts.
As for v7 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships, I agree that something looks hinky. My posting this, for v7, was in the nature of FYI to the modder, since I'm content with the performance and appearance of v6 at the moment.
The Kiel in should only be done from the dot before you enter the canal coming home, not when you are leaving Kiel. I believe v7 change log says to do the outbound plot after you go through the locks.
To be honest, I haven't put v7 in yet as I have a campaign running with v6.
HW3, I know that "Kiel in should only be done from the dot before you enter the canal coming home, not when you are leaving Kiel". I just wan't going to spend hours motoring over to that point multiple times just to plot out the path. However, I easily could plot the path inbound to Kiel while docked at Kiel, and overlay the plotted path to verify conformance. With v7 it appears that there is a X-axis mirror problem with the outbound, and a X and Y axis mirror inbound.
Just so anyone who wants to know can for sure whether the plots do work or not in v7.
Kiel Outbound
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/KeilCanalOut.jpg
Plot starts where the curser is pointing
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/StartPointforPlot.jpg
Kiel Inbound
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/KeilCanalIn.jpg
:salute:
Albrecht Von Hesse
10-16-12, 09:02 PM
Just so anyone who wants to know can for sure whether the plots do work or not in v7.
:salute:
Hey HW3, I'm glad the plots work for you. Maybe you can help debug and explain why mine don't ?
If you have the time, please look at the following:
http://www.youtube.com/watch?v=caO4-4E-F4g
http://www.youtube.com/watch?v=FSnEVs7eH1w
http://www.youtube.com/watch?v=hWSt5jvMego
http://www.youtube.com/watch?v=7C1OJJEFoVc
This is a clean install to GWX Gold, with no other mods or changes except the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships and Wac Animated Sub Pens interior start for GWX ones.
I'm not exactly worried about the plots, as I can always manually plot the courses. However, usually if one thing is borked that's a fair indication that more stormy weather may lie ahead. :hmmm:
Danke.
~Albrecht von Hesse
Hi Albrecht! I watched the videos(#2 would not play). Number 1 was fine. Numbers 3 & 4 you selected the plots before you were supposed to. You have to pass through the locks, and be near the dot in the canal, on a heading through the canal, when you select the plot. Then it will work right. I suggest using the lock on the right of the 2 available, it will line you up better with the dot in the canal both ways. To sum it up, you self navigate all the way through the locks, then select the plot when you are near the dot. The dot is the one my curser is pointing at in my second picture. I hope this helps you out.
:salute:
blueduck
10-19-12, 11:05 AM
Hello mates,
there is an known issue with the course patterns - your sub will have to be aligned in a restricted angle to the startpoint of the pattern to plot it correctly.
As HW3 wrote correctly, do the locks manually and then set your first waypoint to the green Starting-Point. Then choose the pattern "Kiel Out".
Vice versa if you want to get back to Kiel.
Maybe have a look at our Autoplot KWK-Manual (http://www.lsh3.com/dl/v5/LSH3_V5.1_Autoplot-KWK_EN.pdf) - though written for LSH3V5.1, the basics should be the same.
Regards
Blueduck
Albrecht Von Hesse
10-19-12, 02:05 PM
Hi Albrecht! I watched the videos(#2 would not play). Number 1 was fine. Numbers 3 & 4 you selected the plots before you were supposed to. You have to pass through the locks, and be near the dot in the canal, on a heading through the canal, when you select the plot. Then it will work right. I suggest using the lock on the right of the 2 available, it will line you up better with the dot in the canal both ways. To sum it up, you self navigate all the way through the locks, then select the plot when you are near the dot. The dot is the one my curser is pointing at in my second picture. I hope this helps you out.
:salute:
Hello mates,
there is an known issue with the course patterns - your sub will have to be aligned in a restricted angle to the startpoint of the pattern to plot it correctly.
As HW3 wrote correctly, do the locks manually and then set your first waypoint to the green Starting-Point. Then choose the pattern "Kiel Out".
Vice versa if you want to get back to Kiel.
Regards
Blueduck
Thank you both for your help. I'll give this a go and see if it works (although it should based upon what you've said :)).
However, quick question: I've activated v7 (along with the below-documented mods) and, having just started in base, am now seeing this:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/whattheheck.jpg
:06::o:doh::huh::06:
Any idea what I've messed up?
~Albrecht von Hesse
currently activated mods:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
FM30_UpDown_final
FM_NewInterior_V1.0
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
GWX3.0 Additional_Ammo
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
Searchlights_Removed
KJF_Moon_v1.1
KB's Diesel Sound Mod
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Urfischs_ModStrike_Beta1
Merchant_Fleet_Mod_3.2
Air Torpedo_mod_v2.0
O2-Gauges v2
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
No idea.:06: What is the date? Most of the mods you listed I am familiar with, and they wouldn't cause those to appear like that. They do resemble flak towers though.
Albrecht Von Hesse
10-19-12, 02:38 PM
December 17, 1939.
I'll work on it tonight and see if I can duplicate it. It is Kiel I assume?
:salute:
Albrecht Von Hesse
10-19-12, 08:18 PM
I'll work on it tonight and see if I can duplicate it. It is Kiel I assume?
:salute:
:oops: That would have been helpful to have added, wouldn't it? :oops: Yes, it is Kiel.
Out of curiosity, why has the port and docks changed so radically from v6 to v7?
From: http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/5.jpg
To:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/11.jpg
~Albrecht von Hesse
V7 was imported by BBW from LSH, and as I understand it, is more accurate.
Still testing but, I can tell you Wac Animated Sub Pens interior start for GWX is not totally compatible with V7. It removes some of the eye candy like the bridge just past the locks, besides changing your start location away from the sub tender. I can tell you the sounds from Wac Animated Sub Pens interior start for GWX are included in V7, and the sub pen start is there at St. Nazaire. I still have not managed to get those round things to show up in the water. I will do some more testing tonight.
I have tested and tested but, have not been able to get the round things to show up. I would uninstall Wac Animated Sub Pens interior start for GWX if it was me. I think that might be where the problem lies being that it changes the harbor.dat files. Most everything in it is in V7, plus there is a ton of eye candy in V7. Take the free cam and have a look around on your way through the canal. Maybe someone else will have a better idea what it might be for sure.
Albrecht Von Hesse
10-23-12, 06:52 PM
I have tested and tested but, have not been able to get the round things to show up. I would uninstall Wac Animated Sub Pens interior start for GWX if it was me. I think that might be where the problem lies being that it changes the harbor.dat files. Most everything in it is in V7, plus there is a ton of eye candy in V7. Take the free cam and have a look around on your way through the canal. Maybe someone else will have a better idea what it might be for sure.
I cannot begin to thank you enough for your time and effort in this. :salute:
I deactivated everything, dumped the folders than copied over from my fail-safe back-up and started anew. The current activated mod list is below, and it (so far, anyway :O:) seems to be working. I shifted about the activation order of several of the mods (most notably the Wac Animated Sub Pens interior start for GWX and the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 ones), plus I waited until the very end before merging the sound files of h.sie's hardfixes (which was run after all these mods).
So far, so good. No floating flak towers, at any rate! :D
Thanks again!
~Albrecht von Hesse
Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
KJF_Moon_v1.1
KB's Diesel Sound Mod
GWX3.0 Additional_Ammo
LifeBoats&Debris_v4
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Merchant_Fleet_Mod_3.2
Racerboy_SH4_Effects_for_SH3_2_03
Urfischs_ModStrike_Beta1
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
Sailor Steve
10-23-12, 07:01 PM
GWX - Enhanced Damage Effects
Racerboy_SH4_Effects_for_SH3_2_03
Those two mods change the same files. Whichever one you installed last is likely overwriting the other one.
Albrecht Von Hesse
10-23-12, 09:41 PM
Those two mods change the same files. Whichever one you installed last is likely overwriting the other one.
Racerboy_SH4_Effects_for_SH3_2_03's does overwrite some (maybe all) of GWX - Enhanced Damage Effects. But I've never seen distress flares until I'd used Racerboy_SH4_Effects_for_SH3_2_03, so I thought I'd give it a longer trial.
Alfred Keitzer
02-24-15, 03:34 PM
This may have already been discovered, but something a little odd about "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7".
If you start a new campaign at 1st U-Flotilla in Kiel in 1939 or 1940, start a patrol and immediately exit the patrol, it will ask "Dock at: Kiel" and everything is fine.
But if you start a new campaign at 1st U-Flotilla in Kiel in 1941, start a patrol and immediately exit the patrol, it will ask "Dock at: Moltenort". If you exit and go to the Briefing Room, you can do noting -- like you are at a foreign port. Start a second patrol, the assigned patrol area is NULL, and if you start anyway, you will find your U-Boat beached on land across the harbor from Kiel.:arrgh!:
This is GWX with just "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" installed -- nothing else. When initially discovered, I had many more MODs installed; but eventually got down to just the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" MOD installed and still seeing the issue.
This issue has been confirmed by several users.
Alfred Keitzer
02-25-15, 05:49 PM
This may have already been discovered, but something a little odd about "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7".
If you start a new campaign at 1st U-Flotilla in Kiel in 1939 or 1940, start a patrol and immediately exit the patrol, it will ask "Dock at: Kiel" and everything is fine.
But if you start a new campaign at 1st U-Flotilla in Kiel in 1941, start a patrol and immediately exit the patrol, it will ask "Dock at: Moltenort". If you exit and go to the Briefing Room, you can do noting -- like you are at a foreign port. Start a second patrol, the assigned patrol area is NULL, and if you start anyway, you will find your U-Boat beached on land across the harbor from Kiel.:arrgh!:
This is GWX with just "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" installed -- nothing else. When initially discovered, I had many more MODs installed; but eventually got down to just the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" MOD installed and still seeing the issue.
This issue has been confirmed by several users.
Found the problem. The Kiel departure point, next to the U-Boat tender is only good through 31-Dez-1940. After that, the departure point is from KIEL_2 (a.k.a. Holtenau).
PROBLEM IS ... GWX knows nothing about KIEL_2 -- purely a LSH3 thing. There is a fix, but it involves manipulating the Campaign_LND.mis file.
NOTE: If you use NEW LORIENT for GWX3 or GWX3 Merged Campaign + "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7", this problem has been fixed.
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