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880-5
01-07-21, 10:24 AM
Hello, how is the Onealex mod installed? Many greetings

ericlea
01-07-21, 12:22 PM
Very nice !
I love it !




2 easily correctable minor faults:
enemy radars ineffective and thermocline that is not simulated by sh3 commander.

Apart from that, it’s a beautiful and very stable gwx gold with everything already installed: hsie patch + stieber patch. complet arb widegui 1920x1080 + full f5 map + functionable draggable chrono, german uboat compilation, nice sounds, beautiful waves and environnement...

all inklusiv supermod.



no need to have one clean sh3 install, no need for jsgme...


very easy and very fast to install : Just decompress and it’s set ready to play ! Amazing !



:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:

Kal_Maximus_U669
01-07-21, 01:17 PM
Very nice !
I love it !




2 easily correctable minor faults:
enemy radars ineffective and thermocline that is not simulated by sh3 commander.

Apart from that, it’s a beautiful and very stable gwx gold with everything already installed: hsie patch + stieber patch. complet arb widegui 1920x1080 + full f5 map + functionable draggable chrono, german uboat compilation, nice sounds, beautiful waves and environnement...

all inklusiv supermod.



no need to have one clean sh3 install, no need for jsgme...


very easy and very fast to install : Just decompress and it’s set ready to play ! Amazing !



:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up:

Yes Ericlea I recommend it to you ... regularly updated Onealex does a very good job with this mods for those who don't want to take the lead with soups of GwX mods

880-5
01-07-21, 01:36 PM
Thank you for your quick replies, a great forum. !!!
Good hunting....... :subsim:

ericlea
01-07-21, 01:38 PM
yes everything that is best done today for sh3 is in gwxonealex.


just the ports that are a little smaller than in lsh2020, wac5 or ccom12 but great stability ! No CTD :Kaleun_Thumbs_Up:

Templar
01-07-21, 01:39 PM
2 easily correctable minor faults:
enemy radars ineffective and thermocline that is not simulated by sh3 commander.

Ericlea you should contact Onealex and ask him if he knows about the "ineffective enemy radar and the thermocline" and how to fix them. :salute:

Fifi
01-07-21, 02:35 PM
Yes, Onealex mod is 100% stable, with latest SH3 standards.
One of the best navigation sea feeling, if not the best.
All included and already installed...no head breaker.
Only thing missing is latest harbors with gates as well as Kiel Kanal gates.
But i think it would break the game stability as in WAC.

:Kaleun_Salute:

ericlea
01-07-21, 03:04 PM
Ericlea you should contact Onealex and ask him if he knows about the "ineffective enemy radar and the thermocline" and how to fix them. :salute:


Yes, I told him, in the meantime I do a perso mod (with the gwxonealex files) to correct that and for me it works fine now.

gwxonealex : thermocline + best radars + more aircrafts :
https://www.dropbox.com/s/9fhwt1jlhv3c5u2/gwxonealex-%20thermocline%20%2B%20best%20radars%20%2B%20more% 20aircrafts.7z?dl=1


:Kaleun_Cheers:

Templar
01-07-21, 03:28 PM
Awesome!:Kaleun_Applaud::Kaleun_Salute:

Rickster1
01-07-21, 04:17 PM
where can this mod be downloaded from please

Templar
01-07-21, 04:23 PM
Go here

https://www.subsim.com/radioroom/showpost.php?p=2718733&postcount=1476

Then to youtube, link in the discription.

Plissken_04
01-07-21, 05:34 PM
where can this mod be downloaded from please


https://maikhaas.synology.me/joomla/index.php?option=com_content&view=article&id=1852:goe-gwx-onealex-edition&lang=de

ericlea
01-07-21, 05:37 PM
Thanks plissken but your link is the gwxonealex v1.36.
The v1.37 is available until 3 days :-)
see precedent templar post, utube link

:Kaleun_Cheers:

Plissken_04
01-08-21, 01:12 AM
Thanks plissken but your link is the gwxonealex v1.36.
The v1.37 is available until 3 days :-)
see precedent templar post, utube link

:Kaleun_Cheers:


Thanks eric,


i'll update it a soon as possible :Kaleun_Salute:

880-5
01-08-21, 02:52 AM
Impressive graphics, great

Onealex
01-08-21, 04:50 AM
Hi all.
Thank you for your feedback. Work in progress...:Kaleun_Salute:

John Pancoast
01-08-21, 06:20 AM
Leave the thermal layers out. The AI in SH3 is too weak already.

ericlea
01-08-21, 02:51 PM
No asdics in gwxonealex are very effective and it is almost impossible to escape from them. in calm water = impossible :-)

:Kaleun_Thumbs_Up::Kaleun_Applaud:
Thermo layers is a good balance


:Kaleun_Cheers:

John Pancoast
01-08-21, 03:03 PM
No asdics in gwxonealex are very effective and it is almost impossible to escape from them. in calm water = impossible :-)

:Kaleun_Thumbs_Up::Kaleun_Applaud:
Thermo layers is a good balance


:Kaleun_Cheers:

Many said/say the same thing about <insert mod here> SH3 and they're all a cakewalk. :) But it probably wouldn't matter anyway; I've just sunk two ships from a 6/1944 stock NYGM convoy and I recently removed the thermal layers from SH3 Commander hoping it would help.
The escorts aren't even looking for me (submerged) :) They do normally look for me but they're not difficult to evade by any means. Got 30k the last patrol (4/1944).

Doolar
01-08-21, 06:06 PM
1st: addressed to ericlea, the "Thermocline + Best Radar + Aircrafts" perso mod. How is this activated

2nd: addressed to any and all, can I use SH3 Commander ?

thanx, just get'n my game plan down

derstosstrupp
01-08-21, 07:47 PM
Can confirm about commander, I just pulled down the latest version 1.37, and commander is a part of it, working smoothly.

ericlea
01-09-21, 07:48 AM
1st: addressed to ericlea, the "Thermocline + Best Radar + Aircrafts" perso mod. How is this activated

2nd: addressed to any and all, can I use SH3 Commander ?

thanx, just get'n my game plan down

as for all mods, place it in MODS folder, then open jsgme.exe and active the mod (switch it from left to right side)
:Kaleun_Cheers:

Onealex
01-11-21, 02:46 PM
1.38 version has been uploaded...

Rickster1
01-11-21, 03:40 PM
Hi, just wondered if your mod has full interiors ie like Flakmonkey,s please

Onealex
01-11-21, 03:47 PM
Hi, just wondered if your mod has full interiors ie like Flakmonkey,s please
No. It makes overload on PC so I have decided to remove it in version 1.28 in order to save resources and better stability

John Pancoast
01-11-21, 04:00 PM
No. It makes overload on PC so I have decided to remove it in version 1.28 in order to save resources and better stability

Wise decision. :salute:

Rickster1
01-11-21, 04:07 PM
Ok thanks I understand why but I feel the full interiors adds so much atmosphere to the game

Leoz
01-15-21, 05:41 PM
WOW. :Kaleun_Cheers:

Leoz
01-16-21, 02:14 AM
OneAlex,

Just trying this out on a 1941 patrol with the 7th flot.

Running 1.38.

Very nice. Very well done.

Only issue I have is I run English text with German voices.

No German voices.

I can copy German audio from another install but I don't know where that would be located in the game.

Feel free to PM me if you want to give me a set of game tasks to test out. Would be happy to do it.

ericlea
01-16-21, 04:50 AM
did you go into the game + options and select germain voices ?
and properly validate ?

Leoz
01-16-21, 06:00 AM
Was just stopping by.

I was sure that I did but then checked again and German voices were not ticked.

So hopefully that is taken care of.

Leoz
01-16-21, 06:03 AM
BE6422

Spotted a 44,000 Brit Liner NE at 15 knots.

Got ahead of it. Eventually sunk it.

However the game didn't record the "its going down". Never showed up in the in-game (K command list as sunk).

So phantom ship.

That was without using SH3 Commander.

Might do another career and start the game with SH3 Commander.

Still, a lot of fun.

One guy on a paddle raft was actually paddling toward me once I surfaced. Too funny.:Kaleun_Cheers:

Leoz
01-16-21, 06:06 AM
I like the spotting distances for aircraft. Enemy aircraft are a bit closer to you when spotted. I think this is OK as aircraft in many instances could be hard to spot.

Again, fun.

John Pancoast
01-16-21, 08:59 AM
BE6422

Spotted a 44,000 Brit Liner NE at 15 knots.

Got ahead of it. Eventually sunk it.

However the game didn't record the "its going down". Never showed up in the in-game (K command list as sunk).

So phantom ship.

That was without using SH3 Commander.

Might do another career and start the game with SH3 Commander.

Still, a lot of fun.

One guy on a paddle raft was actually paddling toward me once I surfaced. Too funny.:Kaleun_Cheers:

Check your en_menu.txt file for the message; it may simply be edited out vs. a phantom ship.

Onealex
01-16-21, 11:12 AM
https://youtu.be/vBHpWKvJN6g

Leoz
01-16-21, 05:48 PM
Running a new career, 1940 with 7 Flot.
1.38 launched with SH3 Commander.
Going very well. Fun level high.
Have set realism where Weap Officer can ID ships. There are so many different kinds of ships in this I have not learned them all.
Cool too, is various Merchants are moving faster, 10 plus knots in some situations.
Very cool.

Leoz
01-16-21, 05:53 PM
Cool video.
Am using New Water (Atlantic). Will eventually have to try out all of those to see what I like best.

Leoz
01-16-21, 06:13 PM
This was that first patrol I mentioned not using SH3 Commander. 7 Flot 1941.
The red dots were my estimate of air threat range (1000Km). In reality it may have been further.
Air threat made me crash dive a few times. Again, I like it that the air threat appears a bit closer to you.
Blue arrows are the route I took to my patrol. Then, got out of the air threat and asked for a new grid.
Then eventually went home.

https://i.imgur.com/YHKCbP2.jpg

derstosstrupp
01-16-21, 06:35 PM
I just started using OneAlex’s pack, and I’m loving it (as a longtime NYGM player). I love the motion of the boat in even moderate seas. Makes matching course/speed on the surface way more challenging, and sometimes makes me forego matching and opt for simple eyeball estimation - a welcome change, since you get used to being successful using a particular method and it’s nice being forced to switch it up from time to time.

So I just want to say, as someone who is a diehard for historical simming, excellent work and thank you OneAlex!

Doolar
01-17-21, 12:24 AM
Got a question. I'm trying to make adjustments for the CAM-SHIP. I can find all references to the M36B that I'm to change the Unit Type from 102 to 8, except in the Data/Champaigns/Champaign/ RND.mis and SCR.mis files. Help needed ? . I find a ton of unit type=102 but nothing for class=M36B. Posibility I missed. My wife says I can't find my sunglasses on my head. Thanx my friends

Onealex
01-17-21, 02:02 AM
Got a question. I'm trying to make adjustments for the CAM-SHIP. I can find all references to the M36B that I'm to change the Unit Type from 102 to 8, except in the Data/Champaigns/Champaign/ RND.mis and SCR.mis files. Help needed ? . I find a ton of unit type=102 but nothing for class=M36B. Posibility I missed. My wife says I can't find my sunglasses on my head. Thanx my friends
I do not recommend to do that. Because there are random groups with type 8 in the Campain (Type8=Escort Carrier). After activating the CAM-SHIP mod you will see the Hunter Killer groups without Escort Carrier but with CAM-SHIP instead and convoys without any Escort Carrier inside.

John Pancoast
01-17-21, 05:30 AM
I do not recommend to do that. Because there are random groups with type 8 in the Campain (Type8=Escort Carrier). After activating the CAM-SHIP mod you will see the Hunter Killer groups without Escort Carrier but with CAM-SHIP instead and convoys without any Escort Carrier inside.

Strange; NYGM has both working properly in it's rnd file, both listed as Type 8 and I've had both appear properly in GWX after adding the cam to the rnd file per Stiebler's patch instructions and using his patches GWX file.
Maybe the key is that it also has to be selected in his patch to work (which I use) ?

Onealex
01-17-21, 05:46 AM
Strange; NYGM has both working properly in it's rnd file, both listed as Type 8 and I've had both appear properly in GWX after adding the cam to the rnd file per Stiebler's patch instructions and using his patches GWX file.
Maybe the key is that it also has to be selected in his patch to work (which I use) ?
Because I think that in NYGM there are no random generated Escort Carriers in Hunter killer groups and convoys. There are ship classes (for example CVECasablanca, CVEBogue etc). In my modpack there are unit types. I did it just for randomization. For example we have random Hunter killer group. All ships are randomized. Game choses esort ships (type 4) from all available escort ships by current date and Escort Carrier (type 8 ) from all available (by type 8). That's why I don't recommend this. But it is your choice...

John Pancoast
01-17-21, 05:56 AM
Because I think that in NYGM there are no random generated Escort Carriers in Hunter killer groups and convoys. There are ship classes (for example CVECasablanca, CVEBogue etc). In my modpack there are unit types. I did it just for randomization. For example we have random Hunter killer group. All ships are randomized. Game choses esort ships (type 4) from all available escort ships by current date and Escort Carrier (type 8 ) from all available (by type 8). That's why I don't recommend this. But it is your choice...

Ah, understood. :salute: Right; randomization would do that.

Doolar
01-17-21, 09:38 AM
Gotcha ... so all I have to do is activate the CAM-SHIP mod in Stieblers selector. Not sure why I got all mixed up. I'm not real computer savvy though, but I'll try.

Fifi
01-17-21, 10:05 AM
Gotcha ... so all I have to do is activate the CAM-SHIP mod in Stieblers selector. Not sure why I got all mixed up. I'm not real computer savvy though, but I'll try.

NOT with Onealex mod!
CAM ship option & swallow water option are NOT compatible with Onealex (for the moment anyway)

:Kaleun_Salute:

Doolar
01-17-21, 11:06 AM
Thanx Fifi

John Pancoast
01-17-21, 12:20 PM
Doolar, it's not difficult to add them to the campaign but it would require some editing of the campaign.rnd file.

Paroni
01-19-21, 05:48 AM
Hey Alex!
Thank you for great mod.Easiest install which i know.Many thing is far better than original GWX.But worries too!
Type II,patrol 6,February 1940 and cannot leave harbor because Ctd.
It loads 90% and crashes.I have not additional mods.
Is it possible that problem roots are GWX?

Regards,Paroni

Onealex
01-19-21, 06:22 AM
Hey Alex!
Thank you for great mod.Easiest install which i know.Many thing is far better than original GWX.But worries too!
Type II,patrol 6,February 1940 and cannot leave harbor because Ctd.
It loads 90% and crashes.I have not additional mods.
Is it possible that problem roots are GWX?

Regards,Paroni
Hi.
Can you provide full information? Flotilla, exact U-boat type, activated mods, PC configuration etc.

Paroni
01-19-21, 06:45 AM
Hi.
Can you provide full information? Flotilla, exact U-boat type, activated mods, PC configuration etc.

1st Flotilla,Type 2a.(Whole time same Flotilla,no transfers ,only update better batteries.)
Same harbour:Kiel.
No mods.
I dont remember all pc technical stuff,but sure it is enough!16gb ram and so.

Onealex
01-19-21, 08:15 AM
1st Flotilla,Type 2a.(Whole time same Flotilla,no transfers ,only update better batteries.)
Same harbour:Kiel.
No mods.
I dont remember all pc technical stuff,but sure it is enough!16gb ram and so.
https://a.radikal.ru/a29/2101/a0/864a902e8ae9.jpg (https://radikal.ru)
The issue is on your side. I recommend you always make a backup of your current career. And when CTD is happened you should restore your saves from backuped files. It helps. Also when you are playing another version of SH3 it can make a file conflict.

Doolar
01-19-21, 09:49 AM
just came across a small issue. I don't know if it's me, this current career or maybe just this current patrol or maybe something else, so I'll run this by you and other readers. In my current career, my Watch Officer doesn't respond verbally, to the command to check for visual contacts. The text at bottom is good and all other voices of crew are good. I do get a verbal response to weather reports. I moved the watch Officer to rest and brought him back to the bridge and he worked fine, until a reload after a save. thanx Jerry

John Pancoast
01-19-21, 11:21 AM
just came across a small issue. I don't know if it's me, this current career or maybe just this current patrol or maybe something else, so I'll run this by you and other readers. In my current career, my Watch Officer doesn't respond verbally, to the command to check for visual contacts. The text at bottom is good and all other voices of crew are good. I do get a verbal response to weather reports. I moved the watch Officer to rest and brought him back to the bridge and he worked fine, until a reload after a save. thanx Jerry

Sometimes if he's in the middle of a "Ship spotted" message the request for nearest visual contact gets delayed until the ship spotted message is done first.
Maybe that was it ?

Doolar
01-19-21, 11:50 AM
Fixed ... I started a new career and all works now. Thanx. I might have dinged it up myself by changing the SHIII options from English ( not supported ) to German in mid patrol ... maybe ? I don't know, but it's good now. :Kaleun_Cheers:

Paroni
01-19-21, 12:20 PM
It is not so bad if there are some CTDs middle of patrol.You just go back until there is non corrupted save.Most worse is Ctd when start a patrol.You are stuck and you cannot continue your campaign.I read some old threats and there were GWX campaigns just same kind problems what i had.
After 6-7 patrols campaigns dont load.Always 1940,ever 1939.


Addition Sh3 Stock and light-mod Nygm loading problems never been.
Any case i have only one version Sh3 in pc at a time.Just i should avoid loading problems.

Leoz
01-19-21, 10:38 PM
Just an update on 1.38.

Enjoying it.

Have done a Med Patrol 1942
Flot 7 Atlantic 40 and 41
Doing a IXB with 2nd Flot Sep 1940 at the moment.

For me anyway. Very stable and good.

Small observation. Allied air attacks a bit too much vs. the calendar year.
A simplistic guide is Allied air becomes more of a problem once Germany gets involved with the Soviets.

Again though, otherwise....really REALLY like this. Great work.

Doolar
01-20-21, 10:41 AM
Sometimes if he's in the middle of a "Ship spotted" message the request for nearest visual contact gets delayed until the ship spotted message is done first.
Maybe that was it ?

John Pancoast, You are spot on. It seems that in the harbor and with all the Watch Officer's "ship spotted" messages. I get a delayed response. It not until I clear the harbor that I get a quick response.

CapZap1970
01-20-21, 05:14 PM
Fellow Kaleuns, I need some advice and/or opinions about this issue...
I've been using Onealex subs as a stand-alone mod with GWX3.0 and some other mods (of all kinds) and I have a recurrent issue going on. Everything work fine, and I mean perfect until I am about to start a patrol in 04/1940 or 05/1940 and this happens...
https://i.postimg.cc/63pwr1mv/SH3-Img-18-1-2021-16-47-10-435.jpg


https://i.postimg.cc/mDp48Nv6/SH3-Img-18-1-2021-16-48-23-522.jpg


The hull and the deck are black with a permanent flickering, but nothing else is wrong. In fact everything works fine except this. I've tried different flotillas but the result is the same. The fact that this only happens from 04/1940 makes me thong that there must be something triggering this, but I don't have a clue...Please, any thoughts, suggestions, ideas or possible fixes?


Thanks a lot for your help.... :up:


CapZap

ericlea
01-20-21, 05:43 PM
what are your other mods (of all kinds) activated ?


can you show us your jsgme list ?


gwxonealex plays very well without any other outdoor mod


:Kaleun_Cheers:

CapZap1970
01-20-21, 06:09 PM
what are your other mods (of all kinds) activated ?


can you show us your jsgme list ?


gwxonealex plays very well without any other outdoor mod


:Kaleun_Cheers:


Onealex V1.30 Subs
Onealex V1.30 GUBC Late Sensors
Raptor - Uniforms V2.0 (Black)
Raptor - Uniforms V2.0 (Grey)


Always using GWX3.0 as base....



Plus some sea, seabed & sky textures. I've tried without them but as I said, the result is the same. With or without them happens the same around April-May 1940. Now, could a modification is the sensors cause it?



I've modified a little bit the sensors.DAT file by increasing the peri and visual ranges.... :hmmm:


CapZap

John Pancoast
01-20-21, 07:09 PM
John Pancoast, You are spot on. It seems that in the harbor and with all the Watch Officer's "ship spotted" messages. I get a delayed response. It not until I clear the harbor that I get a quick response.

Its even more fun when you need a reply quick due to danger, etc. and they get all tongue tied ! :haha:

Fifi
01-21-21, 02:07 AM
Fellow Kaleuns, I need some advice and/or opinions about this issue...
I've been using Onealex subs as a stand-alone mod with GWX3.0 and some other mods (of all kinds) and I have a recurrent issue going on. Everything work fine, and I mean perfect until I am about to start a patrol in 04/1940 or 05/1940 and this happens...
https://i.postimg.cc/63pwr1mv/SH3-Img-18-1-2021-16-47-10-435.jpg


https://i.postimg.cc/mDp48Nv6/SH3-Img-18-1-2021-16-48-23-522.jpg


The hull and the deck are black with a permanent flickering, but nothing else is wrong. In fact everything works fine except this. I've tried different flotillas but the result is the same. The fact that this only happens from 04/1940 makes me thong that there must be something triggering this, but I don't have a clue...Please, any thoughts, suggestions, ideas or possible fixes?


Thanks a lot for your help.... :up:


CapZap

:o:o:o

You know you can’t take all subs from a super mod and paste them like that in other super mod without spending months to adapt them! :D
It’s not because Onealex is GWX based it means there is no hard work to be done.

Anyway if you want TKSS18 U-Boats in stock GWX, best and easiest way is to take German U-Boat Compilation and activate it on top... not forgetting the GWX Fix All Subs! ... otherwise you would get same result as on your pict by the way.

:Kaleun_Salute:

Onealex
01-21-21, 05:59 AM
Onealex V1.30 Subs
Onealex V1.30 GUBC Late Sensors
Raptor - Uniforms V2.0 (Black)
Raptor - Uniforms V2.0 (Grey)


Always using GWX3.0 as base....



Plus some sea, seabed & sky textures. I've tried without them but as I said, the result is the same. With or without them happens the same around April-May 1940. Now, could a modification is the sensors cause it?



I've modified a little bit the sensors.DAT file by increasing the peri and visual ranges.... :hmmm:


CapZap
This compilation does not refer to my modpack. Onealex V1.30 Subs mod was made for your private usage. So it was not tested 100% with GWX3.0. Maybe there is some issues or incompatibilities with GWX3.0 and other mods you are using

CapZap1970
01-21-21, 09:37 AM
Appreciate your comments, Fifi and Onealex.... But what makes me think is the fact that everything works fine until Aprir/May 1940....:hmmm:

Onealex
01-21-21, 09:42 AM
Appreciate your comments, Fifi and Onealex.... But what makes me think is the fact that everything works fine until Aprir/May 1940....:hmmm:
Maybe there is something from your SH Commander related to those dates...

Doolar
01-21-21, 01:29 PM
It's me again. Sorry guys , but I have 2 more questions and that's it, I swear.

1. When I start my NEW patrol via SH3Commander, another program also starts, called SH3Weather1.5. I've tried it with "Random" and the other option which alows me to tailor my starting weather conditions. I have tried both options and it seems that about 80%+ of the time, with either option, I start a patrol with heavy fog and rain. I started to "X" (close) out of SH3Weather1.5, when the option window pops up and since then, my weather has behaved perfectly. So far. Am I missing something here or is this the norm ?

2. I'm using SH3Commander that I once used to run SHIII-GWX3. I have had "0" issues by the way. In my SHIII-GWX3 install I used the MFM3.3 and added the "MFM3 Skin Packs in SH3Commander's "Date Folder". Will these skin packs cause issues as the dates arive or should I delete them.

thank you for the help

Fifi
01-21-21, 01:51 PM
It's me again. Sorry guys , but I have 2 more questions and that's it, I swear.

1. When I start my NEW patrol via SH3Commander, another program also starts, called SH3Weather1.5. I've tried it with "Random" and the other option which alows me to tailor my starting weather conditions. I have tried both options and it seems that about 80%+ of the time, with either option, I start a patrol with heavy fog and rain. I started to "X" (close) out of SH3Weather1.5, when the option window pops up and since then, my weather has behaved perfectly. So far. Am I missing something here or is this the norm ?

2. I'm using SH3Commander that I once used to run SHIII-GWX3. I have had "0" issues by the way. In my SHIII-GWX3 install I used the MFM3.3 and added the "MFM3 Skin Packs in SH3Commander's "Date Folder". Will these skin packs cause issues as the dates arive or should I delete them.

thank you for the help

1) i don’t use this weather application, just closing via the upper cross is ok. I even deleted all files related to weather application to be fine.
But that’s my choice, you can use it without issues.

2) you have to use only the SH3 Cmdr provided in Onealex mod. The MFM skins pack could bring issue in my opinion...but Alex will certainly tell you more.

:Kaleun_Salute:

Doolar
01-21-21, 02:02 PM
not sure where to find the Commander for Onealex

OH Darn I do see it. Sorry. I need a break

CapZap1970
01-21-21, 09:00 PM
:o:o:o

You know you can’t take all subs from a super mod and paste them like that in other super mod without spending months to adapt them! :D
It’s not because Onealex is GWX based it means there is no hard work to be done.

Anyway if you want TKSS18 U-Boats in stock GWX, best and easiest way is to take German U-Boat Compilation and activate it on top... not forgetting the GWX Fix All Subs! ... otherwise you would get same result as on your pict by the way.

:Kaleun_Salute:
Fifi, thanks a lot for the advice.... could you please give me a hand with the order of mods to be installed? Here is the list of all the mods related to the German U-Boat compilation mod that I have, but I have no idea about the order to enable them. Besides, is there any other adjustment i must do to any files? For example I don't see anything related to the late war sensors...


https://i.postimg.cc/SxzWttMB/GUBC.jpg
Thanks a lot for your help. :yeah:


CapZap

Fifi
01-22-21, 02:36 AM
Fifi, thanks a lot for the advice.... could you please give me a hand with the order of mods to be installed? Here is the list of all the mods related to the German U-Boat compilation mod that I have, but I have no idea about the order to enable them. Besides, is there any other adjustment i must do to any files? For example I don't see anything related to the late war sensors...


https://i.postimg.cc/SxzWttMB/GUBC.jpg
Thanks a lot for your help. :yeah:


CapZap

- GUC part1
- GUC part2
(Or replace part1 & part2 with GUC No Eagle)
- Fix AllSub GWX
- GUC Waterstream Fix
- New U-Boat Gun Fix
- GUC Fumo Fix SNS GWX
- Flags GUC GWX
- any skins for GUC

That should be enough to enjoy GUC in GWX

:Kaleun_Salute:

Onealex
01-22-21, 06:11 AM
1.39 version has been uploaded...


GWX Onealex Edition v1.39 - changelog:
1. Changed bow splashes for all types of U-boats.
2. Gun splash has been added.
3. Added water drains from the turm deck when surfacing or when the turm is covered with a large wave.
4. Correction of outflowing water from scuppers for type VII U-boats.
5. Fixed all bow waves on the U-boat type XXI.
6. SH Commander manual has been translated into Russian .
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radio meassages (Russian version).
9. Correction of sensors.
10. Minor fixes.

Fifi
01-22-21, 08:13 AM
:Kaleun_Thumbs_Up::Kaleun_Cheers:

CapZap1970
01-22-21, 08:40 AM
- GUC part1
- GUC part2
(Or replace part1 & part2 with GUC No Eagle)
- Fix AllSub GWX
- GUC Waterstream Fix
- New U-Boat Gun Fix
- GUC Fumo Fix SNS GWX
- Flags GUC GWX
- any skins for GUC

That should be enough to enjoy GUC in GWX

:Kaleun_Salute:


Thanks a lot Fifi!!! Will try that... :Kaleun_Thumbs_Up::Kaleun_Cheers:

FUBAR295
01-22-21, 10:21 AM
1.39 version has been uploaded...


GWX Onealex Edition v1.39 - changelog:
1. Changed bow splashes for all types of U-boats.
2. Gun splash has been added.
3. Added water drains from the turm deck when surfacing or when the turm is covered with a large wave.
4. Correction of outflowing water from scuppers for type VII U-boats.
5. Fixed all bow waves on the U-boat type XXI.
6. SH Commander manual has been translated into Russian .
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radio meassages (Russian version).
9. Correction of sensors.
10. Minor fixes.


Thank you!:Kaleun_Salute: :Kaleun_Thumbs_Up::Kaleun_Applaud:

880-5
01-22-21, 02:44 PM
just great

ericlea
01-22-21, 03:51 PM
:Kaleun_Cheers::Kaleun_Thumbs_Up:

Niume
01-22-21, 03:52 PM
Is it just me or this ship type is always bugged.?
https://www.part.lt/img/19b1c48d8254241b90892508f6d77c67902.bmp (https://www.part.lt/perziura/19b1c48d8254241b90892508f6d77c67902.bmp)

Onealex
01-22-21, 04:05 PM
Is it just me or this ship type is always bugged.?
https://www.part.lt/img/19b1c48d8254241b90892508f6d77c67902.bmp (https://www.part.lt/perziura/19b1c48d8254241b90892508f6d77c67902.bmp)
Known bug described in readme file

Kal_Maximus_U669
01-22-21, 06:06 PM
1.39 version has been uploaded...


GWX Onealex Edition v1.39 - changelog:
1. Changed bow splashes for all types of U-boats.
2. Gun splash has been added.
3. Added water drains from the turm deck when surfacing or when the turm is covered with a large wave.
4. Correction of outflowing water from scuppers for type VII U-boats.
5. Fixed all bow waves on the U-boat type XXI.
6. SH Commander manual has been translated into Russian .
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radio meassages (Russian version).
9. Correction of sensors.
10. Minor fixes.

Thank you for your work which progresses thanks to your regular updates good continuation in your projects, health, prosper its words for this new year which I wish you the best :up:

:Kaleun_Party::Kaleun_Cheers:

zoinks
01-22-21, 07:39 PM
Thank you, Onealex!

Onealex
01-24-21, 11:22 AM
Important fix for version 1.39. There was an issue in the campaign file which caused CTD.

The U-boat should be in base during updating.

The main link has been updated too.
https://drive.google.com/file/d/1z0MghOcavRSvC8WfhdMHU1NZyso1CWHy/view?usp=sharing

Fifi
01-24-21, 02:04 PM
Important fix for version 1.39. There was an issue in the campaign file which caused CTD.

The U-boat should be in base during updating.

The main link has been updated too.
https://drive.google.com/file/d/1z0MghOcavRSvC8WfhdMHU1NZyso1CWHy/view?usp=sharing

Thanks Alex :up:

Doolar
01-24-21, 02:55 PM
:Kaleun_Cheers:

FUBAR295
01-25-21, 09:59 AM
- GUC part1
- GUC part2
(Or replace part1 & part2 with GUC No Eagle)
- Fix AllSub GWX
- GUC Waterstream Fix
- New U-Boat Gun Fix
- GUC Fumo Fix SNS GWX
- Flags GUC GWX
- any skins for GUC

That should be enough to enjoy GUC in GWX

:Kaleun_Salute:

Fifi,

Thanks for putting this together, looks and works really well. :Kaleun_Thumbs_Up:
One small issue I found, is that "Aces Crew on Deck" is no longer compatible. Not a game breaker for me, as I rather have a great looking Uboot.

Again, thank you for your hard efforts.:Kaleun_Salute:
Good hunting,
FUBAR295

Fifi
01-25-21, 11:29 AM
Fifi,

Thanks for putting this together, looks and works really well. :Kaleun_Thumbs_Up:
One small issue I found, is that "Aces Crew on Deck" is no longer compatible. Not a game breaker for me, as I rather have a great looking Uboot.

Again, thank you for your hard efforts.:Kaleun_Salute:
Good hunting,
FUBAR295

I think they are not included in stock GUC. But I’m not playing with GUC anymore nor stock GWX as all is included in Onealex...

FUBAR295
01-25-21, 11:58 AM
I think they are not included in stock GUC. But I’m not playing with GUC anymore nor stock GWX as all is included in Onealex...

Your are correct, no, it was not included. It appears it would require some working on .dat files and the like. I can do well without it as it is eye candy.

Just thought I would mention it in case others were not aware.

Play GWX often as I rotate around to the various Super mods playing careers, and just to lazy and nostalgic to migrate the careers over to to better platforms.

Again, thank you so much for all your hard work on the various mods, making thing much better all around. :up:

Good hunting,
FUBAR295

Onealex
01-28-21, 12:10 PM
https://d.radikal.ru/d24/2101/67/e29d17b3634f.jpg (https://radikal.ru)

Fifi
01-28-21, 12:17 PM
https://d.radikal.ru/d24/2101/67/e29d17b3634f.jpg (https://radikal.ru)

:haha: :Kaleun_Thumbs_Up:

Only thing remaining for your mod to match 100% accuracy is bases at the right places with the gates!
(As well as Kiel Kanal)

ericlea
01-28-21, 12:23 PM
Alex ! You are a master !


Thank you ^^


:Kaleun_Cheers::Kaleun_Thumbs_Up:

ericlea
01-28-21, 12:32 PM
Some screanshots from GWXonealex supermod



https://i.servimg.com/u/f36/19/84/56/02/sh3im172.jpg (https://servimg.com/view/19845602/252)

https://i.servimg.com/u/f36/19/84/56/02/sh3im173.jpg (https://servimg.com/view/19845602/253)

https://i.servimg.com/u/f36/19/84/56/02/sh3im174.jpg (https://servimg.com/view/19845602/254)

https://i.servimg.com/u/f36/19/84/56/02/sh3im175.jpg (https://servimg.com/view/19845602/255)

https://i.servimg.com/u/f36/19/84/56/02/sh3im140.jpg (https://servimg.com/view/19845602/218)

https://i.servimg.com/u/f36/19/84/56/02/sh3im141.jpg (https://servimg.com/view/19845602/219)

https://i.servimg.com/u/f36/19/84/56/02/sh3im142.jpg (https://servimg.com/view/19845602/220)


:Kaleun_Applaud::Kaleun_Cheers:

880-5
01-28-21, 02:40 PM
Great graphics

Leoz
01-29-21, 10:01 PM
Very nice. :Kaleun_Cheers:

Niume
01-30-21, 12:53 PM
https://www.part.lt/img/bc5fc83b010451bbf6676ee0806f269c353.bmp (https://www.part.lt/perziura/bc5fc83b010451bbf6676ee0806f269c353.bmp)

Onealex
02-02-21, 08:05 AM
https://b.radikal.ru/b17/2102/24/7a20b3190ea1.jpg (https://radikal.ru)

https://c.radikal.ru/c14/2102/12/91a8e1a6e56f.jpg (https://radikal.ru)

Niume
02-02-21, 10:53 AM
A new hardcode fix?

Onealex
02-02-21, 10:56 AM
A new hardcode fix?
Yes. TychoSh3Patch_v4 + my color settings

ericlea
02-02-21, 01:40 PM
:Kaleun_Thumbs_Up:

Autopilotman
02-06-21, 10:57 PM
I've just come across this mod, whenever I try to start a career it seems to crash just after loading. Is there a specific way to set it up?

Doolar
02-06-21, 11:05 PM
Autopilotman, I had the same issue. how I fixed it to perfection, was to set the SH3.exe and the Cmdr.exe to "compatibility of Win7" and with "admin privileges". Do this FIRST, then adjust your Commander, Silent Hunter 3 ans S.hie options. Don't mess with the Stiebler options. Now run the game. All has worked perfectly since.

Autopilotman
02-06-21, 11:54 PM
Didn't seem to work, I just spawn in the middle of the ocean with some/all of my systems destroyed. Then a few seconds later; the game crashes.

Doolar
02-07-21, 12:38 AM
delete Onealex, that you have, clean with ccleaner. Now decompress Onealex to C:/ or seperate HHD but not in Programs Files. Then :

1. Open the SH3 folder and change the SH3.exe, Cmdr.exe and JSGME.exe to
WIN7/ADMIN
2. Start game via the SH3.exe, to set a Save folder
3. Set game Options to GERMAN
4. Exit game
5. Make changes to H.sie but NOT Stiebler's Patches
6. Add Mods of choice via JSGME to SHIII
7. Set Options in Cmdr
8. Setup Career & Play via SH3 Commander

this works, ONEALEX 1.39 also has a patch, so add this via JSGME or use ONEALEX 1.38 and wait for ONEALEX 1.40

Autopilotman
02-07-21, 01:15 AM
Thanks for the help, seems to be working well now. Also noticed that my antivirus was blocking elements of the sh3.exe; so I added it to my exceptions list.

midnightcrisis
02-07-21, 09:56 AM
Hello everybody.

Very great work, i like it so much. I have a question.
Is Iambecomelifes merchantfleed Mod compatible to this Mod.

Onealex
02-07-21, 10:39 AM
Hello everybody.

Very great work, i like it so much. I have a question.
Is Iambecomelifes merchantfleed Mod compatible to this Mod.
I don't recommend merchant fleet mod for my modpack. It causes ctd. In GWX Onealex Edition there are more than 300 different ships adapted by me. Also there are ships from merchant fleet mod which were fixed...

midnightcrisis
02-07-21, 10:56 AM
:salute:I don't recommend merchant fleet mod for my modpack. It causes ctd. In GWX Onealex Edition there are more than 300 different ships adapted by me. Also there are ships from merchant fleet mod which were fixed...

Ok. Thank you for the fast answer. Meanwhile i checked it out and had a very long loadtime. But i think you're right. There are too many units in IABL's Mod to run your Mod stable.

Salute Herr Kaleun:salute:

Onealex
02-09-21, 06:10 AM
1.40 version has been uploaded...
GWX Onealex Edition v1.40 - changelog:
1. Changed the lighting in the Attack periscope screen. It is always red now.
2. Changed lighting in the Observation periscope screen. Now it is red at night.
3. New minefields have been added according to historical accuracy.
4. Revised sensor configs for all warships.
5. Added / changed elements on the navigation map, changed the color of the lines on the map.
Now they are clearer, and clearly visible at night (TychoSh3Patch_v4).
6. Visual display of torpedoes has been added. When the front covers of the torpedo tubes are opened, torpedoes are visible.
7. The appearance of radar warning receivers and hydrophones have been changed.
8. Fixed a bug when U-boat of IID type did not keep depth at a speed of 2 knots with a negative buoyancy mod.
9. Fixed UZO optics.
10. Changed the animation of the radio antenna to a more real one.
11. Correction of radio messages.
12. Tthe campaign in the Atlantic Ocean has been updated.
13. Minor fixes.

Templar
02-09-21, 06:36 AM
:Kaleun_Applaud::Kaleun_Cheers::Kaleun_Salute:

ericlea
02-09-21, 07:13 AM
:Kaleun_Cheers::Kaleun_Thumbs_Up::Kaleun_Applaud:

FUBAR295
02-09-21, 08:26 AM
:Kaleun_Applaud::Kaleun_Thumbs_Up::Kaleun_Applaud:

pelucho25
02-09-21, 12:11 PM
Fantastic mod. I have the problem that when I load an automatically saved patrol, my submarine appears on the bottom of the destroyed sea and ends the patrol. Any solution?

Onealex
02-09-21, 12:54 PM
Fantastic mod. I have the problem that when I load an automatically saved patrol, my submarine appears on the bottom of the destroyed sea and ends the patrol. Any solution?
It is known SH3 bug. The solution is described in GWX 3.0 Manual Eng file (documentation folder)

880-5
02-10-21, 03:56 PM
Fantastic work keep up the good work !!!!

torpille
02-11-21, 02:52 PM
like a wine ,it is better days after days : Kaleun_Wink:

Onealex
02-12-21, 02:22 PM
This little addon makes rotation of Radar/Hydrophone more sensitive by using mouse wheel. The main link has been updated too.

https://drive.google.com/file/d/1pYeu8mEb6rUPgrerRYTntp18U80xnwe1/view?usp=sharing

ericlea
02-12-21, 02:49 PM
Nice :Kaleun_Thumbs_Up:

Onealex
02-20-21, 08:19 AM
Campaign files were updated. The main link has been updated too...
https://drive.google.com/file/d/1OpWFC9gOdDNrtCH2FhiBk-pLNvTWM0RE/view?usp=sharing

FUBAR295
02-20-21, 09:02 AM
:Kaleun_Thumbs_Up::Kaleun_Applaud:



:Kaleun_Salute:

Thank you.

Good hunting,
FUBAR295

Ktl_KUrtz
02-20-21, 09:26 AM
Campaign files were updated. The main link has been updated too...
https://drive.google.com/file/d/1OpWFC9gOdDNrtCH2FhiBk-pLNvTWM0RE/view?usp=sharing
Where is the main link?
Many thanks if you can help.
KUrtz

Onealex
02-20-21, 09:41 AM
Where is the main link?
Many thanks if you can help.
KUrtz
The main link is on my YouTube page

Fifi
02-20-21, 01:01 PM
What happened to your UZO graticules?

https://i.goopics.net/QZo8q.jpg

Shouldn't it be more like that?

https://i.goopics.net/K2vdp.jpg

Onealex
02-20-21, 02:37 PM
UZO/OBS Periscope graticules were corrected. The main link has been updated
http://d.radikal.ru/d33/2102/88/9a18f899335e.jpg (http://radikal.ru)

http://c.radikal.ru/c21/2102/5a/cf5be89eedf5.jpg (http://radikal.ru)

Belmondo
02-20-21, 04:40 PM
It is known SH3 bug. The solution is described in GWX 3.0 Manual Eng file (documentation folder)

Hello, there is a mod that adds more sailors

Onealex
02-21-21, 01:19 AM
Hello, there is a mod that adds more sailors
Hello. Don't understand what you mean. Please provide more information...

Belmondo
02-21-21, 02:54 AM
Hello. Don't understand what you mean. Please provide more information...

The point is that in each compartment on the ship there is a torpedo room engine room electric motors in officer mess rooms I play with FM NewInterior mods but there are few

Onealex
02-21-21, 03:21 AM
The point is that in each compartment on the ship there is a torpedo room engine room electric motors in officer mess rooms I play with FM NewInterior mods but there are few
Ok, I found a file from the moon but help is needed because I have no idea what to change where, thanks
FM NewInterior mods are not recommended for my modpack. They can cause CTDs.

Kumando
02-21-21, 05:08 AM
UZO/OBS Periscope graticules were corrected. The main link has been updated
http://d.radikal.ru/d33/2102/88/9a18f899335e.jpg (http://radikal.ru)

http://c.radikal.ru/c21/2102/5a/cf5be89eedf5.jpg (http://radikal.ru)

Is there a file fix only or do i have do download the all mod again???

Onealex
02-21-21, 05:10 AM
Is there a file fix only or do i have do download the all mod again???
No beacause we have to delete some files. Also I have made a little clean-up.

Kumando
02-21-21, 05:17 AM
No beacause we have to delete some files. Also I have made a little clean-up.

Thanks mate, i want you to congratulate you for your mod, it really saved me a pain of having to put lots of mods to work. Great job!!!:Kaleun_Salute:

Anvart
02-21-21, 08:28 AM
If I understood correctly (after looking at the beginning of the video for v.1.4 on YouTube), the author does not know the purpose of the DF antenna and antenna's cables, stretched from the turm to the bow and stern of the submarine. Or I'm wrong?
:o

Onealex
02-21-21, 09:00 AM
If I understood correctly (after looking at the beginning of the video for v.1.4 on YouTube), the author does not know the purpose of the DF antenna and antenna's cables, stretched from the turm to the bow and stern of the submarine. Or I'm wrong?
:o

Hi. Can you describe what's wrong?

CapZap1970
02-21-21, 02:04 PM
Sorry to bother you, but I can't find the link.... some help please.... :oops:
Is the same link for the 1.40?


CapZap

Onealex
02-21-21, 02:30 PM
Sorry to bother you, but I can't find the link.... some help please.... :oops:
Is the same link for the 1.40?
CapZap
Yes. The main link always the same.

Kumando
02-21-21, 06:13 PM
Is the GWX merged campaign included by default?

Onealex
02-22-21, 01:05 AM
Is the GWX merged campaign included by default?
No. By default there is Atlantic campaign changed by me.

Kumando
02-22-21, 05:59 AM
No. By default there is Atlantic campaign changed by me.

So if I want to play in the Mediterranean I must activate it right? Another thing the hydrophone is working on the surface even with the h sie fix on, did you noticed this?

Onealex
02-22-21, 06:06 AM
So if I want to play in the Mediterranean I must activate it right? Another thing the hydrophone is working on the surface even with the h sie fix on, did you noticed this?
1 Yes
2 Hydrophone is ok

Kumando
02-22-21, 06:10 AM
No. By default there is Atlantic campaign changed by me.

1 Yes
2 Hydrophone is ok

What do you mean OK it's working as intended?

Onealex
02-22-21, 06:19 AM
What do you mean OK it's working as intended?
Hydrophone works only when U-boat is under water

Kumando
02-22-21, 06:27 AM
Hydrophone works only when U-boat is under water

Hum I must have messed up something then.

midnightcrisis
02-22-21, 01:06 PM
It seems, that U-Boat ranges are 50% higher?:hmmm:

Mad Mardigan
02-22-21, 02:13 PM
It seems, that U-Boat ranges are 50% higher?:hmmm:

1 thing to understand.. the world, as you see it in game, is NOT the same exactly, as is in real time or real life. :yep:

So, taking that into account, it usually takes more distance to get from point A to point B, in game.. so to compensate for that, subs ranges.. as you pointed out here... are more than what it would be in real life.

It is owing to what I have outlined, which has been done by others here on subsim... numerous times, to be frank about it.

in doing this, is a working trade off to compensate for the real world limitations in game.

There's only so much that a 3d engine, can be pushed to go before it fails utterly & completely...

As it is understood by Me, from what I have read...

Hopefully, this info has helped... :shucks:

M. M.

:Kaleun_Salute:

Kumando
02-22-21, 02:30 PM
Merchants move very fast in this mod is it historically accurate?

midnightcrisis
02-22-21, 03:22 PM
1 thing to understand.. the world, as you see it in game, is NOT the same exactly, as is in real time or real life. :yep:

So, taking that into account, it usually takes more distance to get from point A to point B, in game.. so to compensate for that, subs ranges.. as you pointed out here... are more than what it would be in real life.

It is owing to what I have outlined, which has been done by others here on subsim... numerous times, to be frank about it.

in doing this, is a working trade off to compensate for the real world limitations in game.

There's only so much that a 3d engine, can be pushed to go before it fails utterly & completely...

As it is understood by Me, from what I have read...

Hopefully, this info has helped... :shucks:

M. M.

:Kaleun_Salute:

With other words: a bigger world. Ok, that helps:Kaleun_Salute::Kaleun_Cheers:

Onealex
02-22-21, 03:41 PM
Merchants move very fast in this mod is it historically accurate?
https://en.wikipedia.org/wiki/ON_convoys
Due to storm conditions the speed of convoys is reduced to 5-7 knots. In other cases there are convoys with speed 9-11 knots

Belmondo
02-22-21, 04:03 PM
https://en.wikipedia.org/wiki/ON_convoys
Due to storm conditions the speed of convoys is reduced to 5-7 knots. In other cases there are convoys with speed 9-11 knots

I have a question about the amount of depth bombs on destroyers, after the last attack on the convoy, I was cornered by three destroyers, 130 bombs were dropped on me, is that ok

Onealex
02-23-21, 03:05 AM
I have a question about the amount of depth bombs on destroyers, after the last attack on the convoy, I was cornered by three destroyers, 130 bombs were dropped on me, is that ok
Too little or too much in your opinion? I think that there are some inconsistencies. I have to think how I can fix them...

Kumando
02-23-21, 04:31 AM
OneAlex 3 questions, you have the bad weather fix in the options selector turned off by default, is it because your ships already go slow in storms right? And you also have the turm and diesel damage fix off by default is it also conflicting with your mods? Cheers.

Onealex
02-23-21, 04:40 AM
OneAlex 3 questions, you have the bad weather fix in the options selector turned off by default, is it because your ships already go slow in storms right? And you also have the turm and diesel damage fix off by default is it also conflicting with your mods? Cheers.
1 No. It is needed for weather transitions (the bad weather fix should be off)
2 Yes
3 I think that Diesel Damage fix is not realistic feature (the U-boat should run on flank speed few hours but not only 10 minutes)

Kumando
02-23-21, 04:43 AM
:Kaleun_Salute:1 No. It is needed for weather transitions (the bad weather fix should be off)
2 Yes
3 I think that Diesel Damage fix is not realistic feature (the U-boat should run on flank speed few hours but not only 10 minutes)

John Pancoast
02-23-21, 09:37 AM
Fwiw, I highly recommend using the diesel damage fix. The engines are unrealistically much to reliable without it.

Kumando
02-23-21, 10:13 AM
My windows antivirus just erased sh3 as a virus... Happened to anyone?

Onealex
02-23-21, 10:34 AM
My windows antivirus just erased sh3 as a virus... Happened to anyone?
Yes )

Kumando
02-23-21, 10:41 AM
Another issue the DF antennas are not rotating, will you fix it?

Onealex
02-23-21, 10:54 AM
Another issue the DF antennas are not rotating, will you fix it?
That's not a bug. It rotates rarely.

Onealex
02-23-21, 01:17 PM
Depth charges quantity and shells quantity of u-boat guns were corrected to +/- historical values. The main link has been updated...

https://drive.google.com/file/d/1nph4ZMgu5DVaEi7y8IhBZGRAQWqVgCDH/view?usp=sharing

Kumando
02-23-21, 02:51 PM
OneAlex since you like realism why don't you play with real navigation? I do

Onealex
02-23-21, 02:57 PM
OneAlex since you like realism why don't you play with real navigation? I do
I have no answer :D

Kumando
02-23-21, 03:07 PM
I have no answer :D

Its easy i just use a tga to hide the sub icon, then with ctrl click i can fix the position when the weather is good, when its not a use the same method but i zoom out an draw a mark with the compass with a area to simulate the dead reckoning error, its really nice :Kaleun_Salute:

Mister_M
02-23-21, 04:24 PM
Its easy i just use a tga to hide the sub icon, then with ctrl click i can fix the position when the weather is good, when its not a use the same method but i zoom out an draw a mark with the compass with a area to simulate the dead reckoning error, its really nice :Kaleun_Salute:

What does happen when hitting "ctrl click" ? Is it a mod ?

Kumando
02-23-21, 04:26 PM
What does happen when hitting "ctrl click" ? Is it a mod ?

No, if you press ctrl+left mouse buton it will center on your sub position.

Kumando
02-23-21, 07:27 PM
Whats the difference between your fatigue model and gwx 8 hours?

Onealex
02-24-21, 02:20 AM
Whats the difference between your fatigue model and gwx 8 hours?
https://a.radikal.ru/a14/2102/22/392a64dd26c6.png (https://radikal.ru)

johnlax
02-24-21, 08:47 AM
guys I have played onealex for 3 weeks now after playing GWE for 2 years
is the AI in onealex much harder then GWE I spent weeks playing in 1941 and the allies r at 1944 levels when compared to GWE living port in 1941 is always an adventure in onealex GWE seems so much easier as far as combat. Am i correct in this view????

Onealex
02-24-21, 08:51 AM
guys I have played onealex for 3 weeks now after playing GWE for 2 years
is the AI in onealex much harder then GWE I spent weeks playing in 1941 and the allies r at 1944 levels when compared to GWE living port in 1941 is always an adventure in onealex GWE seems so much easier as far as combat. Am i correct in this view????
GWE? What is it?

johnlax
02-24-21, 09:14 AM
Before i started to play Onealex i was playing GWX3

Kumando
02-25-21, 03:11 AM
OneAlex I saw on your page that you changed the depth charge and deck ammo count, what's the new numbers compared with before?

Onealex
02-25-21, 03:37 AM
OneAlex I saw on your page that you changed the depth charge and deck ammo count, what's the new numbers compared with before?
DC Rack - 20 (40)
KGun - 5 (40)
YGun - 6 (40)
HE shells - 220 (HE-140 + AP-110)

Onealex
02-25-21, 09:55 AM
Minor fixes. The main link has been updated...

https://drive.google.com/file/d/1ImDSNhd0EJx0I4I48x2kw7O9gRHRw5Ls/view?usp=sharing

CapZap1970
02-25-21, 10:52 AM
Onealex, just d/l the V1.40 again, does it include the minor fixes or still has to be enabled on top of V1.40? Thanks for the info... :up:

Onealex
02-25-21, 10:55 AM
Onealex, just d/l the V1.40 again, does it include the minor fixes or still has to be enabled on top of V1.40? Thanks for the info... :up:
The main link has been updated...I always write this message after uploading a new version with all fixes.

murat124
02-25-21, 06:01 PM
Hello Onealex. Thank you for this great mod.

I did download it twice just the make sure but the newest files in your 1.40 link from youtube is dated on 2021-02-08 10:39

I want to make sure it has all the updates you made after that date.


EDIT: I can confirm the updates are in there.


Thanks again.

CapZap1970
02-25-21, 08:39 PM
The main link has been updated...I always write this message after uploading a new version with all fixes.
Thank you Onealex!!! :salute::up:

Kumando
02-26-21, 05:52 AM
OneAlex have you considered puting the mod that adds locks to the kiel canal and wilhelmshaven?

Onealex
02-26-21, 06:44 AM
OneAlex have you considered puting the mod that adds locks to the kiel canal and wilhelmshaven?
Can you provide the files for analyzing?

Kumando
02-26-21, 08:07 AM
Can you provide the files for analyzing?

https://www.subsim.com/radioroom/showthread.php?t=218138

Onealex
02-26-21, 08:36 AM
https://www.subsim.com/radioroom/showthread.php?t=218138
No. This mod will not be included in my modpack

Kumando
02-26-21, 08:42 AM
No. This mod will not be included in my modpack

It messes up the. Campaign files right?

Onealex
02-26-21, 08:46 AM
It messes up the. Campaign files right?
The main problem is FPS. It makes the game unplayable when there will be an air attack for example and result - CTD

Onealex
02-27-21, 03:06 PM
https://c.radikal.ru/c37/2102/59/50689f28bbb7.jpg (https://radikal.ru)

https://b.radikal.ru/b10/2102/64/f1b56546392b.jpg (https://radikal.ru)

https://b.radikal.ru/b24/2102/f8/434758577981.jpg (https://radikal.ru)

https://b.radikal.ru/b35/2102/20/69d99f97c6cd.jpg (https://radikal.ru)

Anvar1061
02-27-21, 03:23 PM
https://c.radikal.ru/c37/2102/59/50689f28bbb7.jpg (https://radikal.ru)

https://b.radikal.ru/b10/2102/64/f1b56546392b.jpg (https://radikal.ru)

https://b.radikal.ru/b24/2102/f8/434758577981.jpg (https://radikal.ru)

https://b.radikal.ru/b35/2102/20/69d99f97c6cd.jpg (https://radikal.ru)
The older the version, the more it looks like GWR.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Onealex
02-27-21, 03:26 PM
The older the version, the more it looks like GWR.
:Kaleun_Salute:
I don't use files from GWR

ericlea
02-27-21, 03:43 PM
:Kaleun_Applaud::Kaleun_Thumbs_Up:

Mister_M
02-27-21, 04:34 PM
https://c.radikal.ru/c37/2102/59/50689f28bbb7.jpg (https://radikal.ru)

https://b.radikal.ru/b10/2102/64/f1b56546392b.jpg (https://radikal.ru)

https://b.radikal.ru/b24/2102/f8/434758577981.jpg (https://radikal.ru)

https://b.radikal.ru/b35/2102/20/69d99f97c6cd.jpg (https://radikal.ru)

Who created these beautiful 3D objects (submarine, periscopes, biscay cross) ? :o

Onealex
02-27-21, 09:30 PM
Who created these beautiful 3D objects (submarine, periscopes, biscay cross) ? :o
Russian modders Wise and KOT

ivanov.ruslan
02-28-21, 05:03 AM
Hi, i noticed that the de_menu is in English

Kumando
02-28-21, 05:04 AM
Is this on 1.40?

ivanov.ruslan
02-28-21, 05:18 AM
Yes!

Onealex
02-28-21, 06:25 AM
Hi, i noticed that the de_menu is in English
Please read the readme file:
GWX Onealex Edition v1.35 - changelog:
7. Temporarily removed the French and German languages until there is a person who can do high-quality localization in those languages.

Ktl_KUrtz
02-28-21, 06:52 AM
Please read the readme file:
GWX Onealex Edition v1.35 - changelog:
7. Temporarily removed the French and German languages until there is a person who can do high-quality localization in those languages.
If you have just the sound files available I might be able to help with the German.
Many thanks if you can help.
KUrtz

Onealex
02-28-21, 07:03 AM
If you have just the sound files available I might be able to help with the German.
Many thanks if you can help.
KUrtz
Ok. Please take all files from Russian translation mod and translate the text into German. Don't forget about radio messages...

ivanov.ruslan
02-28-21, 07:09 AM
Clear!

Ktl_KUrtz
02-28-21, 07:10 AM
Ok. Please take all files from Russian translation mod and translate the text into German. Don't forget about radio messages...
I do not want to download the whole mod due to lack of space on my PC.
Do you just have a sound file link, English or German?
KUrtz

Onealex
02-28-21, 07:15 AM
I do not want to download the whole mod due to lack of space on my PC.
Do you just have a sound file link, Russian or German?
KUrtz
I need text translation but not sound. I have german voices in the game. And Russian/English text.

Ktl_KUrtz
02-28-21, 08:25 AM
I need text translation but not sound. I have german voices in the game. And Russian/English text.
I see.
Sorry, but I will not be able to do anything like that.
(Thanks for what looks like a great mod.)
KUrtz

880-5
02-28-21, 10:48 AM
In which file can I find the radio texts?

Onealex
02-28-21, 11:22 AM
In which file can I find the radio texts?
SH3\data\Campaigns\Campaign\messages_en

Onealex
03-01-21, 08:26 AM
https://c.radikal.ru/c39/2103/c5/febba8d1e74c.jpg (https://radikal.ru)

ericlea
03-01-21, 08:43 AM
Excellent !!


:Kaleun_Thumbs_Up::Kaleun_Applaud:

CapZap1970
03-01-21, 11:30 AM
https://c.radikal.ru/c39/2103/c5/febba8d1e74c.jpg (https://radikal.ru)
Beautiful indeed...!!! :Kaleun_Applaud:


When will those beauties will be available? :D

Onealex
03-01-21, 11:33 AM
Beautiful indeed...!!! :Kaleun_Applaud:


When will those beauties will be available? :D
I hope today

Onealex
03-01-21, 12:16 PM
The new version has been uploaded


GWX Onealex Edition v1.41 - changelog:
1. New models of periscopes have been added.
2. New models of rotating radars have been added.
3. New models of late DF antennas have been added.
4. Added the ability to rotate the radar / hydrophone more slowly using the mouse wheel.
5. Fixed reticles of UZO and observation periscope.
6. The number of depth charges of escort ships and submarine deck gun shells corrected to +/- historical values.
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radiograms.
9. Fixed a bug when batteries on U-boat type 21 were not charged to 100%.
10. Minor fixes.

Belmondo
03-01-21, 12:22 PM
The new version has been uploaded


GWX Onealex Edition v1.41 - changelog:
1. New models of periscopes have been added.
2. New models of rotating radars have been added.
3. New models of late DF antennas have been added.
4. Added the ability to rotate the radar / hydrophone more slowly using the mouse wheel.
5. Fixed reticles of UZO and observation periscope.
6. The number of depth charges of escort ships and submarine deck gun shells corrected to +/- historical values.
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radiograms.
9. Fixed a bug when batteries on U-boat type 21 were not charged to 100%.
10. Minor fixes.

I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

Onealex
03-01-21, 12:31 PM
I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.
It depends on how many DC Racks/ KGuns/YGuns are installed on the deck.
1 DC Rack - 20 depth charges
1 KGun - 5 depth charges
1 Y gun - 6 depth charges

Fifi
03-01-21, 01:30 PM
I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

Easy enough, google frégates/destroyers etc :03:
In example, frégate River class had up to 150 depth charges...for one ship!
Little destroyer class Hunt type III had 110 depth charges.
Testimonies from Kaleuns who survived (like H.Werner) mentioned hard attacks with more than 300 depth charges launched for dozens of hours...

So yes, 130 DC with 3 DD is small average.

:Kaleun_Salute:

Belmondo
03-01-21, 01:37 PM
Easy enough, google frégates/destroyers etc :03:
In example, frégate River class had up to 150 depth charges...for one ship!
Little destroyer class Hunt type III had 110 depth charges.
Testimonies from Kaleuns who survived (like H.Werner) mentioned hard attacks with more than 300 depth charges launched for dozens of hours...

So yes, 130 DC with 3 DD is small average.

:Kaleun_Salute:

It's cool, I know what I can count on

CapZap1970
03-01-21, 02:37 PM
The new version has been uploaded


GWX Onealex Edition v1.41 - changelog:
1. New models of periscopes have been added.
2. New models of rotating radars have been added.
3. New models of late DF antennas have been added.
4. Added the ability to rotate the radar / hydrophone more slowly using the mouse wheel.
5. Fixed reticles of UZO and observation periscope.
6. The number of depth charges of escort ships and submarine deck gun shells corrected to +/- historical values.
7. The campaign in the Atlantic Ocean has been updated.
8. Correction of radiograms.
9. Fixed a bug when batteries on U-boat type 21 were not charged to 100%.
10. Minor fixes.
Thank you very much, Onealex!!! :yeah:
Fantastic work! This is getting better and better with every update!
One question if you don't mind... If I would like to have the stealth meter back, would it be enough to replace the Menu.ini file from a previous version that still has it or is it more complicated than that? not a matter of life and death, so if it is too hard to bring it back, it doesn't matter at all. Thanks a lot again and keep up the excellent work!!! :salute:


CapZap

Onealex
03-01-21, 03:03 PM
Thank you very much, Onealex!!! :yeah:
Fantastic work! This is getting better and better with every update!
One question if you don't mind... If I would like to have the stealth meter back, would it be enough to replace the Menu.ini file from a previous version that still has it or is it more complicated than that? not a matter of life and death, so if it is too hard to bring it back, it doesn't matter at all. Thanks a lot again and keep up the excellent work!!! :salute:


CapZap
Replacing of menu.ini file will owerwrite other changes made by me. So the best way is to play on high realism.

CapZap1970
03-01-21, 03:08 PM
Replacing of menu.ini file will owerwrite other changes made by me. So the best way is to play on high realism.
Got it! Thanks for the reply my friend! :salute:

Kumando
03-02-21, 09:00 AM
Why some contacts appear as red when zoomed in oh the map?

Onealex
03-02-21, 09:22 AM
Why some contacts appear as red when zoomed in oh the map?
Maybe due to tga files. Some modders who made new ship models did tga files different from GWX 3.0 tga files

John Pancoast
03-02-21, 09:32 AM
Thank you very much, Onealex!!! :yeah:
Fantastic work! This is getting better and better with every update!
One question if you don't mind... If I would like to have the stealth meter back, would it be enough to replace the Menu.ini file from a previous version that still has it or is it more complicated than that? not a matter of life and death, so if it is too hard to bring it back, it doesn't matter at all. Thanks a lot again and keep up the excellent work!!! :salute:


CapZap

It is very easy to put it back into any menu.ini file. I.e., look at the menu.ini items needed in a file with it present and then just add them to the ini file you want to use including any ini file renumbering needed. Something else may have physically taken its place in a modded ini file, in which case simply move it via the "Pos" lines to where desired on the screen.
I don't play with it, but understand why some would. I.e., irl you'd get much better info. from your phone man vs. the one in the game.

John Pancoast
03-02-21, 09:33 AM
I have a question about depth bombs, how many pieces did a destroyer have. During a dispute with three destroyers, they dropped 130 bombs is it plausible.

SH3 escort ai needs all the help it can get. If that means more depth charges than in reality, so be it. :)

CapZap1970
03-02-21, 10:20 AM
It is very easy to put it back into any menu.ini file. I.e., look at the menu.ini items needed in a file with it present and then just add them to the ini file you want to use including any ini file renumbering needed. Something else may have physically taken its place in a modded ini file, in which case simply move it via the "Pos" lines to where desired on the screen.
I don't play with it, but understand why some would. I.e., irl you'd get much better info. from your phone man vs. the one in the game.
Thanks for the info JP!!! :salute:

Kumando
03-02-21, 11:29 AM
Why is asdic shallow waters fix and fido torpedo off on stiebler by default?

Onealex
03-02-21, 11:38 AM
Why is asdic shallow waters fix and fido torpedo off on stiebler by default?

1 It makes escort ships deaf in all cases
2 I don't like that mod

John Pancoast
03-02-21, 11:40 AM
1 It makes escort ships deaf in all cases
2 I don't like that mod

Fwiw, in shallow water, asdic was/should be not very effective.
But if it does find you, good luck you'll need it. :) I've never noticed any difference in deeper water from it being enabled.

Kumando
03-02-21, 06:36 PM
I'm in 39 and all my torpedoes are running way bellow the depth I set, with magnetic and impact pistols is this normal?

Onealex
03-03-21, 01:02 AM
I'm in 39 and all my torpedoes are running way bellow the depth I set, with magnetic and impact pistols is this normal?
Set correct torpedo depth which depends on wave heigh (please read Stiebler/Hsie patch documentation) Also turn off magnetic detonators.

Mad Mardigan
03-03-21, 10:35 PM
I'm in 39 and all my torpedoes are running way bellow the depth I set, with magnetic and impact pistols is this normal?

As I recall of it, early on, uboats did have issues with all sorts of torp issues, from running deeper than what they were set, to duds, mag det either not going off as it should to going off sometimes not long after leaving the tube. All in all, all sorts of loverly issues... so if you have it check marked for duds then yes, that would be normal.

M. M.

:Kaleun_Salute:

Onealex
03-03-21, 11:51 PM
As I recall of it, early on, uboats did have issues with all sorts of torp issues, from running deeper than what they were set, to duds, mag det either not going off as it should to going off sometimes not long after leaving the tube. All in all, all sorts of loverly issues... so if you have it check marked for duds then yes, that would be normal.

M. M.

:Kaleun_Salute:
Yes you are right. Also I want to remind about this...
http://c.radikal.ru/c20/2103/6e/da9be48ea3ae.png (http://radikal.ru)

Mad Mardigan
03-04-21, 12:01 AM
Yes you are right. Also I want to remind about this...
https://a.radikal.ru/a25/2103/01/ec5d14f5e30f.png (https://radikal.ru)

With that, as I recall you could still set them for what would be the correct depth, based on what the weather & waves were at the given time... & still end up having any of the issues I outlined, at minimum, occur...

That is, until the time if that is modeled in there right & works as it is intended to, to follow that as it occurred back then... :yep:

It is possible to still have duds occur, later on in the war timeline.. not as highly as early on, but they still do happen.. as there were instances of sabotage that occurred.

Slave labor, did fight back in the only way available to them, at the time.

M. M.

:Kaleun_Salute:

John Pancoast
03-04-21, 07:22 AM
I've found the default failure settings of H.sie's patch don't produce near enough failures. Not even close.
I've doubled their rate in the Hsie.ini file and along with using only magnetic pistols ala NYGM it's much better though could perhaps could use even another 50% added to the numbers. Helps reduce the silly tonnage levels possible in the game too.
M.M. look in the Hsie.ini file for details.

Onealex
03-04-21, 07:45 AM
I've found the default failure settings of H.sie's patch don't produce near enough failures. Not even close.
I've doubled their rate in the Hsie.ini file and along with using only magnetic pistols ala NYGM it's much better though could perhaps could use even another 50% added to the numbers. Helps reduce the silly tonnage levels possible in the game too.
M.M. look in the Hsie.ini file for details.
In my modpack the default failure settings of H.sie's patch were corrected and tested by me. Also there are an early torpedo detonations. So there is no reason to change my settings which are correct

John Pancoast
03-04-21, 07:46 AM
In my modpack the default failure settings of H.series patch were corrected and tested by me. Also there are an early torpedo detonations. So there is no reason to change my settings which are correct

:up: Any idea of the failure % ?

Onealex
03-04-21, 08:04 AM
:up: Any idea of the failure % ?
Impact Pistol 20%
Magnet Pistol 25%

John Pancoast
03-04-21, 08:36 AM
Impact Pistol 20%
Magnet Pistol 25%

Thanks !

Onealex
03-05-21, 01:00 PM
A new version has been uploaded...


GWX Onealex Edition v1.42 - changelog:
1. New model of the FuMB10Borkum radar detector has been added.
2. Positions of the radar warning receivers were corrected.
3. New animation of the DF antenna.
4. Animation of the Tunis radar warning receiver has been added.
5. Corrections of radio messages.
6. Minor fixes.

Kumando
03-05-21, 01:02 PM
:Kaleun_Applaud:A new version has been uploaded...


GWX Onealex Edition v1.42 - changelog:
1. New model of the FuMB10Borkum radar detector has been added.
2. Positions of the radar warning receivers were corrected.
3. New animation of the DF antenna.
4. Animation of the Tunis radar warning receiver has been added.
5. Corrections of radio messages.
6. Minor fixes.

murat124
03-05-21, 04:14 PM
Thank you very much for 1.42 Onealex.


Can we just do a drag and drop and override over the previous version without starting a new carrier?

Onealex
03-05-21, 04:39 PM
Thank you very much for 1.42 Onealex.


Can we just do a drag and drop and override over the previous version without starting a new carrier?
There is no reason to start a new career. The U-boat should be in base during updating. But drag and drop it is not a good idea. Why anyone does not read the readme file?
...Be sure you have uninstalled the old version before installing the new version of the game!

Kumando
03-05-21, 05:49 PM
What change was made to the DF Antenna?

Andrewsdad
03-06-21, 03:44 AM
Salute, All !!!


Mod looks GREAT !!!! Even I figured out how to install it without a mishap !!!


The only comment I have so far is: "Holey Mackerel, the load time is very long. The Progress Bar fills pretty quickly, then things just sit there for about 15-20 minutes! I was just going to give it up as a "Not Responding" when "Not So Long Ago..." appeared and, wow, I was pleasantly surprised.


No doubt I will have questions, but again.. congratulations on a fine effort !!!


AD

Onealex
03-06-21, 04:16 AM
What change was made to the DF Antenna?
Animation is slower in the end of rising of DF antenna

Onealex
03-06-21, 04:19 AM
Salute, All !!!


Mod looks GREAT !!!! Even I figured out how to install it without a mishap !!!


The only comment I have so far is: "Holey Mackerel, the load time is very long. The Progress Bar fills pretty quickly, then things just sit there for about 15-20 minutes! I was just going to give it up as a "Not Responding" when "Not So Long Ago..." appeared and, wow, I was pleasantly surprised.


No doubt I will have questions, but again.. congratulations on a fine effort !!!


AD
Strange thing. But my PC loads the career mission 5-6 minutes but not 15-20. But Museum takes 15 minutes because there are 300 + units in the game...

Kumando
03-06-21, 04:24 AM
In my pc carreers load in about 5-6 min to, only single missions take up to 10 min, never tried museum lol.

Kumando
03-06-21, 04:26 AM
Other thing how can i revert the speed of the ships back to original? I think they are way to fast, if you are playing with a type II you cant even position yourself because every mercant outruns this boat.

Onealex
03-06-21, 04:41 AM
Other thing how can i revert the speed of the ships back to original? I think they are way to fast, if you are playing with a type II you cant even position yourself because every mercant outruns this boat.
You can't do that without changing campaign files.

Onealex
03-06-21, 04:54 AM
Other thing how can i revert the speed of the ships back to original? I think they are way to fast, if you are playing with a type II you cant even position yourself because every mercant outruns this boat.
The highest speed of U-boat type II is 13 knots so you can intercept the ship with speed 9-11 knots without problems when calm water. I don't see any trouble. It is realism...

ericlea
03-06-21, 05:25 AM
The highest speed of U-boat type II is 13 knots so you can intercept the ship with speed 9-11 knots without problems when calm water. I don't see any trouble. It is realism...




:Kaleun_Thumbs_Up:

John Pancoast
03-06-21, 09:16 AM
The highest speed of U-boat type II is 13 knots so you can intercept the ship with speed 9-11 knots without problems when calm water. I don't see any trouble. It is realism...

Does weather affect AI ship speed as it does the players ?

Onealex
03-06-21, 10:13 AM
Does weather affect AI ship speed as it does the players ?
Yes of course. Speed 10 knots (see editor). But the real speed of the ship is 8 knots due to wind 13m/s.

https://c.radikal.ru/c28/2103/cd/e6bc87587e8a.jpg (https://radikal.ru)

https://d.radikal.ru/d25/2103/6a/532ad53faa3e.png (https://radikal.ru)

John Pancoast
03-06-21, 10:32 AM
Yes of course. Speed 10 knots (see editor). But the real speed of the ship is 8 knots due to wind 13m/s.



Thanks ! :salute:

La vache
03-06-21, 01:17 PM
Thanks for your work



FuMO 30 / 61 without FuMB Ant Samoa?

A new model with Samoa would be nice



greetings

Andrewsdad
03-06-21, 01:39 PM
Salute, All !!!


The load time for the second patrol of this career was somewhat faster.. I would like to know if I can install the "No Jawohl" mod while at sea. A good obedient crew is important, but the "Jawhol, Herr Kaleun!" every time the Skipper passes gas is just too much !!!!


Also, I believe there is a mod to change the Captains order for "Kleine fahrt voraus!" from a whisper to normal voice level. Has anyone tried it, and can it be installed at sea?


Thanks!


AD

ericlea
03-06-21, 02:48 PM
when i play gwxonealex, i use the mod "no jawohl" too lol for same reasons as you ^^


I dont know if you can do this change in a save at sea. best is to do that at home base.

Andrewsdad
03-06-21, 07:39 PM
Thanks, ericlea !! I'll install it when I get back to port....


AD

Randomizer
03-06-21, 08:04 PM
First off, thank you for your Mod, it is the only wide-screen mod that I have been able to run successfully on my SH3 machine. Two questions then:

Looking at the Wilhelmshaven/St Nazaire Mod for GWX at least some of the files (thinking those in the Campaign, Config and Library folder might conflict with Onealex v41. Is there any way to incorporate this mod into yours?

What is the trick to using the pre-plotted course through the Kiel Canal in your mod? There is no on-map start point at either end and when selected with the boat at the mouth of the canal, the plot seems to be at least 30-degrees out of skew.

Neither of these are major issues but looking forward to any guidance. Thanks in advance.

-C

Kumando
03-06-21, 08:10 PM
You must have messed up something with mods, i can use the autoplot in and out with no issues

John Pancoast
03-06-21, 10:12 PM
Thanks, ericlea !! I'll install it when I get back to port....


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Sound mods are usually ok to install anytime, fwiw, but they won't be enabled until you load the saved game file after you exit the game.