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flakmonkey
01-18-13, 12:47 PM
FM_NewInteriors v2.1D

Here is the latest version of the NewInteriors mod, i hope ive managed to keep that cosy/claustrophobic feeling the original Ubisoft interior models had, there is still some work to do, notably the aft torpedo room, as with any mod it is an ever evolving thing.

I have included the comprehensive readme pdf from interiors v1.0 since very little has changed.
Key commands remain the same and still include commands from DivingDucks open hatch (OH) mod.

SHIFT+F2 for free camera
SHIFT+E for dymanic free camera
SHIFT+H to open hatches
Ctrl+H to close hatches
SHIFT+O to raise observation scope (while sonar man is at station)
Ctrl+O to lower observation scope (while sonar man is at station)

As with interiors V1.0, the system requirements are higher than the stock game.
For a steady 60fps i would recommend a minimum spec of:
Win7 64bit
8Gb system ram
Any modern dx10/11 card with 1Gb ram or more.
Additionally the use of the 4Gb patch is STRONGLY advised.

changes in v2.1D
more bug fixes
corrected some of the CEs animations since i moved him when i added the bench seat.
includes damo`s atmospheric interior lighting (hence 2.1D)

changes in v2.1
numerous bug fixes
added engine room crew
added correct crew "bench" seat in control room
added helmsman

Changes in v2.0
Added forward torpedo room
fixed forward crew quarters (no more corner sofa)
added static crew
added collisions, prevents free camera from floating outside the interiors.
tweaked diesel sounds

Still to come,
aft torpedo room!

Feel free to modify as you see fit!
Happy modding!

In addition to the credits from the original interiors (see pdf),
this mod also uses textures from the Das Boot crew clothes mod (lafeeverted).
Also includes work by Damo (lighting settings for that cosy atmospheric feel)

This mod should be enabled with JSGME.

Download,

http://www.mediafire.com/download.php?4lt6p44ig6dqv44

Lots of Pics...

http://s8.postimage.org/j3yu963th/shot1.jpg
http://s8.postimage.org/mozb64xqt/shot2.jpg
http://s8.postimage.org/y55q46bx1/shot3.jpg
http://s8.postimage.org/pcorghqs5/shot5.jpg
http://s8.postimage.org/qhitlvd91/shot6.jpg
http://s8.postimage.org/z127jmllh/shot7.jpg
http://s8.postimage.org/8u10no3bp/shot8.jpg
http://s8.postimage.org/5ol0b7a39/shot9.jpg
http://s8.postimage.org/6s54n5uqd/shot10.jpg
http://s8.postimage.org/6gnoaeead/shot11.jpg

kurfürst
01-18-13, 02:00 PM
Thank You Flakmonkey!

This is a great addition to the game! Simply perfect!

Vielen Dank! :up::up:

Rickster1
01-18-13, 02:13 PM
On a cold snowy night just to the west of London what a great sight when I logged onto subsim, your updated mod, thankyou once again and yes please the aft torp room.Your modding detail is superb, thankyou

flakmonkey
01-18-13, 02:28 PM
let me know if you guys have any major problems with the mod. So far its only been tested on my pc, so i expect a few problems might pop up.

+ technically the aft room is in there (in the version with crew anyway) its just empty so far:up:

HW3
01-18-13, 02:39 PM
As I wrote in the WIP thread, Thank you flakmonkey!!!!

:salute:

Rickster1
01-18-13, 02:41 PM
Just tried it and like it also the new engine sounds are much better, only thing missing is the crew in the engine room have dissapeared!!

Rickster1
01-18-13, 02:44 PM
And so is the aft torpedo room.( yes I have downloaded the one with crew in it.

brett25
01-18-13, 03:12 PM
:rock::rock::rock::rock:

flakmonkey
01-18-13, 03:56 PM
And so is the aft torpedo room.( yes I have downloaded the one with crew in it.

Really cant explain this one. you should see the empty aft room, basicaly just a template before i add final models and textures, i just checked inside the dat and it should be there.

Honestly cant think of a reason it wouldnt show up. Also, missing engine room crew is to be addressed in the next installment when the finished aft room is added:salute:

http://s1.postimage.org/xh5a2r97z/temp.jpg

Sailor Steve
01-18-13, 04:23 PM
You know what? I've decided that I hate you. I hate you, and Tomi, and Iambecomelife. I hate everybody who keeps making all these great new mods that I can't play.

I GOTTA GET A NEW COMPUTER! :wah:

Just kidding, and just venting for fun. I'll have a new rig soon. Just not soon enough. Keep up the great work. :sunny:

Rhodes
01-18-13, 05:27 PM
Thank you all might God of SH3 Mods!

flakmonkey
01-18-13, 05:47 PM
Ok, putting my hands up here... I have just come accross a couple of glitches:oops:

Inability to click on some stations, nav map and captains bunk etc...this is an easy fix and is caused by the collision meshes blocking the cursor

Diesel engine animation and sounds continuing to run while submerged and on electric engines... Not sure what ive managed to do here... But im working to fix it.

I will leave the original links up for now, but be aware these bugs will be present.
Sorry folks :oops:

Alex
01-18-13, 07:38 PM
One awesome update of your mod.

Grats FM.

fitzcarraldo
01-18-13, 09:02 PM
Many thanks!
I tried it and works fine.

Best regards.

Fitzcarraldo :salute:

AndreasT
01-18-13, 09:47 PM
8Gb system ram
Grrr.... I have only 2

lafeeverted
01-19-13, 12:19 AM
Great stuff FM! I believe the Das Boot Crew Clothes Mod is mine ( to be honest I got my girlfriend to make it years ago!) She still laughs at me and can't believe people still use it.

Turtle01
01-19-13, 03:21 AM
Great Work ! Thank you Flakmonkey ! :salute::salute::salute:
The idea with the mirror is great !!!

flakmonkey
01-19-13, 03:43 AM
Great stuff FM! I believe the Das Boot Crew Clothes Mod is mine ( to be honest I got my girlfriend to make it years ago!) She still laughs at me and can't believe people still use it.

Its a great mod, the textures have so much more character than the stock sh3 ones, my crew wouldnt put to sea without it.

First off though, my apologies for using it without first seeking permission. So straight to the point... May i have permission to use your fantastic Das Boot crew clothes mod in my interiors, full credit will be given of course:salute:

rik007
01-19-13, 03:47 AM
Hi Flakmonkey, great work & thank you very much! Although I do not want to start a SH-5 to SH-3 discussion I prefer this interior above the SH-5 which is too wide. I love the athmosphere in the interior because this mod comes closer to the inside of what I saw in the famous U-995. Although it need some paint inside...

In the preview pictures I was a bit affraid that it was too dark inside but fortunately that appeared not to be the case at all.

The dynamic camera is fun even in rough seas!

rik007
01-19-13, 04:56 AM
Hi Flakmonkey. By-the-way. The with crew version seems to be deleted.

flakmonkey
01-19-13, 05:18 AM
Hi Flakmonkey. By-the-way. The with crew version seems to be deleted.

yep, ive pulled them temporarily, just until lafeeverted gives the ok to use his das boot clothes mod+ it gives me time to sort out the bugs

LemonA
01-19-13, 07:55 AM
Hi Flakmonkey. By-the-way. The with crew version seems to be deleted.

The without crew version is also deleted.
Also pictures and info are missing for what type of u-boat this mod aims

rik007
01-19-13, 08:14 AM
Vaporware! Fortunately I was in time! :D

lafeeverted
01-19-13, 09:56 AM
No need to ask, permission given, glad that you like them enough to use them:up: get those files back on line:yep:

flakmonkey
01-19-13, 03:56 PM
No need to ask, permission given, glad that you like them enough to use them:up: get those files back on line:yep:

Many thanks, i will re-upload the files as soon as i get a chance.:up:

Anvar1061
01-20-13, 11:11 AM
flakmonkey,You do excellent work! But for its use it should be remade! Where the open hatch in a tower? You knew about it. Ask Aces. It does Your work.

jaxa
01-21-13, 12:45 PM
When will it be uploaded again?

von faust
01-22-13, 09:26 AM
Thanks FM !!!! :yeah:
We are waiting fo a new (re-)upload of Your mod :up:

flakmonkey
01-22-13, 09:56 AM
up and running again, now v2.1 with some bug fixes. See post #1 for readme and link:up:

irish1958
01-22-13, 10:20 AM
Thanks for this. "Keep up the good work."

Dani
01-22-13, 11:55 AM
Just want to report a little bug. The coning tower periscope camera is rotated 90 degrees to the right.

Great work.:up:

flakmonkey
01-22-13, 12:14 PM
Just want to report a little bug. The coning tower periscope camera is rotated 90 degrees to the right.

Great work.:up:

Thanks for the bug report:up:

I will release a fix along with v2.2 which is currently a work in progress.

Rickster1
01-22-13, 02:26 PM
Thank you for this mod, great work. Just a couple of bugs I think, the divesmen do not dissapear when surfaced and the periscope animation does not go up and down at periscope depth. But never the less great work, thankyou.

flakmonkey
01-22-13, 02:35 PM
Thank you for this mod, great work. Just a couple of bugs I think, the divesmen do not dissapear when surfaced and the periscope animation does not go up and down at periscope depth. But never the less great work, thankyou.

The planesmen not disappearing was a deliberate choice, if they did vanish while surfaced you would be able to see their shadows on the bench seat, i tried it and thought it looked a bit strange, i couldnt find a way to switch lightmap textures when the planesmen werent visible to hide their shadows but i will keep working on it.

The obs scope will only move using shift+o if you have the sonar man at his station.:up:

Rickster1
01-22-13, 03:18 PM
Ok, thanks. I did not have sonar man there. I must say your modding work to me is better than SH5 developers work and your work has me hooked back onto sh3. Thankyou very much and please keep going for the aft torp room. Thank you.

ninja turtle
01-22-13, 04:00 PM
Looking forward to downloading and trying this out. Images look absolutely awesome. Hopefully my PC can handle it :up:

lafeeverted
01-22-13, 05:28 PM
I am not seeing any static crew and also no forward torpedo room?

Have I got something installed out of order?

GWX - Alternative Flotillas
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX - Lite Harbor Traffic
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V2.1
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Rapt0r's Das Boot Skin
TiefeMkI(German)
Derzeitige Tiefe
Aces' Multimod compatability fix release v1.3 public beta
Aces' Modified Headphones
Aces' Super Turms v6 for GWX
Aces' Multimod compatability fix FM's Turm 7c4 Lightmaps add on
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
MaGui F
German Images for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type VII salvo selector
Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Merchant_Fleet_Mod_3.2
TMT v2
Supplement to V16B1 (JSGME)
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
Aces' Combined SH3.SDL Files v4
O2-Gauges v2
Elite U-boat Binoculars
Haunting Atlantic Wind
Ice Age
Internal U-Boat Sound Effect
Ambient Hydrophone Sound
Ambient Underwater Sound
Evan82uniforms

fitzcarraldo
01-22-13, 06:24 PM
FM: Awesome work!!!

but...I like the Damo's interior lights. Is there some possibility to add an optional mod? For the final release of course.

Many thanks and regards!

Fitzcarraldo :salute:

fitzcarraldo
01-22-13, 06:32 PM
I am not seeing any static crew and also no forward torpedo room?

Have I got something installed out of order?

GWX - Alternative Flotillas
GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX - Lite Harbor Traffic
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V2.1
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Rapt0r's Das Boot Skin
TiefeMkI(German)
Derzeitige Tiefe
Aces' Multimod compatability fix release v1.3 public beta
Aces' Modified Headphones
Aces' Super Turms v6 for GWX
Aces' Multimod compatability fix FM's Turm 7c4 Lightmaps add on
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
MaGui F
German Images for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type VII salvo selector
Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Merchant_Fleet_Mod_3.2
TMT v2
Supplement to V16B1 (JSGME)
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
Aces' Combined SH3.SDL Files v4
O2-Gauges v2
Elite U-boat Binoculars
Haunting Atlantic Wind
Ice Age
Internal U-Boat Sound Effect
Ambient Hydrophone Sound
Ambient Underwater Sound
Evan82uniforms

The Aces mods contains files of the Interiors v2, and you overwrite the files of v2 with the Aces´s files.

If you put the Interiors v2 after the Ace´s mods, you will have the new interiors, but you lose the Damo´s lights and some stuff of the Super Turms.

No compatibility mods at present day...

Regards.

Fitzcarraldo :salute:

lafeeverted
01-22-13, 06:33 PM
thanks

makman94
01-23-13, 09:40 AM
Congrats Flakmonkey,amazing work ! :yeah:

you certainly managed to give the interior feeling...so well made mod ,so detailed ...i really like every part of it ! a top mod :rock:

just this , if it is not big deal for you of course , i definetely prefer the 'no crew' version so ,please, reupload a 'no crew' version too like the first one you made.

imo, these static crew images ( or even more the robotics moving ones) are totally immersion killers ,giving me the sense that i have visit a wax museum.
i ,also, don't like all these salami,oranges...etc but thats ok ,i know how to delete all of them

von faust
01-23-13, 09:47 AM
Fantastic work !!!:up:
Thanks Flakmonkey.

It seem all ok but which is Your opinion about my mod list ? It's correct ? :hmm2:

GWX - Enhanced Damage Effects
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX - Lite Harbor Traffic
GWX - 16km Atmosphere
GWX - Captain America's Officer Icons
GWX - Alternative Flotillas
Supplement to V16B1 (JSGME)
FM_NewInterior_V2.1
MaGui F
FM_NI_Fix_for_MaGui F
Radio Deutschland
SH-5 Water For SH-3 Ultimate V10 16 Km
Thomsen's Sound Pack V3.2cg

I have only some CTD but I think that the problem is my old PC.
Thanks again !!!

dmaizing
01-23-13, 10:04 AM
Great job, Flakmonkey !
Thank You !!!

Sepp von Ch.
01-23-13, 10:18 AM
Hello, what about the Conning Tower open Hatch TestFMfood? I use this mod with FM New Interiors v1. It is included in FM New interios v2?

jaxa
01-23-13, 12:21 PM
It looks amazing, superb work flakmonkey :up:
What about another U-boot types? Do you plan to release versions for type IX, XXI and II?

lafeeverted
01-23-13, 06:56 PM
I finally got it sorted out and it looks great. Is it possible to get the conning tower open hatch to work. If I apply the CT Open Hatch Test Food Mod it breaks the torpedo room.Do I apply the regular open hatch 309 or are these not compatible? Also, I just found the Blue Interior. Will that work with 2.1?(although it says it will not work with the open hatch mods)

Dronston
01-24-13, 03:18 AM
Thank you very much for this mod, makes the game even more immersive!

Anvar1061
01-24-13, 10:43 AM
SSS
+1 CT OH + Aces' Combined SH3.SDL files v4 + Brat25 Cameras.dat (MaGUI)

regicide76
01-25-13, 02:38 AM
Loving it so far

Dani
01-25-13, 07:09 AM
@Flakmonkey

Need a little help from you.
By activating your mod I lose some sounds.
What sounds I need to change in my sh3.sdl file to gain your diesel sound inside the u-boot?

flakmonkey
01-25-13, 08:39 AM
I finally got it sorted out and it looks great. Is it possible to get the conning tower open hatch to work. If I apply the CT Open Hatch Test Food Mod it breaks the torpedo room.Do I apply the regular open hatch 309 or are these not compatible? Also, I just found the Blue Interior. Will that work with 2.1?(although it says it will not work with the open hatch mods)

Unfortunatly, no other interior mod is fully compatible with 2.1.

Tweaks to the internal lighting like damo's interior and the blue interior are pretty easy to implement, it just requires changing 2 values for the interior ambient light values (day and night). These are located in the "interiorlight" node within xxxxCR.dat and xxxxCT.dat files in 2.1 and can be changed with s3d. I quite like Damo's atmospheric lighting so for my own install i used his values but with a slightly brighter ct interior.

As for opening the conning tower hatch, right now its not a priority for me, after all i pretty much never look up to realise its even open. But once the aft compartment is finished i will give it some attention.

For those wanting the whole boat including open ct hatch see..
http://www.subsim.com/radioroom/showthread.php?t=198732

This kind of makes my own interiors a little pointless i know (already been done and all that) this is why im pretty much just adding the new rooms for the sake of continuity.

HW3
01-25-13, 09:25 AM
The CCom mod is nice but, I like your interior mod better. The attention to detail really shows in your mod.:up:

:salute:

lafeeverted
01-25-13, 10:25 AM
Thanks for the reply. I also rarely look up at the open hatch but was missing the access to the CT. I will try my former fix that replaces the F3 command with one that put me in the room rather than at the attack scope itself. Currently the only way I could access the room was by being on the bridge and right clicking, but that doesn't work while submerged:03: Loved the "coming soon" in the aft compartment:up:


that "fix" worked

fitzcarraldo
01-25-13, 11:50 AM
I like the crew in compartments, and the detail is better than CCom interiors. I´ll make for my own the Damo´s lights, many thanks for the instructions!

Of course, waiting the full interior...I think, when finished, Aces will make the compatibility fixes for SuperTurms and all the stuff in Interiors v1.

Best regards.

Fitzcarraldo :salute:

flakmonkey
01-26-13, 07:47 AM
well ive just added one compartment i didn't even know existed, the forward magazine, pretty much the only accessible space below the floor level, don't know if it will make it into any final release but for now its cool that its there

goose814
01-26-13, 09:46 AM
I have the other version but like the others I like your version much better. I really am looking forward to when you complete it and the more you end up adding to it the more I'm loving it. Thanks very much for taking the time to work on this for the rest of us. It truly is appreciated.

Moin
01-26-13, 09:54 AM
Incredible, I like especially the details! Many thanks for all the work!:yeah:

kristenburnout
01-26-13, 11:56 AM
I downloaded your 2.0 version when you released it, but I for some reason can't download v2.1! Am I doing something wrong, or is the file unavailable?
The link just takes me nowhere, I just get a white screen.

EDIT: Never mind, it's working now. :)

Anvar1061
01-26-13, 09:52 PM
SSS
FM,numbers of torpedo tube are shined incorrectly.Left II;IIII Right I;III.
http://i844.photobucket.com/albums/ab5/Pavel_Kharitonov/U-boats/37.jpg
http://s844.photobucket.com/user/Pavel_Kharitonov/library/U-boats?sort=3&page=1

flakmonkey
01-27-13, 12:53 PM
SSS
FM,numbers of torpedo tube are shined incorrectly.Left II;IIII Right I;III.


My apologies, you are correct. I dont know how i managed to miss that, i will fix in the next release:salute:

Hermodur
02-01-13, 06:25 AM
Hello subsim :)

first i have to say sorry for my poor english, so dont be suprise how i write it ;)

After many years i return to sh3 and im big suprise how many things change, thanks all ppl what still modding the game, its amazing thing what you still do:)

But i have a little problem with this mod here, in the sub VII-B its work very well, but i change now to the type VII-C and now i can not open the hatch :(
Did maybe anyone have a answer why? or what i can do? :) i uploade a picture of my mods what i use with jsgme

http://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htmhttp://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htmhttp://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htmhttp://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htm

soo thats all , thank you very mutch for your help :)

fitzcarraldo
02-01-13, 08:16 AM
Hello subsim :)

first i have to say sorry for my poor english, so dont be suprise how i write it ;)

After many years i return to sh3 and im big suprise how many things change, thanks all ppl what still modding the game, its amazing thing what you still do:)

But i have a little problem with this mod here, in the sub VII-B its work very well, but i change now to the type VII-C and now i can not open the hatch :(
Did maybe anyone have a answer why? or what i can do? :) i uploade a picture of my mods what i use with jsgme

http://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htmhttp://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htmhttp://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htmhttp://s1.directupload.net/file/d/3153/ufxe2mm9_jpg.htm

soo thats all , thank you very mutch for your help :)

What hatch?

The hatch between CR and radio/kaleun/sonar station works. The hatch between CR and CT don´t work, it´s needed some compatibility mod for Open Hatch mod.

Also, the commands file must be from NewInteriors 2. If you put any mod with others commands over FM MI2, the hatch between CR and radio don´t work.

This is part of my huge JSGME list of mods, with the mods mostly compatible with FM v2.1 at the actual state of development.



.........

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
FM_NewInterior_V2.1
Aces' Super Turms v7 Taster
Damo Lights for FM_NewInterior_V2.1
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings v2
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 2x MG-34 version for GWX
MaGui 3.4
Widescreen MaGui v3.4
Type VII salvo selector
TorpedoSolutionButton for WideScreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3

...........................................





Regards.

Fitzcarraldo :salute:

Hermodur
02-01-13, 08:25 AM
wow thanks for the fast answer :salute:

the mod is not overwrite with another mod, like on the picture i link in my post... both hatch i can not open with VII-C but i can move the cam downster the hatch on backside (what still closed) to move in the kitchen and more of my submarine, to the front i can not move the camera downstair the closed hatch, i hope you understand what i mean :D

If not let me know then i will try mr. google translater ;)

Edit: my mod list again

DX9HiResFix
LSH3 v5
LSH3 5.1
LSH3 5.1 SLS Schiffsforn-Leuchtkugeln
LSH3 5.1 Spezialeffekte Gross
FM NewInterrior V2.1
SH-5 Water for SH-3 Ultimate V84 20km
Supplement to V16B1
Stiebler3 Addon for V16B1
SHIV U-Boat Missions-Flaggen für SHIII
More Wounded & less dead Crew v2 for V16B1

fitzcarraldo
02-01-13, 08:34 AM
wow thanks for the fast answer :salute:

the mod is not overwrite with another mod, like on the picture i link in my post... both hatch i can not open with VII-C but i can move the cam downster the hatch on backside (what still closed) to move in the kitchen and more of my submarine, to the front i can not move the camera downstair the closed hatch, i hope you understand what i mean :D

If not let me know then i will try mr. google translater ;)

Try my combination of mods; the Aces´Widescreen compatibility mod overwrite the commands and I have the hatch working. If you don´t use Widescreen, please use the Aces´Magui compatibility without widescreen.

The Ineriors v2.1 do not include open hatches...

Regards,

Fitzcarraldo :salute:

Hermodur
02-01-13, 09:12 AM
Hello fitzcarraldo,

i downloading your yellow mods and install it but my safegame crash, so i deactivate it and try my last safegame but crash now again... so i start a safegame in the harbour, i dont know why but now is work also in VII-C :)
Thank you very mutch for your help:up: now i go on deep and search same convois:arrgh!:

best regards :salute:


Hmm i dont no why but now is not work again :(
the only thing i do i switch in the game many time to desktop and back ingame :(

fitzcarraldo
02-01-13, 12:05 PM
Hello fitzcarraldo,

i downloading your yellow mods and install it but my safegame crash, so i deactivate it and try my last safegame but crash now again... so i start a safegame in the harbour, i dont know why but now is work also in VII-C :)
Thank you very mutch for your help:up: now i go on deep and search same convois:arrgh!:

best regards :salute:


Hmm i dont no why but now is not work again :(
the only thing i do i switch in the game many time to desktop and back ingame :(

You´re welcome!

When add complex mods, ever it´s needed start a new campaign.

Regards.

Fitzcarraldo :salute:

Anvar1061
02-02-13, 02:17 AM
What hatch?

The hatch between CR and radio/kaleun/sonar station works. The hatch between CR and CT don´t work, it´s needed some compatibility mod for Open Hatch mod.

Also, the commands file must be from NewInteriors 2. If you put any mod with others commands over FM MI2, the hatch between CR and radio don´t work.

This is part of my huge JSGME list of mods, with the mods mostly compatible with FM v2.1 at the actual state of development.



.........

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
FM_NewInterior_V2.1
Aces' Super Turms v7 Taster
Damo Lights for FM_NewInterior_V2.1
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings v2
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 2x MG-34 version for GWX
MaGui 3.4
Widescreen MaGui v3.4
Type VII salvo selector
TorpedoSolutionButton for WideScreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3

...........................................





Regards.

Fitzcarraldo :salute:
SSS
This isn't an error?
Damo Lights for FM_NewInterior_V2.1
Where you took it?

fitzcarraldo
02-02-13, 06:17 AM
SSS
This isn't an error?
Damo Lights for FM_NewInterior_V2.1
Where you took it?


No error. It´s my own Damo´s Lights mod for FM Interiors v2.1. I did it with S3D, according instructions from Flakmonkey in this thread.

Regards.

Fitzcarraldo :salute:

flakmonkey
02-02-13, 06:59 AM
No error. It´s my own Damo´s Lights mod for FM Interiors v2.1. I did it with S3D, according instructions from Flakmonkey in this thread.

Regards.

Fitzcarraldo :salute:

Im actually currently seeking Damo`s permission to release a version with his lighting settings... its already done i just need his ok to upload it.

It also includes a few fixes, including animated drips, fixed CT scope camera, properly uv mapped lights etc...

fitzcarraldo
02-02-13, 09:46 AM
Im actually currently seeking Damo`s permission to release a version with his lighting settings... its already done i just need his ok to upload it.

It also includes a few fixes, including animated drips, fixed CT scope camera, properly uv mapped lights etc...

Great!

I did my Damo´s lights with the parameters in lighting interiors, but the halo - the foggie interior of the boat - remains. The original Damo´s mod deleted all the fog. I doný know if it´s possible in v2.1.

Regards.

Fitzcarraldo :salute:

Rickster1
02-02-13, 11:34 AM
Looking forward to the next release, does that include the stern torp room?

brett25
02-02-13, 01:48 PM
fitzcaraldo, there's a fog parameter in the .dat files, when you open the command room, for example, the fog parameters are near the top of the list. JUst change these to higher values. For example I use 50 for near and far, and don't have fog, so you can experiment and see what you like:salute:

fitzcarraldo
02-02-13, 06:15 PM
fitzcaraldo, there's a fog parameter in the .dat files, when you open the command room, for example, the fog parameters are near the top of the list. JUst change these to higher values. For example I use 50 for near and far, and don't have fog, so you can experiment and see what you like:salute:

Many thanks for the tips!

Best regards.

Fitzcarraldo :salute:

Dutchie-one
02-09-13, 09:47 AM
Hello FM,

I instal. your mod on my GWX instal. it does not worked
is it possible you make a small mod from only the steering guy
whom is not in GWX ? I like dat

Thanks, Dutchie-one :yeah:

Obltn Strand
02-10-13, 11:26 PM
Very cool:Kaleun_Applaud:

Works with NYGM and Hitman's GUI too:yeah:

lafeeverted
02-19-13, 12:34 PM
Hoping there will be an update soon??

flakmonkey
02-19-13, 03:36 PM
Hoping there will be an update soon??

Not much progress yet, ive fixed the various bugs in the current release but im currently spending most of my free time building a revell 1:72 flower corvette platinum edition, its a great way to kill some time:up:

lafeeverted
02-19-13, 05:01 PM
Sounds like time well spent. I am almost afraid to ask.....after you build it , will you hunt and sink it!?:salute:

raph von reidrev
02-24-13, 05:43 PM
Bravo, bravo, it's look amazing, i see this work to day, and only one lust, to comeback on desk :) really, just one question, mediafire link is down, what can i do to get this beautiful work...THx,

Plissken_04
02-25-13, 12:11 AM
Bravo, bravo, it's look amazing, i see this work to day, and only one lust, to comeback on desk :) really, just one question, mediafire link is down, what can i do to get this beautiful work...THx,


ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/FLAKMONKEY/FM_NewInterior_V2.1.7z

Username & Password in my Signature!!!


So Long

Maik

Funkylunk
02-25-13, 06:10 PM
The download link says the file has been removed. Oh no! Is it found elsewhere?
EDIT: Found the post above.

Kapitän
02-26-13, 11:19 AM
Hi, I can't unzip the file: "File can not be opened as an archieve" (???) !!!

Gerald
02-26-13, 11:25 AM
The download link says the file has been removed. Oh no! Is it found elsewhere?
EDIT: Found the post above. Welcome to SubSim Funkylunk, :salute:

pabbi
02-26-13, 12:03 PM
I always get Network error when trying to download.
Any ideas.

Gerald
02-26-13, 12:06 PM
I always get Network error when trying to download.
Any ideas. Perhaps the virus protection is blocking or firewall.

pabbi
02-26-13, 12:40 PM
OK Managed to download it but can not open it, not with rar and not with 7zip.:wah::wah::wah:

Gerald
02-26-13, 12:44 PM
OK Managed to download it but can not open it, not with rar and not with 7zip.:wah::wah::wah:What is this for file type?

pabbi
02-26-13, 12:51 PM
The name says FM_NewInterior_V2.1.7z

Gerald
02-26-13, 12:56 PM
Strange that you can not open them with the tools that you have, in normal cases this should not be a problem, maybe the files are corrupt,:hmmm:

pabbi
02-26-13, 01:09 PM
C:\Users\Notandi\Downloads\FM_NewInterior_V2.1.7z: The archive is either in unknown format or damaged

This is the answer i get when trying to unsip the file.

HW3
02-26-13, 01:13 PM
It is a 7-Zip file, if 7-Zip doesn't recognize it, it must be a damaged download. It should be a 120MB file.

:subsim:

pabbi
02-26-13, 01:45 PM
I have 2 files both corrupted. One is 120mb (123.047kb) the other is 120mb (122.989kb). So what is the correct size (mb an kb).

Oberleutnant nederlander
02-26-13, 02:00 PM
i tried version 1.0 of this and was sad to see my system couldnt handle the extra memory needed.

i have now a quad core, with 1gb graphics card and 3.5 gb ram...

under xp, will it work?

pabbi
02-26-13, 02:01 PM
Tried to download it once more and in stead of saving the file i had 7zip opening it for me, worked that way. Thanks for all the help gentlemen.

Oberleutnant nederlander
02-26-13, 02:14 PM
Tried to download it once more and in stead of saving the file i had 7zip opening it for me, worked that way. Thanks for all the help gentlemen.

i've tried both now, with no luck/:down:

pabbi
02-26-13, 02:38 PM
Have 7zip opening it for you from the web, in stead of saving it.

flakmonkey
02-27-13, 05:52 AM
Ahoy folks:salute:
Sorry about the download problems, i will upload the latest version later today, still no aft room but a bunch of bug fixes as well as damo's lighting are included.

lafeeverted
02-27-13, 07:41 AM
excellent,thanks flakmonkey

flakmonkey
02-27-13, 08:21 AM
see post #1 for changes
http://www.mediafire.com/download.php?4lt6p44ig6dqv44

HW3
02-27-13, 11:02 AM
Um.....
http://img.photobucket.com/albums/v64/davestev47/ScreenHunter_14Feb270759_zps6551fcda.jpg
:06:

:subsim:

Rickster1
02-27-13, 12:12 PM
I have downloaded the new version , thankyou, but there is no internal engine sound?

Damo
02-27-13, 01:55 PM
Hi Flakmonkey,

Great to see a version 2 of your interiors! They look awesome mate. As far as my lighting settings are concerned, anyone is free to use them in any other mod as if you're willing to take the time to change all those values for all those bulbs then you're as crazy as me, and that ain't no bad thing!!

You were lucky the day you sent me the message as I'd not been on the forums for about 3 months when one day the urge hit me to take a look and there was your message, a few hours old, haha.

Anyway, great work and thought I'd clear up the permissions thing here as creating the right atmosphere in the sub should always be a priority.

Best wishes,
Damo.

Rickster1
02-27-13, 02:40 PM
I just swopped over SH3.sdl from previoud version to new one and get internal engine sound back. Great mod thankyou.

LemonA
02-27-13, 05:08 PM
see post #1 for changes
http://www.mediafire.com/download.php?4lt6p44ig6dqv44

When starting to download i get the message "Archive blocked ... "

HW3
02-27-13, 06:02 PM
LemonA, matches the one in post 99 I'll bet.:03:

:subsim:

LemonA
02-27-13, 06:49 PM
Yes, precisely :(

Sepp von Ch.
02-28-13, 03:47 PM
How should I make your famous version 2.1D compatible with Aces SuperTurms 6.0 please?

HW3
02-28-13, 07:49 PM
Ok got it now!:salute:

:subsim:

Oberleutnant nederlander
03-11-13, 12:23 PM
Additionally the use of the 4Gb patch is STRONGLY advised.

:- where is this patch located? can it be re-posted?

cheers..

this mod will smother SH5, :rock:

Anvar1061
03-11-13, 12:48 PM
Additionally the use of the 4Gb patch is STRONGLY advised.

:- where is this patch located? can it be re-posted?

cheers..

this mod will smother SH5, :rock:

SSS
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888

SnipersHunter
03-11-13, 03:31 PM
Hey have anyone a download link to the blue interrior for this mod FM_NewInterior_V2.0 - Blue Interior?

Plissken_04
03-11-13, 09:13 PM
Hey have anyone a download link to the blue interrior for this mod FM_NewInterior_V2.0 - Blue Interior?


ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/FLAKMONKEY/FM_Blue_interior.rar

Username & Password in my Signature!!!


So Long

Maik

TBoone
03-12-13, 04:34 AM
This is damn good, downloading now, just wish my internet was faster! Good luck with the aft torpedo room thing.

SnipersHunter
03-15-13, 01:09 PM
I cant go in the conning tower with the newest version :(.

brett25
03-15-13, 01:47 PM
I cant go in the conning tower with the newest versionno unfortunately this mod is incomplete, if you want a full sub, just use Aces version of the CCoM_8.x_Bug_Hecktorpedoraum_v1.0

this is the complete sub, both fore torpedo room and aft torpedo room, with damos lights, water drips, open hatch to conning tower. This has been available for a few months now.

SnipersHunter
03-15-13, 01:51 PM
Yeah i know but with a older version of this mod it worked.


And i just wanted to report this "bug" :)

Leutnant_Werner
03-17-13, 01:01 PM
Hi fm,

thank you so much for that heaven send mod.

I'm using a XP System
4 GB Ram (XP can use 3,3 of them)
Gainward 7800 GS AGP 8/24 Shades Version
Pentium 4 2,8 Ghz, Hyper threading
4 GB Patch on

everythink is working fine

I can't await the electric engine Room

Leutnant Werner:up:

Dovanchester
03-17-13, 02:01 PM
Hi, SH3 noob here, sorry for the dumb question, but I'm having trouble actually loading the mod with the Generic Loader, can anyone gimme a hand? I downloaded the file, but from there I'm at a loss, I already applied the GWX mod, but that's it.

HW3
03-17-13, 03:30 PM
Unzip the download file and drop it in the Mods folder in the main SH3 folder, enable with JSGME and your ready to go. If you need an unzipping program, I use 7-zip, it's free and works on almost any type of zipped file.

This link tells about the program.
http://www.7-zip.org (http://www.7-zip.org/)

This link will take you a download page
http://sourceforge.net/projects/sevenzip/

Welcome to SubSim!

:subsim:

RustySubmarine
03-22-13, 05:05 PM
:salute: Having just seen this brilliant interior mod for SH3 (Thank you Flakmonkey :D) I have decided to head back to Kiel with my SH5 U-boat, it's time for a long refit I think, having sustained heavy damage to the hull after a long arduous depth charging off the English East Coast, which nearly cost us our lives.
On reaching Kiel, the band and all the lovely nurses were not there to greet us, even though the sun was shining, which I thought very strange indeed. Back on the old boats, they were always there when we entered and left Port. Out of the corner of my eye, I noticed U444 my old SH3 boat in dry dock. Oh how I wished I could command my old boat again because the urge to get back to sea was getting to me.

Suddenly, I saw Thompson staggering along the jetty, half pi..ed as usual and he urged me to contact Bdu for a transfer. To my pleasant surprise, Admiral Donitz welcomed the idea and I was given command of my old U-boat again U444, looking splendid with a new coat of dark grey paint, almost ready for sea again. Last time I saw her she was looking rather sad and rusty (hence my user name) but once back in the Atlantic again, she would soon get her rusty stains back again.:yeah:
Within a few days with a belly full of torpedo's we would be making our long voyage, back through the Kiel Canal, for our journey across the North Sea again and on to the hunting grounds, looking for convoys that cross the North Atlantic. It would feel good to be in command once more, especially on my old, now not so rusty U-boat.

Sorry guys, I'm getting carried away here, that's what Silent Hunter does to me. So I hope all you guys here on the SH3 forums, will allow me to re-join the Grey Wolves again after such a long absence and become a SH3 wolf pack member again. I might need a bit of a refresher, getting used to all the new mods now available for the best SH of all. I think I am going to enjoy being amongst old friends again as it has been several years, since I stepped aboard one of the old boats. It seems I got comfy with the new surroundings of the SH5 U-boats, but somehow they don't have the same stink of sweat and diesel as the old SH3 boats and I really miss that.

First things first though, I need to gather some of the new mods that are now available. I will be installing GWX Gold again that's for certain, and FM's New Interior V 2.1 :arrgh!: So if any of you guys can recommend what other mods I may need to go with these 2 mods, I would appreciate your suggestions, as long as they are compatible of course. I don't want to add something that will interfere with GWX. :nope:

So good hunting guys, we may come across each other in mid Atlantic somewhere during one of our patrols. :up:

Kelly621
03-22-13, 10:47 PM
RustySubmarine,

I consider Flakmonkey's NewInteriors essential with my GWX setup, but also give Ianmbecomelife's Merchant Fleet Mode a try...it is compatible with GWX and adds a lot to SH3. Read about it here:
http://www.subsim.com/radioroom/showthread.php?t=170741

Make sure you get the Merchant Fleet skins pack download as well...read about them in the thread above. Also take a look through the subsim download section for SH3 and you will find a number of other add on mods that are specifically for GWX. This should probably be a new topic so we don't clutter up Flakmonkeys mod thread.
Kelly621

RustySubmarine
03-23-13, 08:14 AM
Thank's for the info Kelly, I will repost my post onto the SH3 Forum. Sorry FlakMonkey for interfering in your Mod thread:oops:

Otto Fuhrmann
03-30-13, 11:24 AM
Great mod, thank you very much!

Cpt Aurora
04-02-13, 02:19 PM
Tweaks to the internal lighting like damo's interior and the blue interior are pretty easy to implement, it just requires changing 2 values for the interior ambient light values (day and night). These are located in the "interiorlight" node within xxxxCR.dat and xxxxCT.dat files in 2.1 and can be changed with s3d. I quite like Damo's atmospheric lighting so for my own install i used his values but with a slightly brighter ct interior.




Flakmonkey, can you please help me with this? I have S3D, but I have no clue what I have to do now, someone please help me :hmmm:?

Cheers

machiavelli
04-02-13, 11:50 PM
Flakmonkey, can you please help me with this? I have S3D, but I have no clue what I have to do now, someone please help me :hmmm:?

Cheers

Once S3d is open open the type7 dat file, this is located in interiors folder in data folder of sh3. Then you can click on the node with the command room in s3d and view the model. I'd suggest playing around with s3d for awhile to see how it ticks.

Cpt Aurora
04-03-13, 06:25 AM
Once S3d is open open the type7 dat file, this is located in interiors folder in data folder of sh3. Then you can click on the node with the command room in s3d and view the model. I'd suggest playing around with s3d for awhile to see how it ticks.

http://img692.imageshack.us/img692/8614/somethingc.png

So, I have to open the .dat in this map?

Cheers

F1RacerDan
04-14-13, 09:00 PM
first off i i want to thank whoever is responsible for this amazing piece of work!

secondly im getting errors when i install the mod as it says certain files have already been altered by the thompson sound pack? i really dont want to disable the soundpack. does anyone know how to get around this?

Many thanks in advance :arrgh!:

oh and also does anyone know where i can get the blue interior light for this mod also :)

jonmar
04-16-13, 02:35 PM
Sorry if this is a stupid question but is DivingDuck's OH mod included with NewInteriors 2.1D or do I still need to install it separately? Thanks!

brett25
04-16-13, 05:54 PM
secondly im getting errors when i install the mod as it says certain files have already been altered by the thompson sound pack? i really dont want to disable the soundpack. does anyone know how to get around this?overwriting sounds is not a big deal, just decide which sounds you prefer, if u prefer thomspsens, then just delete the sounds folder (data/sounds) from FM new interiors mod, and then install it over thompsens:yeah:

you can even make your own frankensounds mod, taking the sounds you like best from the different sound mods avilable, and putting them in to a folder (for example Frakensounds/data/Sounds)

ReallyDedPoet
04-16-13, 07:03 PM
first off i i want to thank whoever is responsible for this amazing piece of work!



Thank the man in the first post of this thread, flakmonkey : )

F1RacerDan
04-17-13, 05:56 AM
Finically got it installed but I can't go in the conning tower? Pretty useless without that as I need my fresh air on the bridge every now and again lol

flakmonkey
04-17-13, 01:41 PM
@F1RacerDan, the tower interior is not open but you should still be able to click on the hatch to enter it (or right click from the bridge while surfaced) like you can in the stock game.

On a seperate note, i just cant figure out how aces (and others) managed to have the ct hatch open for a fully open boat. I never figured out how to do it while keeping the tower interior in a seperate dat file... Just couldnt get my head round it:oops:

HW3
04-17-13, 09:56 PM
FM, Maybe you and Aces could get together on this, and incorporate his steaming cooking pot and faucet drips too.:hmmm:

:subsim:

Anvar1061
04-18-13, 04:00 AM
FM, Maybe you and Aces could get together on this, and incorporate his steaming cooking pot and faucet drips too.:hmmm:

:subsim:
SSS

+1
DD CT OH.

Rickster1
04-18-13, 02:01 PM
Hi Flakmonkey, thanks for this great mod any ideas when you will complete the rear room please?

jscharpf
04-20-13, 08:34 AM
Is this only for the VII or will I see things in the IIA?

Going to re-install my game, as I think I broke it lol..starting over.

Bloodhorse
04-22-13, 03:39 AM
Great stuff ! :Kaleun_Applaud:

Terminal_Boy
04-26-13, 02:01 PM
I suspect I'm being really dense, but as I can't find the read me for this (not included in 7Z file) I have a copule of questions..

1. Is this specific to one Uboat type?

2. Does it have known issues with MEP V3 or GWX?

I ask as opening hatches using Shift + H doesn't work and SH3 CTDs regularly when enabled.

HW3
04-26-13, 03:49 PM
1. Type VIIC

2. GWX - No
MEP V3 - I do not know.

Sailor Steve
04-26-13, 05:49 PM
The crashes I can't help with, but the hatches not opening is almost certainly due to a later mod installation that uses the Commands_eng.cfg file. The Open Hatch mod writes specific commands to that file, and if another mod replaces it then the specific commands aren't there anymore.

Terminal_Boy
04-27-13, 03:05 AM
Thanks for the fast responses!

The VIIC was the only type that I didn't try the mod on which explains why it didn't work. Might explain the CTDs too.

As for mods installed later, I'll check for warnings in JSGME next time I install it.

I have one last question..

If I start a career in a different type, will enabling this mod once I get a VIIC and then disabling it when I get a later type (not that I usually live that long) affect my saved career progress?

As it's a skin for my sub alone, I don't think it will, but I'd hate to find out the hard way that I'm wrong.

HW3
04-27-13, 06:43 PM
As long as you disable between patrols in your home port you should be ok.

:subsim:

Celticmarine10
05-04-13, 07:19 AM
Hey sorry, not sure if this is still active topic.
Downloaded (Pics look GREAT!!) and extracted with my 7-zip software.
Couldnt find a readme or anything so i put in my MODs folder and enabled it. Is that how its supposed to be done?
Sorry, still a bit of a noob when it comes to messing with internal files.
Thanks, Have a gud'un.

Celtic :salute:

Sailor Steve
05-04-13, 07:26 AM
WELCOME ABOARD! :sunny:

Hey sorry, not sure if this is still active topic.
The last post was only a week ago, so yes it's still very much active. Even if it was a lot older we consider it fine to ask a legitimate question, which you did. It's only the people who revive a three-year-old thread to make a wisecrack who get grief.

Couldnt find a readme or anything so i put in my MODs folder and enabled it. Is that how its supposed to be done?
Exactly so. You can tell if it worked when you start the game and can walk all through your u-boat. If that doesn't happen then it's time to start worrying.

ReallyDedPoet
05-04-13, 07:59 AM
Welcome to SUBSIM : )

Celticmarine10
05-04-13, 08:11 AM
Yes got it loaded fine. Everything went well until I got into the patrol. Using my old laptop and it sowed everything to a stagger- even with the video settings down, so didn't get a chance to explore :(
Ill be getting a new computer in a few months so I guess I'll wait til' then.
No solutions just my PC's fault right?
Thanks again guys,

Celtic

HW3
05-04-13, 08:57 AM
No solutions just my PC's fault right?

Yes this mod does require a lot of RAM to run well.:yep: Welcome aboard!

:subsim:

Kapitän
05-15-13, 01:17 PM
Hi, I installed version 2.1D and found the following:

1. No crew at all
2. No engine sound at all
3. Can not walk (only look) into bow and aft compartment

FYI: I installed "CCoM_8.x_Bug_Hecktorpedoraum_V1.0" and "Conning Tower open Hatch TestFMfood" AFTER version 2.1D.

Your thoughts ... ;-)

Anvar1061
05-15-13, 01:29 PM
Hi, I installed version 2.1D and found the following:

1. No crew at all
2. No engine sound at all
3. Can not walk (only look) into bow and aft compartment

FYI: I installed "CCoM_8.x_Bug_Hecktorpedoraum_V1.0" and "Conning Tower open Hatch TestFMfood" AFTER version 2.1D.

Your thoughts ... ;-)
SSS
It not compatible MODS!

Kapitän
05-24-13, 04:11 AM
SSS
It not compatible MODS!

Thanks for the hint. However, still I seem to have trouble 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 everything 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?

Anvar1061
05-24-13, 05:17 AM
As with interiors V1.0, the system requirements are higher than the stock game.
For a steady 60fps i would recommend a minimum spec of:
Win7 64bit
8Gb system ram
Any modern dx10/11 card with 1Gb ram or more.
Additionally the use of the 4Gb patch is STRONGLY advised.
SSS
How many at you RAM?

Kapitän
05-24-13, 09:36 AM
SSS
How many at you RAM?

I got an I7 processor and 8 Gb RAM. I don't think that's the issue. The three mods mentioned above are the main ones. Other than that I have

- 16 km atmosphere
- Water Stream Exhaust Combi
- h.sie patch
- a few other, nothing major ...

Maybe it's the order with which they have to be installed ...

Anvar1061
05-24-13, 11:17 AM
SSS
What interior you prefer, Kapitän?

Kapitän
05-24-13, 11:33 AM
SSS
What interior you prefer, Kapitän?

Well, I like to be able to go through the boat from front to back and through the open CT hatch.

I also like to have some of Aces Superturm features, mainly the new isolators and MG34 ...

Anvar1061
05-24-13, 11:42 AM
Well, I like to be able to go through the boat from front to back and through the open CT hatch.

I also like to have some of Aces Superturm features, mainly the new isolators and MG34 ...

SSS
In that case to you here!http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2061856&postcount=233

Kapitän
05-24-13, 11:47 AM
SSS
In that case to you here!:Kaleun_Wink:
http://www.subsim.com/radioroom/showpost.php?p=2061856&postcount=233

Thanks!

SoCalUboat
06-24-13, 01:07 PM
ok WOOOOOOOOOOWWWW nice interior mod flakmonky but please make the bathroom door openable or so you can go through it and the aft torp room yes also try to put more crew like in das boot and last see if possible to make the crew move and interact. sorry if i sound demanding but that would be nice thx fm for the mod love it but also whats the next interior mod going to be :hmm2: any way thx for the mod and keep up the good work :rock::rock::rock::rock:



happy hunting from u 48 :Kaleun_Cheers::Kaleun_Periskop::Kaleun_Salute:


:subsim:

machiavelli
06-24-13, 03:18 PM
ok WOOOOOOOOOOWWWW nice interior mod flakmonky but please make the bathroom door openable or so you can go through it and the aft torp room yes also try to put more crew like in das boot and last see if possible to make the crew move and interact. sorry if i sound demanding but that would be nice thx fm for the mod love it but also whats the next interior mod going to be :hmm2: any way thx for the mod and keep up the good work :rock::rock::rock::rock:



happy hunting from u 48 :Kaleun_Cheers::Kaleun_Periskop::Kaleun_Salute:


:subsim:

3D MODELING takes time. Yes, we'd all like the bathroom door to be openable, and to have the electric engine room and aft torpedo. But this takes time. Is anyone working on this by the way? Once the electric motors and the after torp room are finished its head to toe with the type VII. I know its head to toe already with the type II but the engine room was done kind of rough.

desertstriker
06-24-13, 04:32 PM
Not to mention that modding is not our full time job and RL takes priority

SoCalUboat
06-24-13, 05:10 PM
3D MODELING takes time. Yes, we'd all like the bathroom door to be openable, and to have the electric engine room and aft torpedo. But this takes time. Is anyone working on this by the way? Once the electric motors and the after torp room are finished its head to toe with the type VII. I know its head to toe already with the type II but the engine room was done kind of rough.

wait theres a type II interior mod :rotfl2: yay can you send me the link but one thing is it that one with no interior skining please send me some pics and ill tell you if its the one i have or not thx :salute: :subsim:



happy hunting u 48 :subsim:

machiavelli
06-24-13, 06:23 PM
Not to mention that modding is not our full time job and RL takes priority

Yep.

desertstriker
06-24-13, 09:42 PM
wait theres a type II interior mod :rotfl2: yay can you send me the link but one thing is it that one with no interior skining please send me some pics and ill tell you if its the one i have or not thx :salute: :subsim:



happy hunting u 48 :subsim:
not sure but this might be what you are looking for

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/POSTALBYKE/type_ii_interior_3.7z

username; Maik
password; Woelfe

SoCalUboat
06-24-13, 10:55 PM
ok im just sayin no need to be all snnapy im just brain storming :yep: and sharing some ideas with the subsim community :subsim: any way i do know 3d moddleing takes time and its not our paying job :down: it would be cool if it was paying to play subsim :hmm2: any way i was just saying and if it makes you all mad :Kaleun_Mad: than i wont put so much brain storming in one comment sorry if it made you all upset :salute::):subsim:









happy hunting u 48 :subsim:

SoCalUboat
06-24-13, 10:56 PM
thx desert striker can you put pics of that mod please :) thx :subsim:









happy hunting u 48:subsim:

desertstriker
06-25-13, 02:01 AM
ok im just sayin no need to be all snnapy im just brain storming :yep: and sharing some ideas with the subsim community :subsim: any way i do know 3d moddleing takes time and its not our paying job :down: it would be cool if it was paying to play subsim :hmm2: any way i was just saying and if it makes you all mad :Kaleun_Mad: than i wont put so much brain storming in one comment sorry if it made you all upset :salute::)
no worries

SoCalUboat
06-25-13, 11:26 AM
hey desert striker i got you privet message about youre mod pics but how do i view it :wah:thx for them though :up::salute:








happy hunting u 48:subsim:

Father Goose
06-25-13, 12:46 PM
I noticed when I attempted to install this mod via JSMGE that it was overwriting some Magui F files. In what order should I install this mod? Before or after Magui F or anything else? :confused:
Thanks

desertstriker
06-25-13, 03:19 PM
i use the FM interiors 2.1 and this is the order i have them installed
MaGui F=31
FM_NI_Fix_for_MaGui F=32
MaGui F FIX for NYGM3.4=33
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)=34
Type VII salvo selector=35
optional-ALTERNATIVE SCOPES for MaGui F=36
optional-blue recmanual for MaGui F=37
RED Filters on Scopes+Binoculars for MaGui F=38

there was some file tweaking on my end though to get them to work with a few other mods

Kapitän
06-25-13, 03:34 PM
Hi, I'm not sure, if this is the right thread BUT it is regarding the "Flakmonkey's Twisty Periscope for Type VII"-Mod:

This mod will only work, when I install it ontop of other mods. However, when I do, the " FM30_UpDown_final" and the "GWX_DFa-Flag&Pens_2010" won't work anymore. Also, the Radio Direction Finder is always extended and turning and can not be retracted.

Is there perhaps, a workaround or a "Combo"-Mod available?

Thanks and best regards!

Anvar1061
06-26-13, 01:59 AM
Hi, I'm not sure, if this is the right thread BUT it is regarding the "Flakmonkey's Twisty Periscope for Type VII"-Mod:

This mod will only work, when I install it ontop of other mods. However, when I do, the " FM30_UpDown_final" and the "GWX_DFa-Flag&Pens_2010" won't work anymore. Also, the Radio Direction Finder is always extended and turning and can not be retracted.

Is there perhaps, a workaround or a "Combo"-Mod available?

Thanks and best regards!
SSS

Aces' Super Turms v6

Kapitän
06-26-13, 03:58 AM
@Anvar1061: Sorry, can't do. Besides not even implementing all changes in my game install, this mod created all kinds of problems for me. The only three things I actually like to have from that mod are the
- Twisty Periscope,
- New Netswimmer and
- M.G. 34 on the bridge
If I could get those in a stand-alone version that will work with GWX and the " FM30_UpDown_final" and the "GWX_DFa-Flag&Pens_2010", it would be sufficient for me ...

SoCalUboat
06-26-13, 08:25 PM
not sure but this might be what you are looking for

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/POSTALBYKE/type_ii_interior_3.7z

username; Maik
password; Woelfe thx for the link but it dois not work and can you post pics of the mod on the forum please :yeah::up::salute:thx



happy hunting u 48:subsim:

kvbrock82
07-03-13, 03:27 PM
I dont know if im missing something here, but Ive tried looking around and cant seem to find how to install it correctly.

Ive tried installing through JSGME along with OLC Gold however my periscope is always misaligned by some 10 degrees when i do so.

Does anyone have any idea what the problem could be? Is there an installation manual i can take a look at?

Thanks guys..

SoCalUboat
07-06-13, 02:08 PM
thx for the link but it dois not work and can you post pics of the mod on the forum please :yeah::up::salute:thx



happy hunting u 48:subsim: sorry i got the link this time but do you have a version that is skined if you do pm me the link to it or if you made it pm me the custom link thx




happy hunting u 48:subsim:

SoCalUboat
07-06-13, 11:14 PM
i love the mod but i have i have it with olc gold mod and my periscope is off and some stations dont work any one know how to fix if so please tell me thank you




happy hunting from u 48:subsim:

SnipersHunter
07-14-13, 03:07 PM
Is this compatible with Aces Super Dupha Turms?

desertstriker
07-15-13, 12:54 PM
yes it is... well at least for me.

fitzcarraldo
07-15-13, 06:57 PM
yes it is... well at least for me.

Not totally compatible. You will need to edit some items in the menu file.

Regards.

Fitzcarraldo :salute:

desertstriker
07-15-13, 08:16 PM
well yeah forgot to mention that

fcgb25
07-16-13, 04:27 AM
I can't install it because there aren't any read me with the mod

desertstriker
07-16-13, 04:44 AM
just put it in your mods foldier and enable via JSGME and expierement with your activation list order. though if you are really worried about it you can use the readme from version 1.

Uboat177
08-01-13, 11:02 AM
Download links to version 1 with the read-me are dead.

Tacokitty
09-13-13, 08:38 AM
Sadface, my puter isn't cool enough to run this. (crashes everytime) Maybe someday...

Awesome work though! I always wondered why the rest of the boat was never modeled. Perhaps because the game modelers knew they couldn't do as good of a job as you! Those pictures are amazing!

desertstriker
09-13-13, 08:46 AM
Sadface, my puter isn't cool enough to run this. (crashes everytime) Maybe someday...

Awesome work though! I always wondered why the rest of the boat was never modeled. Perhaps because the game modelers knew they couldn't do as good of a job as you! Those pictures are amazing!
you have the 4gb patch right?

Tacokitty
09-13-13, 05:45 PM
you have the 4gb patch right?

That I do not have, however my puter only acknowledges 3/4 GBs of ram it has installed, not to mention my OS is 32-bit. Looking at the minimum requirements (who really looks at those!? XD) no wonder it didn't work.

However tomorrow I'm going to be buying/building (with help from a friend...mainly my tech-savy friend will be doing the building) a shinny new one, which should be able to run SH3 and more with ease. I'll be looking into that patch soon enough. Thanks for the advice! :salute:

desertstriker
09-13-13, 05:54 PM
that and a 64-bit OS goes a long ways if you are exclusivly playing SH3 i recommend 8 gigs of RAM and a decent video card. i say decent video card because of the HAHD megamod that will hopefully be released in a few more months.

Tacokitty
09-14-13, 07:25 AM
@desertstriker Oh don't worry, there shall be no skimping of any kind!

As far as this mod goes, do any of the new crew mates or sub bits move or just all static mesh? Would be cool to see crew mates reloading torpedo tubes. (Probably way too adventurous haha)

desertstriker
09-14-13, 10:03 AM
@desertstriker Oh don't worry, there shall be no skimping of any kind!

As far as this mod goes, do any of the new crew mates or sub bits move or just all static mesh? Would be cool to see crew mates reloading torpedo tubes. (Probably way too adventurous haha)
the crew mates move around their station like look at each other and the likes but vurtualy nothing else for the most part. For crew reloading a torp that is SH5 but to see that it is likely not worth the $9-10 on amazon and for SH5 (sorry guys i know wrong thread and all) you need a beefy system perhaps battlefield 3's recommended specs :har:
back to SH3 talk :O:

cherbert
09-20-13, 04:33 AM
Is there a key combination or 3rd party mod that can enable the camera sway anywhere in the boat?

I remember a very early version of FM Interiors allowed it.

SquareSteelBar
09-20-13, 04:35 AM
Shift + F2

cherbert
09-20-13, 04:37 AM
Shift + F2

That does not enable Camera Swaying.

badwolf
09-20-13, 09:05 AM
Depthcharge_shake_2.01 or Longer_Repair_Times_2.04 which has dc-shake as well, both change the camera.dat and increase the swing of the boat. You can even see the boat swing far more and even shake when a big wave hits you, but getting depthcharged is awesome with either installed.

I use the Realism- and gameplay-related hardcode fixes for SH3.EXE- by h.sie and Depthcharge_shake_2.01 by Nvdrifter combined, to give me a close version of Longer_Repair_Times_2.04. This eliminates the losing of the compartment efficiency bars caused by Repair-Times.

Note:- Adding Repair Times or DC-Shake mod reduces the amount of damage a DC does, but it's damage range is increased, thus you get pounded to death instead of being killed quickly. You can always tweak the files to suit. Both mods add more sounds i.e. of men screaming etc, which makes being DC'd dramatic.

You'll probably have to merge the Camera.dat with the other mods, but this is easy.

SoCalUboat
10-07-13, 02:07 PM
hi all you sub simers out there im back to sh3 :subsim::DI got gwx and downloaded fm newinterior but it crashes when I try to do career please help or give advise im using jsgme to install it








happy hunting u 48:subsim:

BigWalleye
10-07-13, 03:57 PM
Do you have the 4GB patch installed? You need it if you have a 64-bit OS and more than 2GB RAM. SH3 is an old program and doesn't know to address the extra RAM until you implement this patch:

http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
or
http://www.gamefront.com/files/16964861/4gb-sh3.exe-file.rar/

h.sie's patcher will add the 4 GB patch, too.

http://www.mediafire.com/download/27tcm2yg29gsqqc/V16B1-Patch-Kit.7z

Try any one. I think it may fix your problem.

Good luck and good hunting! See you at the cabaret!

Rhodes
10-09-13, 11:14 AM
hi all you sub simers out there im back to sh3 :subsim::DI got gwx and downloaded fm newinterior but it crashes when I try to do career please help or give advise im using jsgme to install it
happy hunting u 48:subsim:

Did you manage to fix the problem? I am asking because I having the same problem, fm_interiors (any version) gives me CTD with gwx.

badwolf
10-09-13, 12:23 PM
Does that happen with just fm newinterior installed in GWX with no other mods?

Rhodes
10-09-13, 05:29 PM
Yes! I have sh3.exe patched, but no good.

BigWalleye
10-09-13, 07:03 PM
Yes! I have sh3.exe patched, but no good.

Could you expand on that, please. Patched to which version? And how?

We may be able to help you if we have more information.

Rhodes
10-10-13, 05:18 AM
Patched with 4gb patch! :03:
The all story: I had sh3+gwx+mod soup running fine with my previous OP - win xp. I had to format my pc and decided to go to Win 7 (went for XP before just to keep playing SH3 with out trouble). I bought a new copy of the game, taht already comes with out sf, no dvd and 1.4 patched.
I installed the game at my normal silent hunters folder D:\ubisoft. installed gwx, and then my several mods. I got ctd. Then went to enable only one mod at the time to see what were the conflicts. I ask for help here to a few people and with their advice led to my find out that fm_interiors v1.0 or v2.1D enable alone with sh3+gwx gives CTD.
In the academy missions, the game loads up fine, in single and campaign I get CTD. Already explained to me that the game loads more information in single/campaign so that's why in academy I do not get any problem.

BigWalleye
10-10-13, 06:33 AM
Ok, thanks for the information. A couple more questions: What is your hardware configuration? Are you using Commander? Did you install a fresh copy of FM_Interiors from the zipped download? And did you clean out any previously saved games? I am grasping at straws here, because the only obvious explanation would be that your hardware can't handle it. That's a dead end, and I don't want to give up yet.

Txema
10-10-13, 08:57 AM
Hi Rhodes,

How much RAM do you have in your computer?

Rhodes
10-10-13, 08:58 AM
My hardware is capable of handling, since with XP I never had this problem (and had only 3gb of ram).
Funny thing also, when the v1.0 come up, I had my previous PC, with XP and only 1 gb of ram and never had any problem in run it plus several mods.
I have a intel i5, 6gb of ram, win 7 32bit. Yes to all, clean register also after unstalling the game. Delete Sh3 saves, folder,game folder, etc. Yes, I re-download several of my mods, fm_interiors inclued.
Yes, use commander, but not when testing mods.

Txema
10-10-13, 09:10 AM
Windows 7 32 bits could be a problem here....

From the readme of the 4GB patch:

********************************
4GB-Patch (author unknown)
If the 4GB-Patch is activated in the OptionsSelector, then your saved file of SH3.exe will be adjusted to allow better memory usage of up to 4 GBytes of RAM. You must have a 64-bit computer, with a Windows (TM) 64-bit operating system; for example XP (very rare with 64-bits), Vista or Windows 7. Ticking this option serves no purpose, and may actually cause crashes, under these circumstances:
· Your computer holds 1 or fewer GByte of memory.
· Your computer is not a 64-bit computer.
**********************************

In your case of 32 bits operative system, you should disable the 4GB patch...


Txema

Rhodes
10-10-13, 09:17 AM
Yes, but the problem occurs always. I test it with and with out the 4gb patch and the result was the same.

Txema
10-10-13, 09:33 AM
Perhaps to make the fm newinterior mod work in Windows 7 you need the 64 bits version of Windows 7 with the 4GB patch activated... :dead:

BigWalleye
10-10-13, 10:07 AM
Are you running 32-bit or 64-bit Win7? AFAIK, all versions of the 4GB patch are incompatible with 32-bit Win7.

You have Commander installed. Do you have the .cfg files for GWX3 installed also?

Have you ever, ever, EVER activated or deactivated any mod without rolling back Commander? (This is a really bad thing to do, and is guaranteed to cause problems.)

Rhodes
10-10-13, 12:23 PM
Perhaps to make the fm newinterior mod work in Windows 7 you need the 64 bits version of Windows 7 with the 4GB patch activated... :dead:

And the mod worked with XP 32bits? Well, it's microsoft, so...!

Are you running 32-bit or 64-bit Win7? AFAIK, all versions of the 4GB patch are incompatible with 32-bit Win7.

You have Commander installed. Do you have the .cfg files for GWX3 installed also?

Have you ever, ever, EVER activated or deactivated any mod without rolling back Commander? (This is a really bad thing to do, and is guaranteed to cause problems.)

Win 7 32 bits. Incompatible how? The game loads fine and I am running several mods and sh3.exe is patched with 4gb.

Yes, I have. But I only run commander when going play in my careers. What I do is this:
I have sh3+gwx+several mods. A new mod comes up. I roll back commander. I see what the mod creator days about activation etc. I activate the mod. I then go to sh3 by clicking on the sh3, I do not load it thought commander. I see if the game loads fine, go to a single mission, and see if the game loads up fine. If so, I assume the mod is fine, no conflit and etc. Then when I want to play my career, I load the game by sh3 commander.

BigWalleye, normally I do, but I cannot remmember every time and a few times I may not, but that would not explain the conflict since (imo), do to that the last time I installed the game (clean installation)+gwx I went to enable the mod to see if the clean install worked and I didn't had installed commander yet.

desertstriker
10-10-13, 12:59 PM
Win 7 32 bits. Incompatible how? The game loads fine and I am running several mods and sh3.exe is patched with 4gb.

32 bit OS have a self limitation of only reconzizing 4 gigs of RAM where as a 64 bit recognize up to 196 gigs IIRC on window 7

Rhodes
10-10-13, 01:01 PM
32 bit OS have a self limitation of only reconzizing 4 gigs of RAM where as a 64 bit recognize up to 196 gigs IIRC on window 7
I see, so using it or not is the same thing in a 32bit system. The system will not recognize more than 4gb of ram.

BigWalleye
10-10-13, 01:06 PM
OK, we can eliminate the Commander rollback issue. And your approach to installing new mods is irreproachable! I wish I had that much discipline.

However, I do recommend that you not use the 4GB patch in a 32-bit environment. I can hardly say that I know exactly what the 4GB patch does. So I don't know that having it present in a 32-bit machine would or would not cause a problem, what the nature of that problem might be, or under what conditions a problem might show up. I do think it is worthwhile to try running without the patch, if only to eliminate that as a possible cause of your problem.

Rhodes
10-10-13, 01:13 PM
Did it and got the "normal" ctd! :wah: There is a final test I did not yes performed yet. Do again a clean installation and prior to install gwx, enable the mod to see if my gwx files are not corrupt. I did a md5 compare and they are all ok but.
I was hoping that a could fix this with a new installation again!
The strange thing is, only this mod (both versions) are giving me trouble.

desertstriker
10-10-13, 01:19 PM
even crashes with no mods installed?

Rhodes
10-10-13, 01:25 PM
even crashes with no mods installed?

No, it crashed only with fm_interiors. Sorry! Lets see:
Bigwalleye suggested disable the 4gb patch and run the game with fm to see if the problem was or not from that. I did it and got the CTD. SH3+GWX+fm_interiors=ctd here!

desertstriker
10-10-13, 01:35 PM
have you tried running without the interiors?

Rhodes
10-10-13, 01:38 PM
have you tried running without the interiors?
Yes, as I said earlier, I have a problem with fm_interiors and gwx.

desertstriker
10-10-13, 01:41 PM
well this mod is a res hound so you might not be able to run it on anything but a 64 bit OS with the 4 gig patch

Rhodes
10-10-13, 01:45 PM
Yes, but how do explain that I never had that problem before with a 32 bit OS? And only 1gb of ram?
My previous PC had XP and 1gb of ram. I manage to run fm interiors and all other mods with out a problem. When I bought the current PC I had only 3gb of ram and choose XP just to keep playing SH3 and all the mods I like. Never had a problem with fm_int also.

desertstriker
10-10-13, 01:50 PM
weeeeelllllll when the computer runs out of RAM it often goes to the HDD to borrow space. with only a gig of ram before it was enough to run small applications (like word and such) but required bigger programs like SH3 to use the HDD. But with modern OSs you have to tell the computer how much of the HDD to use (default IIRC is only 256mb)

Rhodes
10-10-13, 01:53 PM
I see! :hmmm:
But, I'm also able to run Aces superturms, a mod that I was never able to do so in my old OS. A mod like superturms that is also huge in terms of resolution and ram eater, should also give me problems and it runs fine!

Edit: I went to see and I only have a pagefile for drive c:\. Could this be one cause of the problem. As desertstriker said, I need more ram or a pagefile to run the game with fm_interiors?

desertstriker
10-10-13, 02:14 PM
don't know much about super turms never used the mod. I don't know what else to tell you about FM interiors though.

BigWalleye
10-10-13, 02:32 PM
Well, crud! I'm tapped out! FM_Interiors is a nice mod and adds a lot of flavor. I hope someone else can help you get it working.

Rhodes
10-10-13, 03:03 PM
Well, or I really need a pagefile for drive D: where I have the game to give me more "ram" to run fm or I have gremlins! :03:
Thank you all! :salute::up:

Fubar2Niner
10-11-13, 04:03 AM
Well, or I really need a pagefile for drive D: where I have the game to give me more "ram" to run fm or I have gremlins! :03:
Thank you all! :salute::up:

I really doubt this is a pagefile issue. Two things;

Have you set a pagefile manually? If so how big is it? If not, IIRC, windows will allocate more than enough space as a swapfile. Providing you have enough space on your HDD.

Ok that said, regarding the 4GB patch. This is only of any use on a 64bit system. If you are using 32bit OS you should be using the 3GB switch!!

Examples of which I have posted here,

http://www.subsim.com/radioroom/showpost.php?p=1473354&postcount=6

One more question Windows 7 ships with both 32 and 64 bit flavours, why have you installed the 32 bit OS. Your CPU is quad core and therefore 64-bit.

Don't give up yet :salute:

Best regards.

Fubar2Niner

Rhodes
10-11-13, 05:26 AM
No, the pagefile is manage by the system. I do not like to change things like that to prevent problems.
Well, I didn't do the installation myself. So I need the "3gb patch",:hmmm:. Will read carefully your post. Thanks!:up:

Dronston
10-11-13, 06:04 AM
On a different note: you can use a memory stick and make windows use it as extra RAM.

http://windows.microsoft.com/en-us/windows7/using-memory-in-your-storage-device-to-speed-up-your-computer

desertstriker
10-11-13, 07:37 AM
It will still be slower than RAM but atleast it gives you that extra option but you will still be limited by what your OS can use RAM wise IE 32 bit still restricted to 4 gigs 64 bit W7 192gigs and W8 restricted to 512gigs

http://msdn.microsoft.com/en-us/library/windows/desktop/aa366778%28v=vs.85%29.aspx

Rhodes
10-11-13, 09:39 AM
The big irony is that with xp and it limitions, I was unable to use the 6gb of ram, etc and I was able to run heavy mods. I change to Win 7 (ok it's 32 bits but never care about that, my mistake but, it's me) and thought that: I am going to use all the ram now and if put more, more ram :Kaleun_Salivating: muahahah. And now I have to resort to things that I used on my 386 pc to get more memory. As I did to run the games I want it back then! :woot:

desertstriker
10-11-13, 10:53 AM
*shrug* i will search around my house to see if have a spare activation key that is 64 bit if you would like. the only problem is i am in the USA so even IF i found a spare key I have no idea it would work

Rhodes
10-12-13, 07:23 PM
*shrug* i will search around my house to see if have a spare activation key that is 64 bit if you would like. the only problem is i am in the USA so even IF i found a spare key I have no idea it would work
Thanks, but no need for that! If in the future I have to change my OS by some thing, I'll change it to a 64bit!
To all, a great thank you!:up::salute:

Oleander
10-12-13, 08:10 PM
I'm having an issue when trying to use this with MaGUI Final. I can open and load any of the the naval academy missions or any single mission with both enabled and they work fine. However, if I try to start a career in Konigsburg with a Type Viib I get a ctd. Works fine with the Type IIa in the other Flotillas but if I try to start with the VIIB it crashes. Just so weird that it works in other missions. Any ideas?

peterthegreeksailor
10-30-13, 12:49 AM
Superb work flak! I love the new cozy crew textures!!:Kaleun_Salute::Kaleun_Cheers:
Let's start hunting!!!

yeikov
11-01-13, 08:13 AM
Hi all,

Loving this mod, thanks a lot FM!
To Rhodes and Oleander: I was also having lots of CTDs with this mod when trying to start a career (every single time if starting at Konigsburg). I am using w8 64bit, and it seems I have solved the problem by setting sh3.exe to run:
- in XP SP3 compatibility mode
- as administrator (at least if you have UAC enabled)

Hope this helps you too.
Best regards,
Y.

Dronston
12-01-13, 09:28 AM
I just installed the 2.1D version of the interior mod and now I have no more diesel sounds in interior. Anyone know why?
This is the mod soup I currently use:

GWX3.0 Additional_Ammo
GWX3.0 All_Weather_Guns
SH3 Heroes Music Mod Beta
Waterstream+Exhaust Combi V2.3 for GWX3
M.E.P v4.2
Optional - FSF for MEP v4.2
Merchant_Fleet_Mod_3.2
Type VII Black-White-Grey MK1
Thomsen's Sound Pack V3.2cg
Undersea_Mod_Reworked
FM_NewInterior v2.1D
Update M.E.P v4.2 to v4.3
Hafenkontur_ScapaFlow
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
SH3Speech_GWX
Sh3_volumetric_clouds&fog_V2.2
GWX_Combined_Skin_Pack
Conus' SH3GWXWS 2.3
GWX Large Compass


Edit:it is definitely the D version, did rollback to 2.1 and interior diesel sound is back.

Hankwolf
12-03-13, 08:36 AM
Thank you Flakmonkey, grace à vous je vais pouvoir m'immerger encore plus dans Silent Hunter III en allant à la salle des machines et à la salle des torpilles avant en passant par le carré.
Je vais recommencer une patrouille !

Wodin
12-06-13, 11:01 PM
Does this work OK with GWX?

BigWalleye
12-07-13, 08:00 AM
You might simply download it, unzip, and enable it using JSGME to see if it works. If it doesn't, JSGME will disable it and you can delete it if you choose. No harm, no foul. Faster than posting and waiting for a response.

Dronston
12-07-13, 08:04 AM
Does this work OK with GWX?

Yes it works fine with GWX but, as I mentioned above, when I use the 2.1D version I lose interior diesel sounds. 2.1(so previous version of D) seems not to cause this problem. But it may be due to a combination of mods or their install order, modding SH3 is still a bit tricky.

Make sure you only mod your game when you are in the base, never during a patrol.

ReallyDedPoet
01-19-14, 02:09 PM
Anyone know where I can get Damo's light changes for this? It involves a couple of changes to .dat
files I believe.

brett25
01-19-14, 07:40 PM
Aces did a mod a while back...its called "Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2"

it goes along with FM interiors, looks really nice, it contains

NSS_Uboat7_CR.dat
NSS_Uboat7_CT.dat
NSS_Uboat7_RR.dat

Its a bit complicated, and aces has alot files at plisskens server, but it gets you damos light changes...

if you cant find it and are interested i will put a link to just those modified files up for you

brett:salute:

ReallyDedPoet
01-20-14, 09:14 PM
Aces did a mod a while back...its called "Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2"

it goes along with FM interiors, looks really nice, it contains

NSS_Uboat7_CR.dat
NSS_Uboat7_CT.dat
NSS_Uboat7_RR.dat

Its a bit complicated, and aces has alot files at plisskens server, but it gets you damos light changes...

if you cant find it and are interested i will put a link to just those modified files up for you

brett:salute:


Thanks brett : )

fitzcarraldo
01-20-14, 10:11 PM
Aces superturms are NOT compatible totally with FM interiors v2. For a complete compatibility with superturms you need FM interiors v1 or the full Ccom interiors.

Regards.

Fitzcarraldo :salute:

ReallyDedPoet
01-20-14, 10:23 PM
Aces superturms are NOT compatible totally with FM interiors v2. For a complete compatibility with superturms you need FM interiors v1 or the full Ccom interiors.

Regards.

Fitzcarraldo :salute:

Do you have a link for this mod: Ccom? I had it awhile back but cannot locate it :doh:

Thanks.

rowi58
01-20-14, 10:59 PM
Do you have a link for this mod: Ccom? I had it awhile back but cannot locate it :doh:

Thanks.

Just click on my sig or go to Maik's FTP-server (folder rowi58).

Greetings
rowi58

brett25
01-20-14, 11:12 PM
I stand corrected Fitzcaraldo

in my case its a little bit complicated I admit, Im using CCom, but its only moding the NSS_Uboat7_RR.dat file, so my other two .dat files are using FM interior v1 with the damo light mod and aces superturms...I was mainly suggesting this file because you were asking for damo's light mod and i thought you could copy the settings over to your own files. Other than that im not aware of anyother way of getting damos light settings.

good luck

brett:rock:

fitzcarraldo
01-21-14, 08:08 AM
I stand corrected Fitzcaraldo

in my case its a little bit complicated I admit, Im using CCom, but its only moding the NSS_Uboat7_RR.dat file, so my other two .dat files are using FM interior v1 with the damo light mod and aces superturms...I was mainly suggesting this file because you were asking for damo's light mod and i thought you could copy the settings over to your own files. Other than that im not aware of anyother way of getting damos light settings.

good luck

brett:rock:

There is a post in this thread (or other, I can´t find it), where is explained how to change the values of lights with S3D, and you will obtain Damo´s lights in all boats (Type IX included). There is a post, I´m secure of that!

Regards.

Fitzcarraldo :salute:

ReallyDedPoet
01-21-14, 10:21 AM
Thanks lads :up:

VONHARRIS
01-21-14, 11:18 AM
I decided to give this mod a try , though I am a great IX fan.

It is exellent. I can walk through the Uboot.
Now I am having a parallel type VII career.

Thank you FM.

Hankwolf
01-23-14, 03:20 PM
FM NewInterior V2.0 fonctionne très bien avec des jeux SHIII normaux (j'ai 3 copies qui marchent sur mon ordi) mais je n'arrive pas à le faire fonctionner avec GWX3 Gold ? cela me renvoie chaque fois sur le bureau !

french frog
01-24-14, 10:27 AM
FM NewInterior V2.0 fonctionne très bien avec des jeux SHIII normaux (j'ai 3 copies qui marchent sur mon ordi) mais je n'arrive pas à le faire fonctionner avec GWX3 Gold ? cela me renvoie chaque fois sur le bureau !


tu devrais traduire en anglais c'est un site anglophone utilise Google Traduction

fitzcarraldo
01-24-14, 01:00 PM
NewInteriors v2 works fine with GWX. There are problems with Aces SuperTurms, if you use that mod. Of course, GWX plus NewInteriors v2 use a lot of memory and you need the 4 Gb patch for run the game.


Regards.

Fitzcarraldo :salute: