Log in

View Full Version : German U-Boats Compilation


Pages : 1 [2] 3

Anvar1061
07-31-19, 12:38 PM
I changed up the way the mods were installed and removed the guns compulation, and it all seems to work now!:
I know that a lot of guns "weigh" Mb. But they look much better. You have to sacrifice something.

turbo_fsx
08-05-19, 12:01 PM
Hello folks, new to Subsim. Appreciate I may be a little late to the game but hopefully this forum is still active!

Currently running vanilla steam SH3 with mods installed as follows:

Ahnenerbe WideGui 1920 x 1080 Final
TKSS18 German U-boats compilation
TKSS18 German U-boats compilation 2
FixAllSubGWX
Supplement to V16B1 (JSGME) (4gb patch enabled)

I cannot for the life of me get the sub mods to show up at all, launch career go to a base where type VIIBs are and nothing but the stock subs appear?

Any suggestions? I Unzipped the U-boat compilations as separate files and installed separately using JSGME

Aktungbby
08-05-19, 01:11 PM
turbo_fsx!:Kaleun_Salute:

THEBERBSTER
08-06-19, 05:44 AM
A Warm Welcome To The Subsim Community > turbo_fsx
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

propbeanie
08-06-19, 07:47 AM
Hello folks, new to Subsim. Appreciate I may be a little late to the game but hopefully this forum is still active!

Currently running vanilla steam SH3 with mods installed as follows:

Ahnenerbe WideGui 1920 x 1080 Final
TKSS18 German U-boats compilation
TKSS18 German U-boats compilation 2
FixAllSubGWX
Supplement to V16B1 (JSGME) (4gb patch enabled)

I cannot for the life of me get the sub mods to show up at all, launch career go to a base where type VIIBs are and nothing but the stock subs appear?

Any suggestions? I Unzipped the U-boat compilations as separate files and installed separately using JSGME
Where do you have SH3 installed?

turbo_fsx
08-07-19, 10:22 AM
Where do you have SH3 installed?

Program files (x86) steam

propbeanie
08-07-19, 10:42 AM
Program files (x86) steam
That would be the reason for things not functioning correctly when you attempt to activate a mod. SH3 (and SH4) is an old DirectX v9.0c game, written for Windows XP. When Windows Vista came out, they included the UAC (User Access Control) functionality that "protects" certain "system" folders from alteration by the user and / or other "un-authorized" sources... ahem :roll: - needless to say, since JSGME is an "old" Windows XP program, it is not recognized as an "authorized" source, so Windows will rollback any alterations it makes to your "C:\Program Files (x86) \Steam \SteamAps \common \Silent Hunter III" folder. This NOT to say that JSGME is a bad program, just that it is "old", as is SH3.

The way to avoid having Windows change things on you is to move the game's install folder. This can be difficult to do with the Steam version of the game. Consult the Steam Knowledgebase article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for their recommendations. If you are on a laptop, and only have a "C:\" drive (don't use the back-up partition), then you'll have to move all of your other games, as well as the Steam installation, due to Steam restricting you to one Library folder per Primary Partition on your computer. If you have a 2nd Partition, or a fast external hard drive that you could install the game to, then create a new Library folder there, and put Silent Hunter III there, as per the instructions in that Steam link... Once you get the game out of the "Program Files (x86)" folder, it will take and keep mod activations.

For more info, check MS UAC (https://docs.microsoft.com/en-us/windows/security/identity-protection/user-account-control/how-user-account-control-works). Windows 10 has a further "protection" feature in Windows Protected Folders (WPF), which is a function of Windows Defender, and is not the same thing as UAC - it is actually more restrictive. Just to mention it, but not to recommend it, you can turn UAC off, but that does leave your computer open to potential undesired alteration. :salute:

turbo_fsx
08-07-19, 11:25 AM
That would be the reason for things not functioning correctly when you attempt to activate a mod. SH3 (and SH4) is an old DirectX v9.0c game, written for Windows XP. When Windows Vista came out, they included the UAC (User Access Control) functionality that "protects" certain "system" folders from alteration by the user and / or other "un-authorized" sources... ahem :roll: - needless to say, since JSGME is an "old" Windows XP program, it is not recognized as an "authorized" source, so Windows will rollback any alterations it makes to your "C:\Program Files (x86) \Steam \SteamAps \common \Silent Hunter III" folder. This NOT to say that JSGME is a bad program, just that it is "old", as is SH3.

The way to avoid having Windows change things on you is to move the game's install folder. This can be difficult to do with the Steam version of the game. Consult the Steam Knowledgebase article "Moving a Steam Installation and Games (https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129)" for their recommendations. If you are on a laptop, and only have a "C:\" drive (don't use the back-up partition), then you'll have to move all of your other games, as well as the Steam installation, due to Steam restricting you to one Library folder per Primary Partition on your computer. If you have a 2nd Partition, or a fast external hard drive that you could install the game to, then create a new Library folder there, and put Silent Hunter III there, as per the instructions in that Steam link... Once you get the game out of the "Program Files (x86)" folder, it will take and keep mod activations.

For more info, check MS UAC (https://docs.microsoft.com/en-us/windows/security/identity-protection/user-account-control/how-user-account-control-works). Windows 10 has a further "protection" feature in Windows Protected Folders (WPF), which is a function of Windows Defender, and is not the same thing as UAC - it is actually more restrictive. Just to mention it, but not to recommend it, you can turn UAC off, but that does leave your computer open to potential undesired alteration. :salute:

Thanks, that's strange because some of the other Mods work ok....I guess ultimately buying a standalone version of the game may help for all it costs?

Appreciate the help

propbeanie
08-07-19, 02:50 PM
The Steam version is fine. You just have to use the Steam Start Menu to run things. You can freely copy the game for multiple mod installs, but you have to add them to the Steam Start and go through that. Once you are out of the Program Files folder, then it is almost just like a disk version. The Ubisoft version download I have is very similar to the Steam game in that regard also. Windows won't interfere with mod activations unless there are *.cfg file alterations, or other files that would be interpreted as "system" files. So if the mod only adds new tga image files, or maybe adds to the campaign files, then they will activate at work fine :salute:

YoYo
08-20-19, 03:10 PM
Campaign question. I checked only "TKSS18 German U-Boats Compilation" (so part1) and can't continue the campaign from the last save. CTD after loading a mission. Any idea or sugesstion?

propbeanie
08-20-19, 04:51 PM
If you add a mod, take out a mod, etc. of that type, you generally cannot use old Saves and should start a new career... :salute:

Kumando
08-20-19, 05:21 PM
Any idea how to add the customized side emblems that come with GWX, They dont dont show with this mod?

La vache
08-20-19, 06:11 PM
Any idea how to add the customized side emblems that come with GWX, They dont dont show with this mod?


What's wrong with the emblem?


Not mirrored, fix here.
https://www.subsim.com/radioroom/showthread.php?t=231782&highlight=La+vache

Kumando
08-20-19, 06:51 PM
What's wrong with the emblem?


Not mirrored, fix here.
https://www.subsim.com/radioroom/showthread.php?t=231782&highlight=La+vache

It wont show with this mod.

Anvar1061
08-20-19, 08:17 PM
It wont show with this mod.

Check if you installed everything correctly?

Kumando
08-21-19, 08:16 AM
Check if you installed everything correctly?

I think i did, but my question is, this mod has a personalized skin with side emblems and the german eagle in the front, when you choose a side emblem from the gwx emblem pack, is it supposed to show it or not?

YoYo
08-21-19, 01:33 PM
If you add a mod, take out a mod, etc. of that type, you generally cannot use old Saves and should start a new career... :salute:

Thx. I traied different way. Back to the last auto save from base (not save from patrol) and it works again without CTD! Good for me. :03:

http://i.imgur.com/73sbD3im.jpg (https://imgur.com/73sbD3i) http://i.imgur.com/rg7e2iJm.jpg (https://imgur.com/rg7e2iJ) http://i.imgur.com/wg6OwBgm.jpg (https://imgur.com/wg6OwBg) http://i.imgur.com/JkIjQQ1m.jpg (https://imgur.com/JkIjQQ1)

Btw. I see that in this mod has differents renowal points than GWX. I prefer GWX realism (mutch harder). I need check basic.cfg so.

Anvar1061
08-22-19, 12:58 AM
I think i did, but my question is, this mod has a personalized skin with side emblems and the german eagle in the front, when you choose a side emblem from the gwx emblem pack, is it supposed to show it or not?
Unfortunately, it is the authors ' idea to use personal emblems. I fixed this with s3Ditor as much as possible.

YoYo
08-22-19, 02:14 AM
The question is I need something for this more?
1/ Shift + G or X (with both periscopes up) = I don't see small flags with tonage (I havent WAC 4.1 btw)
2/ Ctrl + Page Up (a.pericope up) need hited twice? The first auto periscope up, next pennants? I use Uboot IID in campaign now but I dont see any pennants even in Kiel dock.
3/ Shift+F (flags) works :up:

http://i.imgur.com/OAkgFIxl.jpg (https://imgur.com/OAkgFIx)

Thank You. Great compilation!
Few screenies:

http://i.imgur.com/MZ6m3KLh.jpg (https://imgur.com/MZ6m3KL)

http://i.imgur.com/8ohLXAUh.jpg (https://imgur.com/8ohLXAU)

http://i.imgur.com/2q3sg4Wm.jpg (https://imgur.com/2q3sg4W) http://i.imgur.com/duf5Ezpm.jpg (https://imgur.com/duf5Ezp)

http://i.imgur.com/eTMPcwKm.jpg (https://imgur.com/eTMPcwK) http://i.imgur.com/wg6OwBgm.jpg (https://imgur.com/wg6OwBg)

http://i.imgur.com/0SpbzpVm.jpg (https://imgur.com/0SpbzpV) http://i.imgur.com/pS82zcUm.jpg (https://imgur.com/pS82zcU)

Rhodes
08-22-19, 08:12 AM
MaGui F should be enable before or after U-Boat compilation?

Anvar1061
08-22-19, 11:13 AM
MaGui F should be enable before or after U-Boat compilation?

GUI changes cameras. dat and 2d menu images, but does not affect u-boat models and their interiors. That doesn't matter.

Rhodes
08-22-19, 12:46 PM
Thank you Anvar:salute:

Rhodes
08-28-19, 10:00 AM
Finally manage to try this mod, apparently it is working fine, but only tried in single missions, to see if there was CTD or not.


Does the obs periscope in type II is always up or is it some error do my mod soup? Type IX interior, is there new compartments or it just the classic ones from stock?

And in type VII (at least C - I experimented in Barham mission) I have all the compartments but going in free camera mod, to each torpedo rooms, I got "camera out of sectors". Again, normal or soup mod?





My mod lists, to see if any one can be conflicting with U- boat compilation.
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default)
SH-5 Water for SH-3 Bigger Sun v2
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - No Medals on Crew
Conus' Historically Accurate U-boat Emblems 1.2
Lutzow's Officers - SET6
LifeBoats&Debris_v4
BritishAsdicMkIFinal
GWX_DFa-Flag&Pens_2010
FM30_UpDown_GWX__
Torpedo damage Final ver2.0
Wooden_Lifeboats_Mod_1.1
DasBootSehrohr
Real Depth Charge
Q Ship mod GWX3.0
OLC's Modified Searchlight Beams for GWX3
TDW's Ship Plane Fire Damage_v1.4
Foam
TKSS18 German U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
Sh3_volumetric_clouds&fog_V2.2
Evan82's Uniforms II
Conning Tower open Hatch TestFMfood
MaGui F
MaGui F FIX for GWX3 v3- 2017
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
Type VII salvo selector
CT_FM_NI_Fix_for_MaGui F
O2-Gauges v2
Charts addon 1.4 NYGM_IABLnew
Optional - Charts Addon 1.4 GWX_MFM ships
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1

Anvar1061
08-28-19, 11:37 AM
TKSS18 German U-Boats Compilation has its own compartments. You do not need to install Conning Tower open Hatch TestFMfood who rewrites them. You can try mod HanSolo78
Type II, VII & IX Full Interior: https://www.mediafire.com/file/jlrdsd6c6js4z1d/WAC5.0_Full_Interior.7z
And by the way
https://www.subsim.com/radioroom/showpost.php?p=2621204&postcount=29

Rhodes
08-28-19, 06:14 PM
Thank you, will remove Conning Tower open Hatch. I did enable it since I got accustom to look up and seeing it open, always like that feature.
Also, didn't knew I could enable the WAC full interior mod with GWX and other mods soups.

Grand Admiral Donuts
01-03-20, 06:29 AM
Hi, I’ve just recently got back into submarine gaming and I’ve never modded a game before in my life. I’ve got JGSME and SH3 Commander working, but somehow the skins from the German U-boats compilation mod aren’t being added to the game.
Any helpful input will be most appreciated, thx!

THEBERBSTER
01-03-20, 10:45 AM
A Warm Welcome To The Subsim Community > Grand Admiral Donuts
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Highly Recommended
Dark Waters Mega Mod By Fifi:salute: (https://www.subsim.com/radioroom/showpost.php?p=2640021&postcount=1)
German <> Allied WWII Campaigns

https://i.goopics.net/oyR4J.jpeg

Aktungbby
01-03-20, 10:56 AM
Grand Admiral Dönuts!:Kaleun_Salute:

Grand Admiral Donuts
01-03-20, 07:32 PM
Thx for the help & the warm welcome guys, I appreciate it!
I look forward to enjoying this website with my fellow submarine enthusiasts!

Baskanos
01-08-20, 03:57 PM
Hello. I'm trying to install this mod as I like the eye candy of it, only I'm getting an error when I unpack one of the .rar files. When I unpack 'part two' I'm getting a data error in \data\Libarary\flag.dat


I've no idea what this means or how to work around it. Google didn't help.

propbeanie
01-08-20, 04:03 PM
Do you have all of the parts in one folder by themselves? They "link" together during the unpack.

Baskanos
01-08-20, 04:07 PM
yeah, they are both being unpacked into 'mods'.

propbeanie
01-08-20, 11:55 PM
Using the files on Page 1, there is an error showing on the flag.dat in the Pt2 file. You could try to download it from s7rikeback's Mod Collection (https://www.mediafire.com/folder/1637p1s855ukz/Silent_Hunter_Mod_Collection#tjelo2wh1716c), where there are four parts in 7z format, so you might need 7zip (https://www.7-zip.org) :salute:

Baskanos
01-09-20, 10:48 AM
Cheers, I'll give that a go see if I have any luck :):Kaleun_Salute:

Baskanos
01-10-20, 01:08 PM
Ok, not sure if I'm doing something wrong, or if it's 'clashing' with other mods i've got installed but the game crashes out to desktop when I try loading the game with this mod active. Anyone else have this issue and how did you work around it?

Anvar1061
01-10-20, 02:16 PM
Ok, not sure if I'm doing something wrong

I understand your impatience, but read other messages besides #1. I recommend installing a 4 Gb Patch
https://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Install first FixAllSubGWX
Then read these instructions:
https://www.subsim.com/radioroom/showpost.php?p=2549257&postcount=155
https://www.subsim.com/radioroom/showpost.php?p=2563245&postcount=161
https://www.subsim.com/radioroom/showpost.php?p=2623718&postcount=267
And only then install TKSS18 German U-Boats Compilation
You may need to be Reworked guns & Radars.
Or even Type VIIA https://www.subsim.com/radioroom/showpost.php?p=2611849&postcount=234

Fifi
02-16-20, 10:04 AM
This would be awesome if adapted to last version of Ccom12! :D
Unfortunately it CTD at career start, so must be files conflicting somewhere...
Don’t really have time to do it myself, but if other modders could look at it, it will be more than welcome :salute:

KUBO
02-27-20, 04:25 PM
Hello, I have one question. How to make snorkel working? Entire Uboat Compilation works fine for me just snorkel still looks like vanilla. It is not connected to the pipe on conning tower. What can I do with it? :hmmm:

Aktungbby
02-27-20, 05:23 PM
KUBO!:Kaleun_Salute: I see your vanilla schnorkel forced you to the surface after a silent run since 2014...the infamous seven year:subsim: itch struck again!:Kaleun_Salivating:

THEBERBSTER
02-27-20, 06:25 PM
A Warm Welcome Back To The Subsim Community > KUBO
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Abir
03-02-20, 02:07 AM
Tomorrow I will try these. Many thanks!

Fitzcarraldo :salute:

Did that worked???

xX-Navis-Xx
04-01-20, 08:26 AM
Hi Guys,

I have a problem with the type VIIC.

My tower emblem is not shown, but these gray squares.:doh:


Can someone help me there?
https://s19.directupload.net/images/200401/temp/lpob79eh.jpg (https://www.directupload.net/file/d/5776/lpob79eh_jpg.htm)


By the way this is a really nice mod! Perfect work!:up:

This is what my modlist currently looks like (I play with GWX):
https://s19.directupload.net/images/200401/2kr4jguy.jpg


Thank you!:ping:

Fubar2Niner
04-01-20, 08:34 AM
Hi Guys,

I have a problem with the type VIIC.

My tower emblem is not shown, but these gray squares.:doh:


Can someone help me there?
https://s19.directupload.net/images/200401/temp/lpob79eh.jpg (https://www.directupload.net/file/d/5776/lpob79eh_jpg.htm)


By the way this is a really nice mod! Perfect work!:up:

This is what my modlist currently looks like (I play with GWX):
https://s19.directupload.net/images/200401/2kr4jguy.jpg


Thank you!:ping:

First up I think FixAllSubGwx should be after you u-boat mod, tho the guns fix may also do the same, sorry mate, been awhile. not sure about the remove eagle mod?

xX-Navis-Xx
04-01-20, 12:27 PM
Thanks for the fast answer!:)
I changed the order several times, but it makes no difference.
"No eagle" means that the Reichsadler on the front of the tower is removed in this version.

FUBAR295
04-01-20, 12:39 PM
I had a similar issue and fixed it this way :

TKSS18 German U-Boats Compilation I
TKSS18 German U-Boats Compilation II
TKSS18 German U-Boats Compilation III
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)

When I placed the Wise German U-boat mod I was able to utilize my own tower emblem with no problem.

The TKSSI8 files have some of the emblems set up in place within the dat file already and it appears to interfere with the using another emblem in its place. Mind you, I am not very good with dat files and any changes I tried to make did not work. Anyway, the Wise file did the trick.

Good hunting,
FUBAR295

Anvar1061
04-01-20, 12:54 PM
Hi Guys,

I have a problem with the type VIIC.

My tower emblem is not shown, but these gray squares.:doh:


Can someone help me there?
https://s19.directupload.net/images/200401/temp/lpob79eh.jpg (https://www.directupload.net/file/d/5776/lpob79eh_jpg.htm)


By the way this is a really nice mod! Perfect work!:up:

This is what my modlist currently looks like (I play with GWX):
https://s19.directupload.net/images/200401/2kr4jguy.jpg


Thank you!:ping:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
If you look at the Nod emblems. you will see the lack of texture <empty>
https://sun1-99.userapi.com/BPMAu7sGyHC2ffZVwn5xhAsm-Sdzq2H-s5qOpA/FqfSMVPqEqA.jpg

divemonkie
04-01-20, 10:00 PM
I had a similar issue and fixed it this way :

TKSS18 German U-Boats Compilation I
TKSS18 German U-Boats Compilation II
TKSS18 German U-Boats Compilation III
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)

When I placed the Wise German U-boat mod I was able to utilize my own tower emblem with no problem.

The TKSSI8 files have some of the emblems set up in place within the dat file already and it appears to interfere with the using another emblem in its place. Mind you, I am not very good with dat files and any changes I tried to make did not work. Anyway, the Wise file did the trick.

Good hunting,
FUBAR295

Having the same issues. where can I find TKSS18 German U-Boat Compilation III? and Only WISE VIIB & VIIC ?

FUBAR295
04-01-20, 10:29 PM
Having the same issues. where can I find TKSS18 German U-Boat Compilation III? and Only WISE VIIB & VIIC ?

There is no TKSS18 German U-Boat Compilation III, as that is, I had to make up in order to load the mod into my system. For what ever reason I could not get the mod to load as is and had to break it up into three sections.

I had to go through some gyrations in order to load this mod. The models look great, however, I was not real impressed/disappointed with the pirate flags and over sized pennant on the bridge on the VIIC. I also had issues getting the boat emblem on the turm.

Here is the Wise file :

http://www.mediafire.com/file/nk8i8a8dp33edcl/German_U-Boats_Compilation_2_%2528only_VIIB_%2526_VIIC_mode ls_by_WISE%2529.7z/file

Good hunting
FUBAR295

divemonkie
04-01-20, 11:24 PM
There is no TKSS18 German U-Boat Compilation III, as that is, I had to make up in order to load the mod into my system. For what ever reason I could not get the mod to load as is and had to break it up into three sections.

I had to go through some gyrations in order to load this mod. The models look great, however, I was not real impressed/disappointed with the pirate flags and over sized pennant on the bridge on the VIIC. I also had issues getting the boat emblem on the turm.

Here is the Wise file :

http://www.mediafire.com/file/nk8i8a8dp33edcl/German_U-Boats_Compilation_2_%2528only_VIIB_%2526_VIIC_mode ls_by_WISE%2529.7z/file

Good hunting
FUBAR295

Thanks Fubar.
Id found a link to it couple pages back. also found _GUCwise_emblem_fix which seems to have fixed No Eagles grey patches. I was going to post a link to it here but damned if I didn't lose it :hmmm: I'll keep digging around, I know its here I just DL it like 10 min ago...getting slow :oops:

xX-Navis-Xx
04-02-20, 05:08 AM
Many thanks for your help guys!:subsim:
Now it works fine! I use for the early version of VIIC "German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)" and for the later version the "TKSS18 German U-Boats Compilation" like FUBAR295 said.:ping:


Bes wishes!:Kaleun_Salute:

divemonkie
04-03-20, 12:16 PM
Hey,

I love using your mod and there is nothing nicer than raiding the English coast with a pirate flag.

Unfortunately the mod seems to cause some issues for me:

1) The watch crew on my VIIB is blind. Although they are qualified, they sometimes don't even spot destroyers 2000m from me that shoot at me. When I turn the mod off, this issue is not there.

2) For some reason, when the mod is on weather is either no wind at all or strongest wind and rain. There is no inbetween.

My modlist is

GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
Supplement to V16B1 (JSGME)
GWX - No Medals on Crew
Thomsen'S Sound Pack V3.2cg
LifeBoats&Debris_v4
TKSS18 German U-Boats Compilation
New U-Boat Guns Fixed Reworked
FixAllSubGWX
Pascal_Port_people
OLC'S Modified Searchlight Beams for GWX


I hope you've heard of someone with a similar problem, because I really like the mod and hate to turn it off.

Yep, Same here. I could drop a Tanker in thier lap and they'd never see it.
I saw a post about this some had a fix sinsors .dat I think. but once agian I cant find the post :/\\!!



Dave's GWX 3 Combi 4 Mods V6
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 1
WB's USAM v69.61.1 Part 2
WB's USAM 2 Rubini's GWX 3 rocket fix
WB's USAM 1b GWX Campaign
Flat Sun Fix for GWX3
LifeBoats&Debris_v4
Rbs_SH4_effects_204f1
grey leathercrew skins
TKSS18 German U-Boats Compilation No Eagle
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German U-Boats Compilation FuMO_Fix_SNS
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
WAC MaGui for GWXv3 - 1360x768

Fifi
04-03-20, 12:30 PM
Yep, Same here. I could drop a Tanker in thier lap and they'd never see it.
I saw a post about this some had a fix sinsors .dat I think. but once agian I cant find the post :/\\!!



Dave's GWX 3 Combi 4 Mods V6
WAC4.1 SubPen_animated_18.02.2010
WB's USAM v69.61.1 Part 1
WB's USAM v69.61.1 Part 2
WB's USAM 2 Rubini's GWX 3 rocket fix
WB's USAM 1b GWX Campaign
Flat Sun Fix for GWX3
LifeBoats&Debris_v4
Rbs_SH4_effects_204f1
grey leathercrew skins
TKSS18 German U-Boats Compilation No Eagle
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German U-Boats Compilation FuMO_Fix_SNS
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
WAC MaGui for GWXv3 - 1360x768

Guys, again you have to adjust your last sensor.dat activated (should be the one in German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) to the GWX values! That’s why your crew is blind!

That’s very easy: deactivate all mods, open with S3D the sensor.dat of the mod, find the visual node, open it and put same values as GWX (to find GWX values, open data/library/sensors when all mods are deactivated)
Save and reactivate all mods ——> done :yep:

FUBAR295
04-03-20, 01:47 PM
You can check this thread also :

https://www.subsim.com/radioroom/showthread.php?t=241082

Good hunting,
FUBAR295

divemonkie
04-03-20, 02:14 PM
Guys, again you have to adjust your last sensor.dat activated (should be the one in German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) to the GWX values! That’s why your crew is blind!

That’s very easy: deactivate all mods, open with S3D the sensor.dat of the mod, find the visual node, open it and put same values as GWX (to find GWX values, open data/library/sensors when all mods are deactivated)
Save and reactivate all mods ——> done :yep:

I CAN SEE!
Leaving the lens caps on like that.! :doh:


Thanks again... :Kaleun_Salute:

Kpt. Lehmann
04-03-20, 02:49 PM
Gentlemen, for confirmation it is absolutely important that you listen to what Captain Fifi is saying about the sensors.dat file.

Kpt. Lehmann
04-03-20, 02:53 PM
Also! If you are having to enter GWX values relating to visual sensors, I'm willing to wager a million dollars (figuratively) that other elements such as hydrophone, RWR, and sonar values etc... must also be corrected to GWX values. You'll need to visit those as well and correct them to match, line by line. (This should actually be done for the entire file, comparing EVERY line, using S3D, to make it compatible with GWX.)

Just because something functions, doesn't mean that it is 'compatible.'

Fifi
04-03-20, 03:35 PM
Absolutely, as Kpt Lehmann said, not only visual but radar, hydro, sonar, FUMO etc have to be checked! Some values are same as GWX, but not all of them...just open all nodes and compare sensor values :yep:

Jeff-Groves
04-03-20, 03:59 PM
The definition of compatibility means how well two things work or go together.

Now if one changes the basics of a given Mod to make a New Mod work?
That is not compatibility!!

It is in fact the creator of the New Mods vision and over rides the true intent of base Mod.
If you re-work all the damage zones for a Mega Mod? You are NOT compatible.
You have just usurped that Mega Mod for your vision.

propbeanie
04-03-20, 05:36 PM
Do we happen to know of someone who could possibly write a script to at least scan the two dat files for a comparison that would be better than using 60+ y.o. human eyes?... may-haps?... :yeah:

John Pancoast
04-03-20, 05:41 PM
I don't use this mod (did at one time) but why not just put the GWX sensors.dat file into one's install of it if that (GWX values) is what one wants ?


Seems like most of the values would have to manually changed anyway and that = real pain in the arse.

divemonkie
04-03-20, 05:41 PM
Absolutely, as Kpt Lehmann said, not only visual but radar, hydro, sonar, FUMO etc have to be checked! Some values are same as GWX, but not all of them...just open all nodes and compare sensor values :yep:

you couldn't just let me be happy for five min could you :k_confused:

So far..the one short patrol I've run is working. Havent checked all the values yet but I'll sit down tonight and compare em.

These boats are worth it. I know I could run WAC but cant get past the black terrain and rainbow uniforms I get when coming out of TL. The load times are pretty bad for me as well, my time to play is limited.

Thanks again everyone for making all this cool stuff and taking the time to explain it.

:Kaleun_Cheers:

Jeff-Groves
04-03-20, 05:44 PM
Do we happen to know of someone who could possibly write a script to at least scan the two dat files for a comparison that would be better than using 60+ y.o. human eyes?... may-haps?... :yeah:

I may know someone.
:hmmm:

divemonkie
04-03-20, 05:45 PM
I don't use this mod (did at one time) but why not just put the GWX sensors.dat file into one's install of it if that (GWX values) is what one wants ?

I'd thought about that but problem is it might beak other parts on the boat itself.

I'm betting theirs some other things in those sensor.dat files exclusive to them

John Pancoast
04-03-20, 05:50 PM
I'd thought about that but problem is it might beak other parts on the boat itself.

I'm betting theirs some other things in those sensor.dat files exclusive to them




It's got other things yes, but chances are most of the stuff would have to be changed too.


Kpt. listed many of them above.

Fifi
04-04-20, 12:36 AM
I don't use this mod (did at one time) but why not just put the GWX sensors.dat file into one's install of it if that (GWX values) is what one wants ?


Seems like most of the values would have to manually changed anyway and that = real pain in the arse.

If you want to take GWX sensors.dat for German U-Boat Compilation, you will have to make sure each node have the same ID number… otherwise it will not be recognized and certainly not work.… and make sure of same total nodes numbers and eventually same nodes materials …
No, easiest way is to put back GWX values in German U-Boat Compilation sensor.dat!
Just copy/paste isn’t that hard!

John Pancoast
04-04-20, 03:59 AM
If you want to take GWX sensors.dat for German U-Boat Compilation, you will have to make sure each node have the same ID number… otherwise it will not be recognized and certainly not work.… and make sure of same total nodes numbers and eventually same nodes materials …
No, easiest way is to put back GWX values in German U-Boat Compilation sensor.dat!
Just copy/paste isn’t that hard!

Thanks, but just a rhetorical question on my part. I have no desire to run the mod.

Fifi
04-04-20, 04:28 AM
Well, on other hand that’s a shame because it’s adding a fantastic looking to GWX :yep:

If you want, i can upload to Mediafire the new sensor.dat adapted for GWX if you need it.

Fubar2Niner
04-04-20, 04:39 AM
@fifi

If you wouldn't mind extending that offer mate. I'll take it :salute:

Many thanks in advance.

Fubar

hauangua
04-04-20, 05:52 AM
@fifi

If you wouldn't mind extending that offer mate. I'll take it :salute:

Many thanks in advance.

Fubar
@fifi
+1 :)

Fifi
04-04-20, 06:05 AM
Ok, here it is: http://www.mediafire.com/file/9k00yzdwyopprof/GermanUboatCompilation_Sensors_for_GWX.7z/file

For use with:
FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)

Activate on top of all :up:

Fubar2Niner
04-04-20, 06:19 AM
@fifi

Many thanks shipmate:up:

Now to try learn how to do this myself ;)

Best regards.

Fubar

hauangua
04-04-20, 06:23 AM
Ok, here it is: http://www.mediafire.com/file/9k00yzdwyopprof/GermanUboatCompilation_Sensors_for_GWX.7z/file

For use with:
FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)

Activate on top of all :up:
Thanks fifi :saluto:

Fifi
04-04-20, 06:49 AM
If you are using the German U Boat FUMO fix SNS, here is a new one with GWX values : http://www.mediafire.com/file/vyt3ubvn07aw71b/German_UBC_FuMO_Fix_SNS_GWX.7z/file

Just because this fix use also a sensor.dat file...now it is adjusted for GWX.

Activate last as this order:
FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German UBC_FuMO_Fix_SNS_GWX

:Kaleun_Salute:

Fubar2Niner
04-04-20, 07:11 AM
@ Fifi

Thank you again mate :Kaleun_Salute:

Regards.

Fubar

John Pancoast
04-04-20, 07:52 AM
Well, on other hand that’s a shame because it’s adding a fantastic looking to GWX :yep:

If you want, i can upload to Mediafire the new sensor.dat adapted for GWX if you need it.

I know I had it installed at one time. But I don't really care about walking the length of the boat (did it a few times, then didn't see the need anymore) or other parts of the mod.
I just use Diving Duck's mod to get the same command room affect as this mod and that works for me.

Fifi
04-04-20, 08:13 AM
But I don't really care about walking the length of the boat (did it a few times, then didn't see the need anymore) or other parts of the mod.
.

don’t understand what you mean by walking the length of the boat :06:

Jimbuna
04-04-20, 08:20 AM
Do we happen to know of someone who could possibly write a script to at least scan the two dat files for a comparison that would be better than using 60+ y.o. human eyes?... may-haps?... :yeah:

Over the years I used to use WinMerge.

propbeanie
04-04-20, 08:27 AM
WinMerge is excellent for text files JimBuna, but I'm afraid to use it on binary files since I cannot translate the differences.

@ Fifi: John Pancoast just means stepping through each node and comparing it to the corresponding node in the other file.
:salute:

divemonkie
04-04-20, 08:52 AM
If you are using the German U Boat FUMO fix SNS, here is a new one with GWX values : http://www.mediafire.com/file/vyt3ubvn07aw71b/German_UBC_FuMO_Fix_SNS_GWX.7z/file

Just because this fix use also a sensor.dat file...now it is adjusted for GWX.

Activate last as this order:
FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German UBC_FuMO_Fix_SNS_GWX

:Kaleun_Salute:

now you've gone and made me happy again.
Thanks Fifi I'm gonna go re-stack and SEE if I cant sink something.

these boats make SHIII and GWX look amazing.

John Pancoast
04-04-20, 09:01 AM
don’t understand what you mean by walking the length of the boat :06:

If I recall you can open the command room hatches and walk the length of the boat in the TSS mods via the shift-f2 key (is that right anyone, can't remember which) and arrow keys.
Like Flakmonkey's work.

Fifi
04-04-20, 09:40 AM
now you've gone and made me happy again.
Thanks Fifi I'm gonna go re-stack and SEE if I cant sink something.

these boats make SHIII and GWX look amazing.

You’re welcome mate!

If I recall you can open the command room hatches and walk the length of the boat in the TSS mods via the shift-f2 key (is that right anyone, can't remember which) and arrow keys.
Like Flakmonkey's work.

Yes of course you can do that, but the main interest of German UBC is the new U-Boat models, their look is night and day vs before...
Polygones and textures are just amazing. It brings SH3 U-Boats to the SH5 level, with of course more U-Boats types than SH5.
Only the type II interior gauges are not good for me, and i replaced them by the ones from LSH3.
I just couldn’t play GWX anymore without the German U-Boat Compilation.
A shame it’s not available for LSH3 and Ccom12...well, it could be done but would require many month work :yep:

John Pancoast
04-04-20, 10:03 AM
You’re welcome mate!



Yes of course you can do that, but the main interest of German UBC is the new U-Boat models, their look is night and day vs before...
Polygones and textures are just amazing. It brings SH3 U-Boats to the SH5 level, with of course more U-Boats types than SH5.
Only the type II interior gauges are not good for me, and i replaced them by the ones from LSH3.
I just couldn’t play GWX anymore without the German U-Boat Compilation.
A shame it’s not available for LSH3 and Ccom12...well, it could be done but would require many month work :yep:

Ah, if you mean the external sub views I don't use that much either. What can I say; I still think AOD graphics are fine. :D

Hell, I don't even have a cell phone !

Fifi
04-04-20, 10:40 AM
:) i agree for external view (except for nice screen shots) but when staying on conning tower deck, it’s an other world too :yep:
Anyway, principal is to get fun no matter what! :D

Jimbuna
04-04-20, 11:41 AM
WinMerge is excellent for text files JimBuna, but I'm afraid to use it on binary files since I cannot translate the differences.



My apologies I slightly misread your post as text and not dat.

propbeanie
04-04-20, 11:55 AM
Apology not necessary, good sir! I do appreciate that though, and I completely understand the "slightly misread", only I usually do a "fully misread". :salute:

Jimbuna
04-04-20, 12:17 PM
:up:

Fifi
04-04-20, 01:45 PM
Thinking about it, i think there are also others parameters to adjust back to GWX values...because many files involved in this German Compilation mod overwrite GWX ones...have to look closer.
If successful, i may release a complete mod compiling all this, so people would have only one mod fully GWX compatible instead of 5...hence avoiding order list errors.
:Kaleun_Salute:

Kpt. Lehmann
04-04-20, 03:32 PM
Sorry for my apparent laziness here. I'm actually multi-tasking sort of badly at the moment lol.


Could I ask a favor, that someone post here, the exact order to install all the related files for GWX, to get the whole shabang in the right order and functioning? (Including the AI subs?)


I need to see the whole lot put together so I can eventually find ALL of the exact compatibility issues for GWX users. For all my reading on the matter, it doesn't seem quite clear to me.

Fifi
04-04-20, 04:01 PM
Sorry for my apparent laziness here. I'm actually multi-tasking sort of badly at the moment lol.


Could I ask a favor, that someone post here, the exact order to install all the related files for GWX, to get the whole shabang in the right order and functioning? (Including the AI subs?)


I need to see the whole lot put together so I can eventually find ALL of the exact compatibility issues for GWX users. For all my reading on the matter, it doesn't seem quite clear to me.

I have the all gang activated like this:

FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German UBC_FuMO_Fix_SNS_GWX

The last one beeing adjusted by me with GWX values (sensor.dat)
Original name was German U-Boats Compilation FuMO_Fix_SNS
The FixAllSubGWX can be in whatever place as nothing overwrite it...

:Kaleun_Salute:

Anvar1061
04-04-20, 04:27 PM
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)


I hope you know that this project has not yet been completed. I would not recommend combining it with the previous ones.

Kpt. Lehmann
04-04-20, 07:01 PM
I have the all gang activated like this:

FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German UBC_FuMO_Fix_SNS_GWX

The last one beeing adjusted by me with GWX values (sensor.dat)
Original name was German U-Boats Compilation FuMO_Fix_SNS
The FixAllSubGWX can be in whatever place as nothing overwrite it...

:Kaleun_Salute:


Fifi, you are awesome, shipmate! You are the best. Thank you, thank you, thank you.
:Kaleun_Salute:

divemonkie
04-04-20, 07:41 PM
Thinking about it, i think there are also others parameters to adjust back to GWX values...because many files involved in this German Compilation mod overwrite GWX ones...have to look closer.
If successful, i may release a complete mod compiling all this, so people would have only one mod fully GWX compatible instead of 5...hence avoiding order list errors.
:Kaleun_Salute:

That would be fantastic!
Its not just stacking in the wrong order that becomes a problem, I'm still finding bits and peaces here and there. many dl links have gone dark making me trouble someone for an active link...for example. Whats this water stream file you speak of? :oops: another one I missed but didn't even know I was missing it till I saw it in your stack.

I couldn't think of playing SHIII without these models. they really do make this game that much better.

I hope your successful. :Kaleun_Cheers:

Fifi
04-05-20, 12:46 AM
I hope you know that this project has not yet been completed. I would not recommend combining it with the previous ones.

Yes I’ve heard about it’s not finished, the VIIC has only one turm (the first one) but VIIB seems finished to me with the turm 1 & 2...
I’ve played career with the above mods activated and so far all seems fine, but have not pass the VIIC turm 1 yet.
I suppose when time comes, game should switch to TKSS18 German U-Boat Compilation 2 VIIC (turm 2 and 3)?
In other words, we should start with VIIC turm 1 of German U-Boats Compilation 2 (only VIIB & VIIC models by WISE), then be back with VIIC turm 2 & 3 of TKSS18 German U-Boats Compilation 1 & 2, but keeping the hull of last mod :06:
Anyway, until 1941, no problem encountered so far, but not tested after.

Fifi
04-05-20, 02:10 AM
Ok, after testing, this config list doesn’t work for VIIC along the war —->CTD.
But it works for VIIB (because i think this model is finished)
Deleting all files related to VIIC in the German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) avoid CTD :yep:

So the list order above seems to run fine, but ONLY if deleting VIIC files in German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)

Still investigating :)

Anvar1061
04-05-20, 02:22 AM
VIIc no Turms 3, 4. I have Turm 2. you can check in SP. But the idea is correct.

Fubar2Niner
04-05-20, 07:46 AM
I have the all gang activated like this:

FixAllSubGWX
TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
U-Boat Compilation Waterstream Fix
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
German UBC_FuMO_Fix_SNS_GWX

The last one beeing adjusted by me with GWX values (sensor.dat)
Original name was German U-Boats Compilation FuMO_Fix_SNS
The FixAllSubGWX can be in whatever place as nothing overwrite it...

:Kaleun_Salute:

@Fifi

Could you please post a link for 'U-Boat Compilation Waterstream Fix'.
I can't find it anywhere :up:

Best regards.

Fubar

Fifi
04-05-20, 08:09 AM
@Fifi

Could you please post a link for 'U-Boat Compilation Waterstream Fix'.
I can't find it anywhere :up:

Best regards.

Fubar

:Kaleun_Wink: https://www.subsim.com/radioroom/showpost.php?p=2475179&postcount=33

FUBAR295
04-05-20, 08:11 AM
@Fifi

Could you please post a link for 'U-Boat Compilation Waterstream Fix'.
I can't find it anywhere :up:

Best regards.

Fubar

Try this ...

http://www.mediafire.com/file/p32m372vv8ba56d/U-Boat_Compilation_Waterstream_Fix.7z/file

Good hunting,
FUBAR295

Fubar2Niner
04-05-20, 08:21 AM
Thanks chaps, after I found the authors name I got the file off Maiks server :up:

@Fifi curiously Izgud has also made a sensors.dat fix for GWX. Not sure if it differs from yours mate. Just a FYI :salute:

Best regards.

Fubar2Niner

Fifi
04-05-20, 08:28 AM
Thanks chaps, after I found the authors name I got the file off Maiks server :up:

@Fifi curiously Izgud has also made a sensors.dat fix for GWX. Not sure if it differs from yours mate. Just a FYI :salute:

Best regards.

Fubar2Niner

Probably no difference as he took also back GWX values :yep:
But the link provided by Fubar is not same mod as mine...!
It contains 2 new hulls i don’t have :doh:

Fubar2Niner
04-05-20, 08:33 AM
Thanks for the heads up mate :salute:

FUBAR295
04-05-20, 09:01 AM
Probably no difference as he took also back GWX values :yep:
But the link provided by Fubar is not same mod as mine...!
It contains 2 new hulls i don’t have :doh:

Fifi,

Found the mod in S7rickeback collection of mods.

Glad it was of some use.

Good hunting,
FUBAR295

Fifi
04-05-20, 12:14 PM
If you want nice flags for GWX everywhere like in WAC5.2:
http://www.mediafire.com/file/vdktwwabb77da86/Flags_German_UBoat_Compilation_GWX.7z/file

to be activated last in this order:

TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
U-Boat Compilation Waterstream Fix
German UBC_FuMO_Fix_SNS_GWX
Flags_German_UBoat_Compilation_GWX

Do not activate German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) unless you want to play ONLY a VIIB career!
Otherwise it would certainly CTD at some time because as said Anvart, it is not finished...

FUBAR295
04-05-20, 01:02 PM
If you want nice flags for GWX everywhere like in WAC5.2:
http://www.mediafire.com/file/vdktwwabb77da86/Flags_German_UBoat_Compilation_GWX.7z/file

to be activated last in this order:

TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
U-Boat Compilation Waterstream Fix
German UBC_FuMO_Fix_SNS_GWX
Flags_German_UBoat_Compilation_GWX

Do not activate German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) unless you want to play ONLY a VIIB career!
Otherwise it would certainly CTD at some time because as said Anvart, it is not finished...

Thank you... have just dl'd it. Have my GWX Kapitan in port, good time to try it out.

Thank you,
FUBAR295

3catcircus
04-05-20, 01:57 PM
So - I'm a bit confused about what all mods I may need to have installed to use this corectly with Wise's Type VII mod in GWX3.


My mod list as follows:


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
ARB WideGui 1920x1080
Color Dials with Dark Compass
Adaptation for English & Deutsch
ARB WideGUI 1920 x 1080 v0.3.1 HotFix
MFM-Improved
MFM v3.3 Silhouettes by Izgud
Ship Names
S3H-H.sie-Patch-V16B1
MFM-v3-US+UK_Skins19390901


What additional mods for TKSS18 German U-Boats Compilation do I need if I want to use all types (II, VII, IX, XXI)? I've seen mention of a type IX sensors fix, and I've seen mention of several mods from Anvart and Ahnenerbe, as well as Izgud, in regards to GWX - I'm unsure of what all additional mods I would need other than the ones listed above in bold?


Also - I can't recall if my mod list for TKSS18 mod included both Part 1 and Part 2 - I assume it did, but uncertain what the impact is if I only downloaded and activated Part 1 with the "no eagle" mod. I've been able to run campaigns with type ii, vii, and ix boats without any issues so far.

divemonkie
04-05-20, 03:58 PM
If you want nice flags for GWX everywhere like in WAC5.2:
http://www.mediafire.com/file/vdktwwabb77da86/Flags_German_UBoat_Compilation_GWX.7z/file

to be activated last in this order:

TKSS18 German U-Boats Compilation 1
TKSS18 German U-Boats Compilation 2
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
U-Boat Compilation Waterstream Fix
German UBC_FuMO_Fix_SNS_GWX
Flags_German_UBoat_Compilation_GWX

Do not activate German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) unless you want to play ONLY a VIIB career!
Otherwise it would certainly CTD at some time because as said Anvart, it is not finished...

may your cape never touch ground. :Kaleun_Cheers:

divemonkie
04-05-20, 07:29 PM
This might be something screwy with my install but worth checking out.

finished patrol grd bf18, so I stooped all engines put a fresh engine crew in the electric engine room sank to 20m set speed for slow.

went 275.4 K/m almost 3 days before my battery's ran down to 20 amps.

haven't tested other speeds yet.

DoH! VIIB August 1939. part of the Wise boats as I've not removed them yet.

Ok just removed German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) as I understand not all the turns are done. so just using Compilation No eagles. I'll give a test drive. but I think the Buoyancy is off, sitting in a dock com seas it feels like its going to flip over but I love the damage model, bumped the dock on the way out and had to abort mission. this seems right to me. I expect my court marshal for the damaged boat to be short and a firing squad of good aim.

nik112
04-07-20, 02:41 AM
So - I'm a bit confused about what all mods I may need to have installed to use this corectly with Wise's Type VII mod in GWX3.


My mod list as follows:


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
ARB WideGui 1920x1080
Color Dials with Dark Compass
Adaptation for English & Deutsch
ARB WideGUI 1920 x 1080 v0.3.1 HotFix
MFM-Improved
MFM v3.3 Silhouettes by Izgud
Ship Names
S3H-H.sie-Patch-V16B1
MFM-v3-US+UK_Skins19390901


What additional mods for TKSS18 German U-Boats Compilation do I need if I want to use all types (II, VII, IX, XXI)? I've seen mention of a type IX sensors fix, and I've seen mention of several mods from Anvart and Ahnenerbe, as well as Izgud, in regards to GWX - I'm unsure of what all additional mods I would need other than the ones listed above in bold?


Also - I can't recall if my mod list for TKSS18 mod included both Part 1 and Part 2 - I assume it did, but uncertain what the impact is if I only downloaded and activated Part 1 with the "no eagle" mod. I've been able to run campaigns with type ii, vii, and ix boats without any issues so far.


Hi
can you sent me the link for the above mod?


Thanks:Kaleun_Cheers:

Anvar1061
04-07-20, 05:08 AM
It corrects the convoy on the map information about which was obtained by intelligence.

3catcircus
04-07-20, 10:43 AM
Hi
can you sent me the link for the above mod?


Thanks:Kaleun_Cheers:
Its in the downloads section here on subsim.com. SH3, Missions and Maps, towards bottom of the first page.

nik112
04-07-20, 07:33 PM
Thanks pal!!

divemonkie
04-09-20, 09:46 PM
My compressor dont work and my Co2 never goes down :/\\!!
should I be able to recharge air..........

DOH!...Disregard. It working as it should. :oops:


1 New Lorient v1 - GWX3 Merged Campaign
2 GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
3 New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V6
4 WAC4.1 SubPen_animated_18.02.2010
5 WB's USAM v69.61.1 Part 1
6 WB's USAM v69.61.1 Part 2
7 WB's USAM 2 Rubini's GWX 3 rocket fix
8 Undersea_Mod_Reworked
9 Stiebler_EnvSim
10 Rbs1_SH4_Effects_GWX_21_204f
11 LifeBoats&Debris_v4
12 Rbs3withlifeboat
13 Rbs2withbuoyance
14 TDW's Ship Plane Fire Damage_v1.4
15 Rubini´s Underwater dust&plancton v1_no blur
16 FixAllSubGWX
17 TKSS18 German U-Boats Compilation
18 New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
19 U-Boat Compilation waterstream
20 German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
21 German UBC_FuMO_Fix_SNS_GWX
22 Uboat Surface Riding Tweak v1.0
Flags_German_UBoat_Compilation_GWX
WAC MaGui for GWXv3 - 1360x768

having stacked and re-stacked so many times I've taken to just numbering the folders so's not to go blind.

Fubar2Niner
04-15-20, 09:01 AM
@Fifi

I wonder if I may ask a favour? Details are in your pm

Many thanks and best regards.

Fubar

KSCyrus
04-26-20, 07:31 AM
Does anybody have a fix for the Radar antenna to show up on the Type XXI?
Its not showing up on the Dat file but i dont know how to mod it in myself. Because i have a LSH installation i know it should look like in the second picture.

Anvar1061
04-26-20, 11:12 AM
Does anybody have a fix for the Radar antenna to show up on the Type XXI?
Its not showing up on the Dat file but i dont know how to mod it in myself. Because i have a LSH installation i know it should look like in the second picture.
It is where it should be in Sensors.dat
http://forumfiles.ru/uploads/0017/cd/0a/33/519703.jpg

Zoltar23
05-01-20, 12:23 PM
Hello, I was wondering if anyone has used this mod with NYGM?

Did some tests last night and it looked like it worked, however for some of the late model VIIC's, the deck was all black. Initially had installed:
NYGM Tonnage War V2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017
IABLShipsforNYGM_New_Thomsen
3rdFlotila Mod
MaGui F
MaiGui F Fix for NYGM3.4
German Images for MaiGui F
TorpedoSolutionButton for MaiGui F (NYGM-GWX-WAC)
Conus'HistoricallyAccurate U-boat Emblems 1.0
TKSS18German U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
New U-Boats Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS

Later tried adding VIIB Turm 1 and the no eagle variant and no dice, even the eagles still remained on some of the towers. For now I elected to remove all the compilation mods and related ones. Is this an issue with NYGM or is there an install order that I did not do correctly?

John Pancoast
05-01-20, 12:35 PM
Hello, I was wondering if anyone has used this mod with NYGM?

Did some tests last night and it looked like it worked, however for some of the late model VIIC's, the deck was all black. Initially had installed:
NYGM Tonnage War V2.5-Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_2017
IABLShipsforNYGM_New_Thomsen
3rdFlotila Mod
MaGui F
MaiGui F Fix for NYGM3.4
German Images for MaiGui F
TorpedoSolutionButton for MaiGui F (NYGM-GWX-WAC)
Conus'HistoricallyAccurate U-boat Emblems 1.0
TKSS18German U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
New U-Boats Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS

Later tried adding VIIB Turm 1 and the no eagle variant and no dice, even the eagles still remained on some of the towers. For now I elected to remove all the compilation mods and related ones. Is this an issue with NYGM or is there an install order that I did not do correctly?

Not sure, but I don't think you need both the TKSS and the Compilation 2 mods; one or the other.
Since you have deck problems, maybe also look at the Guns Fixed mod.

There is no reason that I know of why the mod wouldn't work with NYGM.

Zoltar23
05-01-20, 12:52 PM
Not sure, but I don't think you need both the TKSS and the Compilation 2 mods; one or the other.
Since you have deck problems, maybe also look at the Guns Fixed mod.

There is no reason that I know of why the mod wouldn't work with NYGM.

Looks like that worked thank ya! No eagles and no black decks! Though the towers for the early war VIIB and VIIC has an odd white spot on the port side. Do have U-boat skins downloaded, may experiment with that as well. But glad to know no issues inherit with NYGM.

Fifi
05-01-20, 01:26 PM
But glad to know no issues inherit with NYGM.

Of course there will be issue with NYGM, ie the sensors values of German U-Boat Compilation doesn’t match the NYGM original ones...
There are adaptations to be make for use with NYGM :yep:

Zoltar23
05-01-20, 01:28 PM
Of course there will be issue with NYGM, ie the sensors values of German U-Boat Compilation doesn’t match the NYGM original ones...
There are adaptations to be make for use with NYGM :yep:

Are this adaptations in the FuMO fix? Actually considering that is for a certain price of gear I guess not. What adaptations should I take?

Anvar1061
05-01-20, 01:37 PM
Are this adaptations in the FuMO fix? Actually considering that is for a certain price of gear I guess not. What adaptations should I take?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
Anvart_Stiebler_TurmsR01R02

Fifi
05-02-20, 12:20 PM
Is it me, or it takes way longer than other mods to access the conning deck when you just surfaced?
LSH3, Ccom12, NYGM: you can access conning deck after let say around 5/10 seconds (depending the sea state)
But GWX with this mod, it can take 1 minute! :doh:
Don’t recall having this in previous installs...but can be wrong.

Baskanos
05-02-20, 12:53 PM
I use it with GWX and a few other mods but don't find it takes any longer to get my watch crew on deck when I surface. I'll be interested if others are having your issues and what's causing that.

propbeanie
05-02-20, 04:53 PM
What is the sufaced "depths" of the boats in their cfg file? As compared to the other mods? :salute:

Fifi
05-03-20, 01:41 AM
What is the sufaced "depths" of the boats in their cfg file? As compared to the other mods? :salute:

https://i.goopics.net/a7vYk.png

Surface depth are same, only storm conditions are different

Levyathan89
05-04-20, 02:58 AM
Of course there will be issue with NYGM, ie the sensors values of German U-Boat Compilation doesn’t match the NYGM original ones...
There are adaptations to be make for use with NYGM :yep:

It's always the goddamn sensors, isn't it? -.-

Anyway, i'd be really grateful if someone could explain what exact adaptations are to be made in order to get this to work with NYGM.

Fifi
05-04-20, 04:39 AM
It's always the goddamn sensors, isn't it? -.-

Anyway, i'd be really grateful if someone could explain what exact adaptations are to be made in order to get this to work with NYGM.

Quite easy: with S3D you open sensor.dat of last German U-Boat Compilation activated in your list, then via this opened sensor.dat you open the sensor.dat of NYGM and you have both sensor.dat opened on your desktop.
Just change the values of GUBC to match the ones you find in the NYGM one.
Save and reactivate. Done.
All sensors have to be matched (not only visuals, but FUMO etc)

What i do to be sure to open the right sensor.dat:
When all your mods are Still activated, go to Data/Library/sensor.dat and open it (it has to be the last one activated)
Then deactivate all mods until German U-Boat Compilation (included), then via the opened sensor.dat open the one you find in you data/library/sensor.dat —-> it has to be the remaining one of NYGM :yep:

Note: some values may be the same...but not all. Up to you to find them.

Hope that helps :salute:

Anvar1061
05-04-20, 04:42 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2630233&postcount=21

https://www.subsim.com/radioroom//showpost.php?p=2601165&postcount=1520

If Stiebler really included this in the mod, then you need to delete the Objects folder from the GUC.

John Pancoast
05-04-20, 07:10 AM
Without looking at the mod myself, why does it even have a sensors.dat file in it ?

Niume
05-04-20, 07:27 AM
Without looking at the mod myself, why does it even have a sensors.dat file in it ?
Good question

Fifi
05-04-20, 07:54 AM
Without looking at the mod myself, why does it even have a sensors.dat file in it ?

In what mod?

John Pancoast
05-04-20, 07:58 AM
In what mod?


GUBC

Fifi
05-04-20, 08:06 AM
GUBC

Mine has one!
I have the German U-Boat Compilation no eagle.
But even in the TKSS18 German U-Boat Compilation, it has to be a sensor.dat at least in one of the 2 parts.

John Pancoast
05-04-20, 08:11 AM
Mine has one!
I have the German U-Boat Compilation no eagle.
But even in the TKSS18 German U-Boat Compilation, it has to be a sensor.dat at least in one of the 2 parts.

Yeah, but why ? What purpose does the sensors.dat file serve in the mod ?

FUBAR295
05-04-20, 08:18 AM
John,

GUC does have a sensor.dat file. It is different from the one in NYGM. I changed mine back in November when it the sensor file was talked about around that time frame. I made the changes in NYGM to the sensor.dat file to what NYGM has.

Good hunting,
FUBAR295

FUBAR295
05-04-20, 08:21 AM
Yeah, but why ? What purpose does the sensors.dat file serve in the mod ?

Someone's own personal tweak I would suspect that got copied over and around. :doh:

Fifi
05-04-20, 08:31 AM
Never tried the GUC on top of NYGM...

- Did you encountered any issue? (Other than sensor.dat values)
- Did you had to activate the FixAllSubsGWX? :o
- Does the U-Boats kept the slowly sinking feature when static, with GUC?

John Pancoast
05-04-20, 08:32 AM
Someone's own personal tweak I would suspect that got copied over and around. :doh:

Makes one wonder if it's even necessary then. :salute:

John Pancoast
05-04-20, 08:34 AM
Never tried the GUC on top of NYGM...

- Did you encountered any issue? (Other than sensor.dat values)
- Did you had to activate the FixAllSubsGWX? :o
- Does the U-Boats kept the slowly sinking feature when static, with GUC?

It works fine, but if you want to use the uzo commands with the Stiebler patch it hardcode applies his very useful tc patch, so you have to change either the uzo or the tc function's commands as they both use the same keys.
Not hard to do. Of course, this would apply to any install using his patch and the GUBC mod, not just NYGM.

Fifi
05-04-20, 09:26 AM
It works fine, but if you want to use the uzo commands with the Stiebler patch it hardcode applies his very useful tc patch, so you have to change either the uzo or the tc function's commands as they both use the same keys.
Not hard to do. Of course, this would apply to any install using his patch and the GUBC mod, not just NYGM.

And my 2 last questions please? :D

Aquelarrefox
05-04-20, 09:42 AM
John,

GUC does have a sensor.dat file. It is different from the one in NYGM. I changed mine back in November when it the sensor file was talked about around that time frame. I made the changes in NYGM to the sensor.dat file to what NYGM has.

Good hunting,
FUBAR295

Could you post what are the changes?
I have changed it ti add the new vídeo hidro layers and the visual corrections for mep6, I want to try to super hidef on nygm.
The compilation don't have different name as nygm? You shouldn't chafe flotillas cfg?

John Pancoast
05-04-20, 09:51 AM
And my 2 last questions please? :D

- no

- don't know as I never am static; unrealistic, etc.

FUBAR295
05-04-20, 09:52 AM
Could you post what are the changes?
I have changed it ti add the new vídeo hidro layers and the visual corrections for mep6, I want to try to super hidef on nygm.
The compilation don't have different name as nygm? You shouldn't chafe flotillas cfg?

It is an easy fix. Remove GUC from your activated mods. Copy and replace the Sensor.dat file from NYGM to GUC and reinstall the mod.

Fifi
05-04-20, 10:06 AM
It is an easy fix. Remove GUC from your activated mods. Copy and replace the Sensor.dat file from NYGM to GUC and reinstall the mod.

Huh...not that easy IMHO.
If doing so, you have to make sure all sensor nodes IDs corresponds!
Maybe they are same, but maybe not...dunno.
Just because they are linked to sensor.Val etc

FUBAR295
05-04-20, 10:07 AM
Never tried the GUC on top of NYGM...

- Did you encountered any issue? (Other than sensor.dat values)
- Did you had to activate the FixAllSubsGWX? :o
- Does the U-Boats kept the slowly sinking feature when static, with GUC?

There were some hiccups but with some gentle prodding got it to work okay. There were some things I absolutely hated like that KM pennant and the pirate flag and front and side emblems. They all got ripped out. :o

No. I am not sure if GWX's FixallsubsGWX was meant for NYGM use. :hmmm:

As far as I can tell the boat still sinks. :D

That is my experience, no guarantee that it would be the same for you.

Good hunting,
FUBAR295

Fifi
05-04-20, 10:10 AM
There were some hiccups but with some gentle prodding got it to work okay. There were some things I absolutely hated like that KM pennant and the pirate flag and front and side emblems. They all got ripped out. :o

No. I am not sure if GWX's FixallsubsGWX was meant for NYGM use. :hmmm:

As far as I can tell the boat still sinks. :D

That is my experience, no guarantee that it would be the same for you.

Good hunting,
FUBAR295

Ah, ok thanks :up:
FixAllSubsGWX was for the black textures due to AI subs interaction.
If you don’t activate it for NYGM, and you don’t have any black textures and CTDs, then it’s not necessary...

FUBAR295
05-04-20, 10:22 AM
Huh...not that easy IMHO.
If doing so, you have to make sure all sensor nodes IDs corresponds!
Maybe they are same, but maybe not...dunno.
Just because they are linked to sensor.Val etc

Thanks for the heads up, but I installed GUC sometime ago and really do not remember any changes I may have made to other files. I do not recall anything amiss though. I'll go back and look and the files. :up:

Good hunting,
FUBAR295

Fifi
05-04-20, 10:54 AM
I’m preparing for myself a GUC sensor.dat for NYGM as i reinstalled lately this mega mod.
Best is to incorporate it in the FUMO_Fix for GUC (adaption of the FUMO_Fix sensor.dat as we always have to activate it on top of GUC - so it keeps the FUMO fix)

Fifi
05-04-20, 11:32 AM
Was not that long :D

Here is the FUMO_Fix for NYGM + GUC: http://www.mediafire.com/file/1uk23b6sf5petb9/German_UBC_FuMO_Fix_SNS_NYGM.7z/file

The sensor.dat is adjusted with NYGM values :up:
(Lot of differences between GUC sensor values and NYGM sensor values!)

Has to be activated on top of German U-Boat Compilation no eagle OR TKSS18 German U-Boat Compilation part 1&2 FOR use with NYGM only.

John Pancoast
05-04-20, 02:04 PM
So I take it no one has an answer as to why GUBC even has a sensors.dat file in it ?

Levyathan89
05-04-20, 02:27 PM
So I've tried to install GUBC (only Type VII B and VII C models by WISE) and it seems to work fine so far, the only problem is that the commands for opening the hatches and lowering the flag (CTRL + F) don't work. How can I edit that?

John Pancoast
05-04-20, 02:31 PM
So I've tried to install GUBC (only Type VII B and VII C models by WISE) and it seems to work fine so far, the only problem is that the commands for opening the hatches and lowering the flag (CTRL + F) don't work. How can I edit that?

Be sure to have an officer at the weapons location (hatch), and one at the watch location (flag) otherwise they won't work.

Levyathan89
05-04-20, 03:02 PM
Be sure to have an officer at the weapons location (hatch), and one at the watch location (flag) otherwise they won't work.

The solution was even simpler: changing the mod order in JGSME (I had the GUBC antivated before the GUi, obviously that wouldn't work). D'uh :)

Fifi
05-04-20, 03:06 PM
So I've tried to install GUBC (only Type VII B and VII C models by WISE) and it seems to work fine so far, the only problem is that the commands for opening the hatches and lowering the flag (CTRL + F) don't work. How can I edit that?

Be aware « Type VII B and VII C models by WISE » mod is not finished.
You can play a type VIIB career, but that’s about all (or a type VIIC first turm only)

Aquelarrefox
05-04-20, 03:12 PM
Was not that long :D

Here is the FUMO_Fix for NYGM + GUC: http://www.mediafire.com/file/1uk23b6sf5petb9/German_UBC_FuMO_Fix_SNS_NYGM.7z/file

The sensor.dat is adjusted with NYGM values :up:
(Lot of differences between GUC sensor values and NYGM sensor values!)

Has to be activated on top of German U-Boat Compilation no eagle OR TKSS18 German U-Boat Compilation part 1&2 FOR use with NYGM only.

I will try it. If it works i will se hydro layers and visual for.mep6

FUBAR295
05-04-20, 03:55 PM
Was not that long :D

Here is the FUMO_Fix for NYGM + GUC: http://www.mediafire.com/file/1uk23b6sf5petb9/German_UBC_FuMO_Fix_SNS_NYGM.7z/file

The sensor.dat is adjusted with NYGM values :up:
(Lot of differences between GUC sensor values and NYGM sensor values!)

Has to be activated on top of German U-Boat Compilation no eagle OR TKSS18 German U-Boat Compilation part 1&2 FOR use with NYGM only.

Fifi,

Thank you. I have dl'd and will give it a go. :yeah:

Good hunting,
FUBAR295

Fifi
05-04-20, 04:11 PM
I will try it. If it works i will se hydro layers and visual for.mep6

On side note, those sensors values are from NYGM without any extra mods!
Meaning they are working 100% for NYGM with its own environment...not for MEP (MEP has other waves heights and environment distances - MEP has other scene.dat than NYGM)

Aquelarrefox
05-04-20, 04:32 PM
On side note, those sensors values are from NYGM without any extra mods!
Meaning they are working 100% for NYGM with its own environment...not for MEP (MEP has other waves heights and environment distances - MEP has other scene.dat than NYGM)

Makman usually treated with nygm and get a set of sensors and only modify visual ranges, so as o know how he worked on they stuff. not additional modification to the sensors relative to.mpv6 (not sure previous). Also I asked about wac5 and was a different history, when I hybridate nygm and wac.

theres a specific fix.rar for nygm, i mean

Levyathan89
05-05-20, 12:35 AM
Be aware « Type VII B and VII C models by WISE » mod is not finished.
You can play a type VIIB career, but that’s about all (or a type VIIC first turm only)

What do you mean, 'not finished'? And 'first turm only'? I'm playing a type VIIC career withe the Turm similiar to U96.

Fifi
05-05-20, 01:02 AM
What do you mean, 'not finished'? And 'first turm only'? I'm playing a type VIIC career withe the Turm similiar to U96.

:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2660234&postcount=340
https://www.subsim.com/radioroom/showpost.php?p=2660334&postcount=344

Read page #23 of this thread :up:

Levyathan89
05-05-20, 11:41 AM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2660234&postcount=340
https://www.subsim.com/radioroom/showpost.php?p=2660334&postcount=344

Read page #23 of this thread :up:

ah, ok. Thanks! So now i got the TKSS GUBC (no eagle).

Does anyone know how to remove 2 of the 3 flag poles that are not historically accurate (the one with the jolly roger and the other one with the blue swastika flag) from the first tower of the Typoe VIIc-Boat? I find them a little silly. I guess I have to edit the turm.dat file in S3d? I don't know however which objects to remove.

Fifi
05-05-20, 12:21 PM
ah, ok. Thanks! So now i got the TKSS GUBC (no eagle).

Does anyone know how to remove 2 of the 3 flag poles that are not historically accurate (the one with the jolly roger and the other one with the blue swastika flag) from the first tower of the Typoe VIIc-Boat? I find them a little silly. I guess I have to edit the turm.dat file in S3d? I don't know however which objects to remove.

Very easy. In S3D you’ll see the 3D turm model in left window, zoom in and click on the flag pole you want to delete. It will open and highlight the corresponding node in right window. Just delete it (with its sub nodes if there is some) using keyboard suppr.
You can also delete the pennant material (for little black flag)
From memory, it’s the first Pennant in the list. Anyway clicking on the embedded image, you’ll see it.
Save and exit. Done.
If you don’t want the pirate flag, you can find it in Data/Submarine/XX type/Eqp and delete the lines with notepad.

On side note, you said it’s not historical accurate, but I’ve seen some U-Boat turms with flag poles like that. Not always though...
:Kaleun_Salute:

Fifi
05-08-20, 09:18 AM
Is it me, or it takes way longer than other mods to access the conning deck when you just surfaced?
LSH3, Ccom12, NYGM: you can access conning deck after let say around 5/10 seconds (depending the sea state)
But GWX with this mod, it can take 1 minute! :doh:
Don’t recall having this in previous installs...but can be wrong.

I come back to my question...

It seems it’s only noticeable on type VIIC (TKSS18 GUC - not the model by Wise)
Takes for ever (more than 30s) to access the conning deck when surfacing via the surface order. Type VIIB is normal though...
But when ordering blow ballast instead of surface the boat, it’s back to normal time! (Around 5s)
Strange.
I tested it via GWX + GUC and NYGM + GUC with same results.
So I’m quite sure I’m not alone with this strange behavior.

On side note, in fact i like this behavior...to have to blow ballast to access very quick the deck. Seems more realistic :06:
Otherwise I’ll never hit the blow ballast button :haha:

Aquelarrefox
05-08-20, 08:44 PM
Fifi,

Thank you. I have dl'd and will give it a go. :yeah:

Good hunting,
FUBAR295
im trying it and i will use GUC in my compilation, becose all the nygm have problems with the radar antena location. Thanks boi

Fifi
05-10-20, 03:50 AM
One thing i don’t like is GUC enforce the U-Boats Cfg, and most of all its own basic file...
Needs some serious editing to keep original mega mods features.

Levyathan89
05-11-20, 05:18 AM
One thing i don’t like is GUC enforce the U-Boats Cfg, and most of all its own basic file...
Needs some serious editing to keep original mega mods features.

This is why I deleted the entire basic.cfg from the GUBC folder. Why does it even have a basic.cfg?

Fifi
05-11-20, 05:24 AM
This is why I deleted the entire basic.cfg from the GUBC folder. Why does it even have a basic.cfg?

Don’t really know why too.
For NYGM, i deleted the GUC basic file and all the submarine cfg file to be as close as stock NYGM values. And it seems to work nice so far.

John Pancoast
05-11-20, 05:59 AM
This is why I deleted the entire basic.cfg from the GUBC folder. Why does it even have a basic.cfg?

Seem to be a few files in this mod that maybe don't belong and/or aren't needed including the sensors.dat file.

Aquelarrefox
05-11-20, 08:16 AM
Don’t really know why too.
For NYGM, i deleted the GUC basic file and all the submarine cfg file to be as close as stock NYGM values. And it seems to work nice so far.

you need to edit guc basic to get similar to nygm: 0 rewon, times, fatigue model moddifers if you want (i moffied this). Theres diferent ids in the files, late subs could appears with destroyed equipment.

unlikely my version of nygm/gwx cant hold 7 mb rdn and 7 mb scr so go over 4 gb with this magnifecent subs. Alta joda.

Fifi
05-11-20, 10:15 AM
Theres diferent ids in the files, late subs could appears with destroyed equipment.
.

If you could share your modified basic file for NYGM, that would be cool :up:
For others players too i suspect...

John Pancoast
05-11-20, 10:16 AM
If you could share your modified basic file for NYGM, that would be cool :up:
For others players too i suspect...

Fifi, if you're not familiar with winmerge grab a copy as it makes editing, comparing, etc. such files very easy.

Fifi
05-11-20, 11:49 AM
Fifi, if you're not familiar with winmerge grab a copy as it makes editing, comparing, etc. such files very easy.

Thanks John, i have a winmerge, and i use to use it :yep:
Was just to save some time, as someone has already done it!
Because basic is a long file...but I’ll do it if nobody want to share... :cry:

John Pancoast
05-11-20, 01:26 PM
Thanks John, i have a winmerge, and i use to use it :yep:
Was just to save some time, as someone has already done it!
Because basic is a long file...but I’ll do it if nobody want to share... :cry:


Ok, yes, NYGM's basic.cfg contains a lot of it's fatigue model info. in it so you'd want to be sure to use it if that's something that is of interest. Chances are just using it instead of the one in GUBC would work fine.

Aquelarrefox
05-11-20, 06:26 PM
Thanks John, i have a winmerge, and i use to use it :yep:
Was just to save some time, as someone has already done it!
Because basic is a long file...but I’ll do it if nobody want to share... :cry:
Pendejo irrespetuoso, try this
it have values for a 6hs fatigue model, be advise.

https://drive.google.com/open?id=1yLRPHXVgBT8mru-nsb7w1pvOKVqpXulX

Fifi
05-12-20, 02:03 AM
Pendejo irrespetuoso

Thank you my friend, couldn’t expect more from you…
Have a nice day and thanks again for your sharing effort to this community :O:

Aquelarrefox
05-12-20, 08:13 AM
Thank you my friend, couldn’t expect more from you…
Have a nice day and thanks again for your sharing effort to this community :O:
You will say thanks when you could play nygm in indic sea as I can.

Aquelarrefox
05-15-20, 09:05 PM
FuMB-3 Bali or FuMB-37 sensor in the top of snorkel is moddeled for this compilation of subs. GWX or NYGM have aditional mods to enable as late sensors, they are avaible in any way?

RickSarg
05-27-20, 07:05 AM
Would it be possible to change the skull & crossbones flag to your U-boat numbers emblem?

Rick

Anvar1061
05-27-20, 07:46 AM
Would it be possible to change the skull & crossbones flag to your U-boat numbers emblem?

Rick

https://sun1-17.userapi.com/Ga_oTU924SfzGaOpxWAWA37KOMPhtNvLQMa45Q/ftImqdhlsAE.jpg
Piraten.tga
Change to what you want

Aquelarrefox
05-27-20, 04:48 PM
https://sun1-17.userapi.com/Ga_oTU924SfzGaOpxWAWA37KOMPhtNvLQMa45Q/ftImqdhlsAE.jpg
Piraten.tga
Change to what you want

All type vii turns have this flag?

RickSarg
05-27-20, 04:54 PM
by changing the file GE_sub_Pir.tga

Rick

Levyathan89
05-28-20, 06:11 AM
All type vii turns have this flag?

No, only the first one afaik.

Anvar1061
05-28-20, 08:02 AM
It is easy to fix with s3Ditor
https://sun1-27.userapi.com/73cKavXsTZ2XHueTTSVjb-353sV2FsLJS1PuwA/1HGB_kPVQHI.jpg

Aquelarrefox
05-28-20, 09:34 AM
It is easy to fix with s3Ditor
https://sun1-27.userapi.com/73cKavXsTZ2XHueTTSVjb-353sV2FsLJS1PuwA/1HGB_kPVQHI.jpg

anvar you made the no eagle turrent version?

Anvar1061
05-28-20, 01:47 PM
@aquelarrefox
I can do it with any turm.

Aquelarrefox
05-31-20, 10:10 AM
@aquelarrefox
I can do it with any turm.

I would like to have the game selected emblem in viia turn with out exiting the external file in textures.

Anvar1061
05-31-20, 10:24 AM
What kind of VIIA is it?

Aquelarrefox
05-31-20, 01:03 PM
What kind of VIIA is it?
the urns using "emblems_side_7B_1.tga"

RickSarg
05-31-20, 04:13 PM
Would love to see the Turm navigation lights working on all the turms while leaving and returning to port, not sure if this can be done or not. Preferably with the ability to turn them on and off.

Rick

Meldric
06-02-20, 07:00 PM
... nevermind

Reading the thread helped. :)

Anvar1061
06-03-20, 04:43 AM
the urns using "emblems_side_7B_1.tga"
http://forumfiles.ru/uploads/000e/8b/58/44/996538.jpg

Meldric
06-03-20, 09:27 AM
Hi!

I would love to combine this waterspray mod with the German U-Boats Compilation:

https://www.youtube.com/watch?time_continue=39&v=NQ44oSBV-iA&feature=emb_logo

Would that be possible? It looks amazing with these streams and the spray is much finer than the vanilla version. Looks much more realistic...

Any chance?`

Meldric

ivanov.ruslan
06-03-20, 09:49 AM
Maik serios archive,folder izgud


Otherwise, using S3d, to insert values in nss uboat.dat file

Meldric
06-03-20, 09:57 AM
I found that one. I may be mistaken, but the stream and splash in the video looks different to that from this mod... especially the spray looks amazing in the video...

I have checked S3D and I have found the relevant files. But frankly, I do not really understand what exactly needs to be changed. There are so many particle system creators and nodes in that file related to water, spray and streams,... I am kind of lost.

Fifi
06-03-20, 10:26 AM
Not that easy at all, Meldric :yep:
I know it, i have done it for all Dark Water U-Boats, it’s huge work.
Not only adding water spray nodes all along each hull sides, but you have to make corresponding effects in particules.dat and materials.dat!
Can tell you it’s not just few things to add here and there...and after that, you have to test it in all situations :yep:
If i remember correctly, was more than a month work each day on it from morning to evening (to me at least)

Meldric
06-03-20, 01:55 PM
To be honest, I had hoped that I could copy textures and settings from the existing files to this mod, but I cannot figure out, what to copy...

Aquelarrefox
06-03-20, 02:47 PM
http://forumfiles.ru/uploads/000e/8b/58/44/996538.jpg

i will try this change when im back in kiel.

Aquelarrefox
06-03-20, 07:09 PM
http://forumfiles.ru/uploads/000e/8b/58/44/996538.jpg

Anvar the cfg#E01 is the entry that call the emblem (ingame) for the turrents if i undertand well, its the same entry in every turn (different id i see)?

thanks tomorow i will test it.

Meldric
06-05-20, 11:28 AM
Could someone point me to the files I have to change to get the bow spray from the video above (not the streams, just the bow and turm spray)?

I have been trying to find out where to change the particle values or the texture to get this working on the boats of this compilation, but I seem not to be smart enough to find it. I found the original mod by TOMI_099 and was comparing dat-files all day... I also tried to change the texture... I found that one (bubbles_01.tga), but particles are way too big to look good, so I need to find where I can change the particle system in a way that the bow wave and spray looks like in WAC5... particles.dat seems to be the place to look, but still can't see it.

Would anyone of you be so kind to put me on a track? Or should I open another thread for this question?

Meldric
06-06-20, 06:05 AM
I am about to figure it out by myself after all... the "hold my beer"-moment is quite a few hours behind me, but I learned a lot...

Anyone interested in the result? Waterstreams-look-alike-WAC for these boats on top of GWX3?

Would I have the persmission to put it up somewhere? Or would you like to include it into the GUBC?

Fifi
06-06-20, 06:18 AM
You always can drop a link here :yep:

Meldric
06-06-20, 06:58 AM
I did this now for the VIIB, and I am still rounding some edges. It should not even be a conflict with the GUBC mod, as far as I can see.

I will keep you posted.

EDIT: I am so happy! This looks so incredible compared to vanilla! Finally! I always hated the look of the bow splash!

EDIT 2: Finished the VIIB. I will do the others eventually. This is such an incredible improvement! It might be the best to combine this later on with the waterstream fix, if that sounds ok to you.
Thanks everyone involved for this great addition, gents!

Here comes v0.5 with 4 Boats up to now (IIA, VIIB, VIIC, IXB; I only tested VIIB, VIIC and IXB):
100_59_German U-Boats Comp - Bow Spray Mod (Meldric) - v0.5 - IIA+VIIB+VIIC+IXB (https://1drv.ms/u/s!Ajvr25vD1g1ohOZxNHkVQMDQf3cJSw?e=3nCE6R)

Obviously install over GUBC 1 and the Waterstream fix.

Here is my list:
Generic Mod Enabler - v2.6.0.157
[S:\SilentHunterIII_GWX\MODS]

001_02_GWX - Alternative Flotillas
001_04_GWX - Enhanced Damage Effects
001_06_GWX - Integrated Orders
001_07_GWX - Open Hatch Mod
001_08_GWX - No Medals on Crew
001_09_GWX - Contact Color
001_12_GWX - Waterstream Exhaust Combi
001_13_Flat Sun Fix for GWX3
100_10_German U-Boats Comp 1
100_56_German U-Boats Comp - Fix Guns Reworked
100_57_German U-Boats Comp - Fix All Sub GWX
100_58_German U-Boats Comp - Fix Waterstream
100_59_German U-Boats Comp - Bow Spray Mod (Meldric)
100_61_German U-Boats Comp - Fix FuMO SNS
100_62_German U-Boats Comp - GWX Flags
200_10_ARB WideGui 1920x1080
200_20_ARB WideGui 1920x1080 v0.3.1
200_30_ARB WideGui 1920x1080 - Adaptation for English & Deutsch
200_35_Color Dials with Dark Compass
500_10_Hull damage made by torpedo impact mod v1.0
500_20_Moonlight
500_25_Officers - Captain Americas
500_80_M.E.P v6
500_81_M.E.P v6 - Flat Sun Fix
500_85_Bigger Sun
500_88_New Clearsky Clouds
500_90_SH4 effects GWX30 71
500_95_Sobers 3D waves
510_10_Rapt0r's Uniforms V2.0 [Grey] - NoMedals
600_10_GrossdeutscherRundfunk
600_20_Atmospheric Sound Package
600_30_German Voices Speed Dial Fix 1.0
900_50_Convoy-Routes on Map
900_70_TDW Fire Damage v1.4
900_80_V16B1
900_85_V16B1 - Optional O2-Gauges v2
900_95_V16B1 - Messages
900_99_Intro loading screen
950_11_Skin 1 IID Turm 1-2 (U-141) X
950_12_Skin 2 VIIB Turm 1-2 X
950_13_Skin 4 VIIC Turm 1-2-3 V1 (U-592) X
950_14_Skin 3 IXC Turm 1-2-3 (U-532) X
950_15_Skin 1 XXI (Skin Albrecht) X

(I know that some of those are redundant).

I have WideGui with full HD together with ReShade 4 (dll injection) and with these boats (and spray) it just looks completly amazing. No need for SH5 on my part (or other sims).

Aquelarrefox
06-06-20, 09:11 AM
I did this now for the VIIB, and I am still rounding some edges. It should not even be a conflict with the GUBC mod, as far as I can see.

I will keep you posted.

EDIT: I am so happy! This looks so incredible compared to vanilla! Finally! I always hated the look of the bow splash!

EDIT 2: Finished the VIIB. I will do the others eventually. This is such an incredible improvement! It might be the best to combine this later on with the waterstream fix, if that sounds ok to you.
Thanks everyone involved for this great addition, gents!
I would like for nygm, you calls also get the emblem normal for type viiia dislike the external tga

Meldric
06-06-20, 11:36 AM
I have not touched the .dat files, so it makes no difference if you have the version without the eagle. In fact, I have removed them in my version myself.
I have no idea if that works with NYGM, though. Not using it myself...

:Kaleun_Salute:

Oh... and I am sorry, I forgot the credits in the readme! I will add them in the next version!

Anvar1061
06-06-20, 11:59 AM
I would like for nygm, you calls also get the emblem normal for type viiia dislike the external tga

You must understand that Turms TGUC are made specifically for the GWX. You cannot use them with NYGM.

Fifi
06-06-20, 12:49 PM
You must understand that Turms TGUC are made specifically for the GWX. You cannot use them with NYGM.

What are you calling Turms TGUC? :06:

CapZap1970
06-06-20, 01:48 PM
What are you calling Turms TGUC? :06:
:haha::haha::haha:

Anvar1061
06-06-20, 03:23 PM
I would like for nygm, you calls also get the emblem normal for type viiia dislike the external tga

What are you calling Turms TGUC? :06:
TKSS18 GUC
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Fifi
06-06-20, 03:49 PM
TKSS18 GUC
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

:hmmm: I’m using TKSS18 GUC in NYGM for numerous career patrols without any issue so far...
For you, what should be the trouble using it in NYGM?
(Using TKSS18, not GUC2 by Wise)

Jeff-Groves
06-16-20, 03:45 PM
Prove to me calling the cables in the eqp file actually works 100% of the time.
I DON'T think you can do that.
Try a single mission and see how bad this fails!

If anyone says that they don't have a problem?
I call BS!

Prove to me it works or admit there is a problem!

Jeff-Groves
06-21-20, 04:33 PM
Explain to me why you replaced the decks with a solid model
when some decks had the holes.
I also see you added the extra nodes for the bastard Eagle and such.
Is that your way to attempt ownership of bad work?
I hope Wise and Kovell are smart enough to see what you are doing!
You have screwed up a Perfectly good mod to gain attention.

I will also say to claim this is full compatible with GWX 3 is a work of fiction!

CapZap1970
06-23-20, 05:18 PM
Guys, please forgive my ignorance, but I am a little confused with this mod.
First, In the first post I see the links to d/l part1 and part2, and when dewcompressing part1 it uses both files, 1 &2 and creates a merged folder. However,when I see the mods list enabled via JSGME by some users, I see they have 2 different items, part 1 and 2.... is there a new download link with updated versions or something like that?



Can this mod be used with GWX?
Are there any other patches necessary for this to work correctly?


Are there any changes to be made to any flies in this mod to work correctly?


Since there is no Readme that comes with the RAR files of this mod and after seeing the pics, I wish to ask if this mod includes the following or I must install them additionally:


- Water streams
- Exhaust smoke
- Rotating antenna
- Crew on deck
- Flags and pennants
- Open hatch



Any info about this will be welcome, and if patches or other necessary mods are required,could you please provide a d/l link?


The link for a fix in the previous post is dead.



Thanks a lot for your help https://www.subsim.com/radioroom/images/smilies/thumbsup.gif



CapZap

CapZap1970
06-24-20, 04:30 PM
no one...?
No opinions or comments at all?
:hmmm:

Jeff-Groves
06-24-20, 07:00 PM
Don't bother at this time.

Anvar1061
06-25-20, 01:57 AM
no one...?
No opinions or comments at all?
:hmmm:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2644092&postcount=286

CapZap1970
06-25-20, 11:02 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2644092&postcount=286


I see... :hmmm:
tricky from any point of view...

Jeff-Groves
07-11-20, 04:50 PM
Good luck getting the cables or snorkel parts showing up on a player Sub properly.
:haha:

I had to fix that issue myself!
:har:

Anvar1061
07-12-20, 02:20 AM
I had to fix that issue myself!
:har:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
You can teach this to others.

Jeff-Groves
07-12-20, 03:31 PM
You can teach this to others.
When the time is right?
You will see the answers.
:03:

Zoltar23
08-05-20, 05:03 PM
Anyone else having issues with emblems on the towers? I am able to get emblems on the viic but not the ixb. (only classes I have tried so far) I do have conus's emblems mods installed. Running GWX with steibler patch's.

For compilations I have installed:
TKSS18 German U-Boats Compilation No Eagle
FixAllSubGWX
7c-1940-similar-U-96-Weiss

Dont have the 2nd compilation installed as I get black decks for the later viic types.

Fifi
08-06-20, 01:01 AM
Anyone else having issues with emblems on the towers? I am able to get emblems on the viic but not the ixb. (only classes I have tried so far) I do have conus's emblems mods installed. Running GWX with steibler patch's.

For compilations I have installed:
TKSS18 German U-Boats Compilation No Eagle
FixAllSubGWX
7c-1940-similar-U-96-Weiss

Dont have the 2nd compilation installed as I get black decks for the later viic types.

GUC No Eagle has emblem missing on some types.
Either you open it with S3D and back up them (need some skills), or you have to use regular GUC with Eagle (But if i recall well VIIB or VIIC have only one emblem defined - the monkey in blue circle)
Other solution is to play megamods who already solved this via including GUC in their gameplay.
Of what i know, only 2 megamods included GUC with correct emblems: WAC 5.2 & Onealex mod :03:

Anvar1061
08-06-20, 04:04 AM
https://m.vk.com/wall-173912_38331?from=subsim%3Ffrom%3Dgroups&z=photo-173912_457242136%2Fwall-173912_38366#comments
You need to change everything yourself" Delete the second logo (the one in yellow) and that's it.

Anvar1061
08-06-20, 04:14 AM
https://sun1-47.userapi.com/rW2SqWgl4Tb4bptyNBWMD7ksxvAQF4RN4ha6WA/-HHfPybm3Bk.jpg

You need to change everything yourself. Delete the second logo (the one in yellow) and that's it.

Zoltar23
08-07-20, 08:50 PM
https://sun1-47.userapi.com/rW2SqWgl4Tb4bptyNBWMD7ksxvAQF4RN4ha6WA/-HHfPybm3Bk.jpg

You need to change everything yourself. Delete the second logo (the one in yellow) and that's it.

Amazing thank you! Which program would I use to do this?

CapZap1970
08-07-20, 10:59 PM
The S3d program (Silent 3 Editor)... It is really easy to use when you know what you are doing... :up:


CapZap

Zoltar23
08-08-20, 06:32 PM
The S3d program (Silent 3 Editor)... It is really easy to use when you know what you are doing... :up:


CapZap

Looks like an interesting program, so I would need to import from the mod eh?

Zoltar23
08-08-20, 07:17 PM
https://sun1-47.userapi.com/rW2SqWgl4Tb4bptyNBWMD7ksxvAQF4RN4ha6WA/-HHfPybm3Bk.jpg

You need to change everything yourself. Delete the second logo (the one in yellow) and that's it.

The 9 turms dont seem to have a node for an emblem, do you know how to add a node for an emblem?

Fifi
08-09-20, 12:44 AM
The 9 turms dont seem to have a node for an emblem, do you know how to add a node for an emblem?

It’s not because it’s called « empty » there is no emblem, if it’s what you mean.
It’s called « empty » just because any emblem can take place here...
Emblems are found (from memory) in few Cfg files plus in textures.

Zoltar23
08-09-20, 02:14 PM
It’s not because it’s called « empty » there is no emblem, if it’s what you mean.
It’s called « empty » just because any emblem can take place here...
Emblems are found (from memory) in few Cfg files plus in textures.

Tried going into the game again and still cant place an emblem on the ixb

I noticed that some of the types have a node to place an emblem

While the ix turm lacks a node to do so.

https://imgur.com/a/Ppxg5Rh

isaacbord03
08-13-20, 10:08 PM
How do i fix my subs hull on the 7c from being black i have the gwx fix but don't know what to do

Aktungbby
08-13-20, 10:27 PM
isaacbord03!:Kaleun_Salute:..after a long silent run:up:

Niume
09-09-20, 08:59 AM
Does anyone know what program do they use to edit the textures? I want to create a custom skin for my u-boat but I need guidance. I don't understand how texture location corollates with the models themself.

Anvar1061
09-09-20, 11:02 AM
Does anyone know what program do they use to edit the textures? I want to create a custom skin for my u-boat but I need guidance. I don't understand how texture location corollates with the models themself.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2024116&postcount=3
Sh3 Uboat Skinning Tutorials explain in detail
https://sun9-31.userapi.com/5tfKCeT2FF-y-gcKKnkXivw22ROuPDusvgFJsw/BbRsgd_S5H4.jpg
http://www.mediafire.com/file/7v6t3r7usrmjywv/Skinning-Tutorials.rar

Niume
09-13-20, 04:05 AM
How to remove all the eagles and emblems but retain ability to put on your own liked emblems through upgrade screen?

Anvar1061
09-13-20, 05:08 AM
How to remove all the eagles and emblems but retain ability to put on your own liked emblems through upgrade screen?
The easiest way to steal from the GWR and pass it off as your own mod
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.designmodproject.de/forum/modding-silent-hunter-3/1327060-sh3-sammelthread-community-mods?limitstart=0#1387010
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif (http://www.mediafire.com/file/2s2ph52a60q301g/_GUCwise_emblem_fix.7z)
Or follow the advice of Ahnenerbe
https://www.subsim.com/radioroom/showpost.php?p=2266000&postcount=16

Texas Red
09-13-20, 09:11 AM
Hello all

Could you guys give me a more detailed tutorial on how to remove the Eagle? I would like to keep my emblems but not have the Eagle. Or, is there a mod that removes the Eagles and keeps your emblems?

TIA :salute:

La vache
09-13-20, 10:12 AM
https://www.designmodproject.de/forum/modding-silent-hunter-3/1327060-sh3-sammelthread-community-mods?limitstart=0#1387010
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif (http://www.mediafire.com/file/2s2ph52a60q301g/_GUCwise_emblem_fix.7z)



this is for mirrored emblems only!



The easiest way to steal from the GWR and pass it off as your own mod


i don't understand this statement

Anvar1061
09-13-20, 10:56 AM
Hello all

Could you guys give me a more detailed tutorial on how to remove the Eagle? I would like to keep my emblems but not have the Eagle. Or, is there a mod that removes the Eagles and keeps your emblems?

TIA :salute:
How else to explain?
Or follow the advice of Ahnenerbe
https://www.subsim.com/radioroom/showpost.php?p=2266000&postcount=16

Anvar1061
09-13-20, 11:05 AM
this is for mirrored emblems only!
i don't understand this statement
https://sun9-35.userapi.com/mKn5dtMPuv5_5WNfCbuG_UTaPMoRUWgzpnBq9w/UVM01nEiQeY.jpghttps://sun9-70.userapi.com/_aHtG7LVCqmnYI1tYjIm7SQfIzY6gLwfuizI2w/_ITWT7-cLFk.jpg
What other proof is needed? This is my coat of arms and my emblem.

La vache
09-13-20, 12:30 PM
https://www.designmodproject.de/images/joomgallery/originals/user_bilder_2/jpb_11547/guc_03_20200913_1298834216.jpg


This is the only difference
Do you think it's stolen? I downloaded it without a gun or mask. I am not allowed to work for GWR? OK

Anvar1061
09-13-20, 12:43 PM
I am not allowed to work for GWR? OK

I didn’t find credits in Readme. It is simply impolite of you. Otherwise I recommend it. I am using your approach in the next version of GWR that is already being tested.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif

Texas Red
09-13-20, 03:15 PM
My question is how would I open the node and delete it? Would I need to delete all of the eagles off all of the Trums? And which one would I use for a IXD2 with a IXC/3 conning tower, y'know the one with the heavy flak gun and two light flak guns.

Anvar1061
09-14-20, 03:26 AM
The screenshot shows everything available. Select this node and press "Delete" on your keyboard, if you do not know where the similar button is in the program. Agree. You delete wherever you want.
https://sun9-2.userapi.com/wgn-iF5tjn4B11dVC4jFKKccIZnw4iprBuDSTQ/kASycyNWIr0.jpg
Then you remove IIIReich_Eagle.tga

Vell
09-21-20, 04:25 PM
Hey there,

I've got small question, how can I install skins from the link in the main post?

Texas Red
09-21-20, 05:45 PM
hey y'all, how would I get this working with LSH3-2015?

Its not working for me, strangely enough.

CapZap1970
09-21-20, 09:50 PM
Hey there,

I've got small question, how can I install skins from the link in the main post?


You must enable them using JSGME... (JaneSoft Genereic Mod Enabler) :03:


CapZap

Achilles2035
10-15-20, 01:39 PM
So I got GWX,Rapt0r's Uniforms,M.E.P v6 and your mod game crashes every time i try to launch any mission in loading screen. I use Windows 7 and have Ubisoft Version of the game.

Jimbuna
10-15-20, 01:45 PM
Welcome to SubSim Achilles2035 :Kaleun_Salute:

Achilles2035
10-15-20, 02:27 PM
Hello I'm happy to join this forum!

Aktungbby
10-15-20, 06:13 PM
Achilles2035!:Kaleun_Salute: