View Full Version : [REL] Toyotagt86's Enhanced mod for GWX3.0
Toyotagt86
08-15-21, 04:04 AM
Hi Captains
Here is the Silent Hunter 3 GWX3.0 X Toyotagt86 Enhanced Version2.2
This Mod is based on the SH3 GWX3.0 and I combined the highlight from other MODS. Also I modified some file by myself to enhance again.
Here is the Mod l combined
Campaign:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 merged with WB's .mis file for VonDos' addon ships.
1. (Checked and fixed the Roster, Campaign .mis, Equip, Cfg and speed file by using the “mySH3-TooL_v2_0”).
2. Fix the Loadout error of the AI U-Boats
3. Remove some useless Naval Base for stable running
4. Remove the ship lock door in the Kiel, Wilhemshafen and St Naz Port
5. Fix the Radio Message errors
U-boat mod
TKSS18 German U-Boats Compilation
1. For this Mod I modified the Node position to fix the Fumo 29 Radar install position issue with all coning towers for Type 7C and TYPE IX U-Boat.
2. Add the Crew on deck for the U-boats (Shift+D / Ctrl+D) except some special U-BOAT Type.: VIIC/41, VIIC/42, IXC/40 and ARB Gui version IID.
3. Combine the Water splashes effects from WAC 5.2, GWX Reworked, GWX Onealex Edition Mega mod and “100_59_German U-Boats Comp - Bow Spray Mod (Meldric)” mod
4. Fix the UZO Animation Bug for Type VIIC/41 42 U-boat.
5. Fix the Battery equip configuration for IID U-boat to avoid CTD when enter the Damage Control UI
6. Delete the IXC/1 and IXC/2 Conning Tower for the IXC/40 U-boat for better eye candy effect
7. Delete the Snokel upgrade selection for Type VIIB U-boat
8. The Snokel RWR antenna will be equipped automatically by the SH3 Commander after the Oct. of 1944.
9. Fix the emblems for all U-boat Conning Towers.
10. Fix the default Sonar Decoys type equipped for the Type XXI U-Boat in 1944.
11. Thanks to Fifi, he points out the “float” Sub Deck Gun problem and I adjust the Coordinate data then fixed it.
12. Change the Rewon system back to GWX 3.0 Original version in the Basic.cfg file which changed by the TKSS18 German U-Boats Compilation mod.
13. Make special Snokel Masks for the AI U-boat, due to the original one was changed by the TKSS18 German U-Boats Compilation mod. And they are not match with the AI U-boats.
14. Remove the 505 texture on the Type IXC/40 Conning tower.
15. Adjust the .sim file of the Type IXD2 U-boat for more stable sail in the storm weather.
16. Rework the Conning tower for all Type IX U-boat. Combine the Cable 3D model with the conning tower and use the SH3 Commander to replace the correct conning tower according to the U-Boat type
selected by players.
17. Add the installation node for the Snorkel side pipe lacked conning tower.
UI Mod:
WAC MaGui for GWXv3 - 1366x768
1. I changed the Stopwatch to a bigger one to read the number clearly, also combined the Functional Draggable Chronometern MOD.
2. ADD the Mils Chart for distance measurement.
3. ADD the tactics information in help page.
4. ADD the Hydrophone chart from the CAWS 1.61 mod.
5. ADD the GirdXXXX Mod.
6. Fix the birth location error when select the St.Nazaire Port.
7. ADD the AOB Chart.
8. ADD the Torpedo safety depth chart from the CAWS 1.61 mod.
9. ADD the Grid map and patrol area of the Black Sea.
10. ADD the route chart of the Indian Ocean.
11. ADD the AI Hydrophone crew sense range chart in the Help Page.
12. Adjust the Camera parameter of the Conning Deck.
13. Adjust the description of the Slow, Medium and Fast on the Hour/Minute Table.
14. Change the torpedo 3D model and pictures from the Torpedo_HAHD_512_GWX Mod.
15. Adjust the Cameras.dat file to adapt for the full interior mod.
ARB WideGui 1920x1080:
1. ADD the Hydrophone chart CAWS 1.61 mod.
2. ADD the tactics information in help page.
3. Modify the layer of the GirdXXXX Chart. The Players can draw directly through the layer on the navigation map. That will be more convenient to mark the area.
4. Fix the Torpedo speed display bug on the UZO and Observation Periscope TDC panel.
5. Fix the bearing 10th dial bug on the Observation Periscope TDC panel.
6. Modify the layer of the Nomograph. The Players can draw the line directly.
7. Fix the Bearing Ring of the Attack disk.
8. ADD the Torpedo safety depth chart from the CAWS 1.61 mod.
9. Fix the Map when selecting the Flotilla at career beginning
10. Merge the Recon book fix for ARB WideGui 1920x1080 Mod made by Yoyo
11. ADD the AI Hydrophone crew sense range chart in the Help Page.
12. Adjust the description of the Slow, Medium and Fast on the Hour/Minute Table.
13. Use the Ahnenerbe WideGui 1920x1080 RAOBF Speed Marker Fix Mod to update the Speed Mark.
14. Change the torpedo 3D model and pictures from the Torpedo_HAHD_512_GWX Mod
15. Remove some useless chart for stable running.
16. Adjust the Cameras.dat file.
Control command
1. Hold the “Ctrl “button and rotate the Mouse wheel to adjust the volume of the Hydrophone
2. Others that merged with the Full Interior Mod such as the Open Hatch ,Crew on deck, Raise the Observation Periscope, etc. are written in the Help page
Patches:
H.Sie V16B1 and Stiebler4C V16C
MultiSH3 to allow different save files
TychoSh3Patch
Ships models
1. Rework the German and Italian Warships From “VonDos & Co" shipyard.
2. Add the Ships made by moder “the Frog”.
3. Combined with the “Multi depth chargers mod” for the ailed Destroyers.
4. Combined with the TMT v2 with EFS mod.
5. Combined with the ANZAMICKS DAMGE IMMERSION mod.
6. 6. Combine the ships from GWX community units 2.1 Ready Mod as an optional mod.
7. Adjust the roster files for more stable running.
8. Combined ship pictures from Mornar Brane’s Dgui Update Mod for the Recognition Manual.
9. Remeasure 3D models of the new added ships and rework data of the ship Recognition Manual
10. Update the new 3D model of the NBC Hood which used in the previous version to get the SH5 effect.
11. Fix the 3D model of the NAMM class ship by using the .dat file from the CCOM mod.
Torpedo
1. Use the Torpedo_HAHD_512_GWX Mod
Interior
Wac 5.0 Full interior Mod
1. I reworked almost all the details and connection areas of each cabin for all the type of U-boat
Please refer to the WAC 5.0 Full Interior Mod Evolution Log.pdf after unzip the MOD for more details.
2. Due to the WAC 5.0 Full interior Mod link the conning tower to the command room they are now a whole mass in the game. I adjust the Commands_en.cfg file to avoid the camera jump out of the U-boat by using the previous camera command when standing on the conning deck and attack periscope view.
DD_OH_V3.09 Mod
1. Due to the WAC 5.0 Full interior Mod almost uses the same 3D models for the Command and Radio Room of the Type VII to Type IX U-boat as the DD_OH_V3.09 Mod. I apply the same details rework job to the DD_OH_V3.09 Mod.
2. Similar with the command room and radio room, the dials in the conning tower use the same 3D models for both of these 2 interior Mod. And I apply the same details rework job to the DD_OH_V3.09 Mod Conning tower
Please refer to the Conning Tower, Command Room and Radio Room chapters in the WAC 5.0 Full Interior Mod Evolution Log.pdf for more details.
Postalbyke’s Type II Interior Mod
I download and disassemble his mod as the material to fix the Type II Interior bugs for the Wac 5.0 Full interior Mod.
Environment mod:
M.E.P v6 Mod
Flat Sun fix Mod for the M.E.P v6 Mod
Effect Mod
Rbs1_SH4_Effects_GWX_30_71
LifeBoatsDebris_v4 JH
New Seafloor 4 SHIII
Gameplay MOD
Add the New _hydrophone _layers for SH3 v2.0_GWX
Add the JFO!_Mod as an optional mod.
Hardware Requirement
CPU: 3-4GHz CPU –more high frequency is better
RAM: 4GB free RAM – more can avoid stuttering
GPU: AMD 7750 and higher or Nvidia GTX660 and higher with 2GB RAM
Monitor: Support the 1366x768 or 1920x1080 Resolution
Recommended: Solid state disk
Stability test log
I have started a new Career at all the playable Naval Base and Load the Save 1 time, without CTD and Interior load bug on my computer.
Long time 3D Render with 32X time compression for each U-boat attach with different conning tower, without CTD.
Run the game with administrator rights and Win7 Compatibility mode.
What’s New for the 2.1 Version?
1. Remove the SH5 and WoW ships for the stable running with the full interior mod.
2. Delete the useless node for the playable U-boat in the .dat file.
3. Simplify the IID U-boat water splash effect for the ARB Gui by using the .dat file of the U-Boat Compilation Waterstream Fix mod for the stable running
4. Use the 1500m Pato instead the 3000m Pato which used in the previous version for ARB Gui, for the stable running.
5. Remove the Crew On deck for IID U-boat in ARB Gui version for the stable running
6. Merge the Kriegsmarine - Lutzow heavy cruiser Mod made by VonDos
What’s New for the 2.2 Version?
1. Use the Modified DD_OH_V3.09 Mod as the default Interior Mod.
2. Due to the Full Interior Mod now is an optional mod for better expandability; I use some ships from the GWX community units 2.1 Ready Mod to make a more ship optional mod. The players can enable the” More ships” optional mod then sink them in the game.
3. ADD the No UMark Optional Mod.
4. ADD the JFO!_Mod as an Optional Mod.
5. ADD the Negative buoyancy Mod as an Optional Mod.
6. Rework the details for the Full Interior Mod and DD_OH_V3.09 Mod.
7. Update the CA_StGior, CL_Barbiano , DD_Soldati and KM CA Hipper class ships made by VonDos.
8. Fix the Funnel Smoke of the CA_Baltimore Ship.
9. Fix the default Sonar Decoys type equipped for the Type XXI U-Boat in 1944.
10. Fix the crew position when enable the crew on deck mod, also add the crew on deck effect for the type VIIC41, VIIC42, IID and IXC/40 U-boat.
11. Fix the float Sub Deck Gun.
12. Fix the Crew Uniform problem when select the realistic crew in the SH3 Commander.
13. Enhance water splash effect for the Type IID U-boat even enable the full interior mod.
14. ADD the AI Hydrophone crew sense range chart in the Help Page.
15. Change the Rewon system back to GWX 3.0 Original version in the Basic.cfg file which changed by the TKSS18 German U-Boats Compilation mod. The players won’t get the rewon after reached or finished 24 hours patrol in the assigned grid.
16. ADD more key command instructions in the help page.
17. Adjust the Camera parameter of the Conning Deck for MaGui version.
18. Combine the Torpedo_HAHD_512_GWX Mod.
19. Fix the emblems for all U-boat Conning Towers.
20. Modify the Campaign SCR, RND and Land files.
21. Fix the Radio message files
22. Fix the name cfg file in the Sea, Air and Submarine Folders
23. Match the Max Speed in the cfg file with .sim file for every unit.
24. Adjust the description of the Slow, Medium and Fast on the Hour/Minute Table for both ARB and MaGui Version.
25. Modify the AA guns for the AI docked U-boat, The no crew guns won’t shoot the enemy aircraft any more.
26. Modify the loadout for the AI-Uboat, now all the moving AI U-boat will have the watch crew on the conning deck.
27. Adjust the roster files for more stable running.
28. Modify the Commands_en.cfg file for the full interior to avoid the camera jump out of the U-boat.
29. Remove the ship lock door in the Kiel, Wilhemshafen and St Naz Port
30. Fix the side emblem of the AI U-Flank Conning tower
31. Modify the Main.cfg file to tick the Synchronized” in options->video menu automatically when first boot up.
32. Combined ship pictures from Mornar Brane’s Dgui Update Mod for the Recognition Manual.
33. Remove the 505 texture on the Type IXC/40 Conning tower.
34. Adjust the .sim file of the Type IXD2 U-boat for more stable sail in the storm weather.
35. Remeasure 3D models of the new added ships and rework data of the ship Recognition Manual.
36. Fix the flat sun
37. Update the new 3D model of the NBC Hood which used in the previous version to get the SH5 effect.
38. Fix the 3D model of the NAMM class ship by using the .dat file from the CCOM mod.
39. Remove the Depth Noise Mod to avoid CTD when load a game save.
40. Adjust the Cameras.dat file of the ARB UI mod to move freely in the hydrophone view.
Known Issue
1. Because I do not understand German and French My enhanced Mod just changed the English Parts. Please chose the English text Language and keyboard settings in Option menu
2. The diesel engine animation will stopped after submerged even you raise the Snokel
3. Can’t access the cameras located in the conning tower when enable the Full interior mod (except by moving camera up the ladder by using the free interior Camera).
4. The valve stem animation only related to the telegraph command. If you draw a route on the Navigation map and the U-Boat ahead automatically at the standard speed from docked status, the valve stem will still at the idle speed. Also every time you load the saved game, the valve stem animation will back to the idle speed regardless what speed you saved before.
Just click the telegraph again with the wanted speed to refresh the valve stem animation to fix
For the Install guide and Optional mod introduction, please read the read me file after unzipping.
Thanks list for the Moders. I combined their mods as the Material for this enhanced mod
Anvar1061, OneAlex, Fifi, Makman94, Ahnenerbe, HanSolo78, VonDos, Stiebler, H.sie, the_frog, Tycho, Alfred Keitzer, GlobalExplorer, Dagoth_Ur, Prometheus, sublynx, Rubini, TOY, Racerboy, Hebe Vollmaus, Wreford-Brown, iambecomelife,Brodaga222, Schlechter pfennig, Jimbuna, sublynx, LGN1, YoYo, Postalbyke, Alex.B, rudewarrior, Diving Duck, Flakmonkey, JAFO, Mornar Brane, Hans Witteman,Dagoth_Ur
Suggester thank list
Kal_Maximus_U669, kyle9154
Tester thank list
kyle9154
DownLoad Links
Add the canal locks back mod: https://www.mediafire.com/file/px53agi17dtfai3/Add_the_Harbor_locks_back_for_2.2_version.7z/file
ARB Gui Version:https://www.mediafire.com/file/9wlcsidrmflyer1/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .2_ARB.7z/file
MaGui Version:https://www.mediafire.com/file/np9j18uw27r9igz/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .2_MaGui.7z/file
Game Document Update download Link
The players can download the latest game document files via the link below:
Read me: https://www.mediafire.com/file/ufz7tzfarctaxrn/Read_me.pdf/file
Add more description about the modification I applied to the TKSS18 German U-Boats Compilation Mod for the conning tower of all the Type IX U-boat
Add more Credits
WAC 5.0 Full Interior Mod Evolution Log V1.2: https://www.mediafire.com/file/ahdogcbybybhvv9/WAC_5.0_Full_Interior_Mod_Evolution_Log_V1.2.pdf/file
Add More description about the Interior detail fix for the Type II U-boat Diesel engine room and Stern Quarters
Add More description about the Interior detail fix for the Type VII U-boat Stern Quarters
Add More description about the Interior detail fix for the Type IX U-boat Bow sailor Quarters, Electric Engine Room and Stern Torpedo Room
Enjoying
Best Regards
Toyotagt86
Anvar1061
08-15-21, 04:19 AM
Where are the CREDITS ?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
Toyotagt86
08-15-21, 04:25 AM
Where are the loans?
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
You mean the download link?
ARB Gui version:
https://www.mediafire.com/file/2f8m06vf8nfo0mf/SilentHunterIII+GWX+FHD+86+enhanced.7z/file
MaGui Version:
https://www.mediafire.com/file/gepk5tvmdgvo2x5/SH3+GWX+3.0+86+enhanced+MaGui.7z/file
Anvar1061
08-15-21, 04:45 AM
Where is the gratitude? I don't remember asking permission from me and OneAlex.
This must be the best Mod in SH3 history.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
Kal_Maximus_U669
08-15-21, 06:22 AM
I just saw :doh: ... from what I read ... it definitely promises GwX is the most 'normal platinum' modder :D:D
already in download :yep:...
I can't wait to get my hands on it ...
Hey Andrey thank you for the update :03: ... I will see this .. I have a good one I resuscitated my laptop yesterday :har:... I can not believe it :yep: .. motherboard 4 minutes in the oven at 200 degrees Celsius pack in some greaseproof paper paw change it goes without saying .. elsewhere I slammed a good SSD in his mouth now the transfer speed will deposit the proc will melt maybe :har::har::har: ... go Tchuss ...
Motherbord
http://image.noelshack.com/fichiers/2021/32/7/1629026163-img-0120.jpg
http://image.noelshack.com/fichiers/2021/32/7/1629026135-img-0115.jpg
http://image.noelshack.com/fichiers/2021/32/7/1629026269-img-0125.jpg
http://image.noelshack.com/fichiers/2021/32/7/1629026147-img-0127.jpg
Anvar1061
08-15-21, 06:28 AM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
Anvar1061
08-15-21, 06:29 AM
@Toyotagt86
Ask me how and I will do better!
https://sun9-82.userapi.com/impg/6koVOUcZumzmr3kNCv6oV9lEOEEqxmioogOTGg/16YWc5Po0kk.jpg?size=1024x768&quality=96&sign=22070853c23f99e3132af10920699830&type=album
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Toyotagt86
08-15-21, 07:03 AM
Where is the gratitude? I don't remember asking permission from me and OneAlex.
This must be the best Mod in SH3 history.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
Added
I am so sorry about this , it is my first time to upload such a complex mod.
Best Regards
Toyotagt86
Ktl_KUrtz
08-15-21, 07:03 AM
Any Screenshots?
:Kaleun_Cheers:
KUrtz
Toyotagt86
08-15-21, 07:04 AM
Where is the gratitude? I don't remember asking permission from me and OneAlex.
This must be the best Mod in SH3 history.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
Added
I am so sorry about this , it is my first time to upload such a complex mod.
Best Regards
Toyotagt86
Anvar1061
08-15-21, 07:22 AM
Any Screenshots?
:Kaleun_Cheers:
KUrtz
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2763007&postcount=7
Toyotagt86
08-15-21, 08:07 AM
Any Screenshots?
:Kaleun_Cheers:
KUrtz
4684
https://www.mediafire.com/view/mlwkkft32zhx4kv/SC1.png/file
Reworked the details of the coning tower when you are in the U-boat for Type VII and Type IX
4685
https://www.mediafire.com/view/58x7g0z6ev39xqa/rwct.png/file
Periscope
fix the Attack disk , combine the recognize manual fix MOD, fix the Torpedo speed dials
4686
https://www.mediafire.com/view/94qj7mzxplmidb7/Periscope.png/file
Tactical info in help page
4687
https://www.mediafire.com/view/zy7537ayqboguml/tactical_info.png/file
Best Regards
Toyotagt86
Kal_Maximus_U669
08-15-21, 08:42 AM
we have the same bug in the GWX21 one
http://image.noelshack.com/fichiers/2021/32/7/1629035165-sh3img-15-8-2021-15-10-50-893.png
http://image.noelshack.com/fichiers/2021/32/7/1629035171-sh3img-15-8-2021-15-10-51-437.png
http://image.noelshack.com/fichiers/2021/32/7/1629035177-sh3img-15-8-2021-15-12-39-292.png
I just set up an impecable career start :up:
_the engine sound is very good :up:
_the interiors rework which are prettier no more shadow bug
non-conforming texture super my friends good job :Kaleun_Cheers:
_the functional engine room excellent ...:D
_suggestion the cook in white not nice to change him .. these clothes because c
is frankly too white ... its contrast too much with the rest ...:ping::ping:
_the port with these locks I like ..
I want to thank you for your work which required a lot of design effort to get this mods I say bravo :Kaleun_Cheers::Kaleun_Cheers:
I just started so but for the moment everything is going not too badly
I saw the post on "turms" elsewhere yesterday I wanted to tackle this theme ... it is true that Andrey's are better ..
GwR21 mod
http://image.noelshack.com/fichiers/2021/32/7/1629035295-sh3img-13-8-2021-21-5-22-407.png
http://image.noelshack.com/fichiers/2021/32/7/1629035302-sh3img-13-8-2021-21-6-32-909.png
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http://image.noelshack.com/fichiers/2021/32/7/1629035314-sh3img-13-8-2021-21-7-50-670.png
But that said I really like your work to continue I wanted a mod built with the interior functional as well as ARB besides I did not finish all settling as I wish ... but I say that your job will please me I feel it ...:yep::subsim:
best regards KM_669 :salute::salute:
Kal_Maximus_U669
08-15-21, 10:03 AM
How to configure your HSie patch? where is he i found ini but where is he ??
Toyotagt86
08-15-21, 10:28 AM
How to configure your HSie patch? where is he i found ini but where is he ??
Hi Kal_Maximus_U669
I am very happy to know you like this mod
For the Cook I need some time to Research how to modify it
4688
The Hsie.ini file is in the root folder
https://www.mediafire.com/view/td575iqoi72ankh/0815232659.png/file
Best Regards
Toyotagt86
Kal_Maximus_U669
08-15-21, 11:05 AM
Hi Kal_Maximus_U669
I am very happy to know you like this mod
For the Cook I need some time to Research how to modify it
4688
The Hsie.ini file is in the root folder
https://www.mediafire.com/view/td575iqoi72ankh/0815232659.png/file
Best Regards
Toyotagt86
hey Toyotagt86
I have other questions for you:
_ what weather does this mod use?
stiebler is not used here it seems to me ...
_ the carotio mod the resolution 256 MB :doh:is better 128 and
your choice for a technical aspect?
_ why does the "turm" carry the coat of arms of the 2nd fleet during
from the naval academy? (nothing should appear)
for the "Ini" file I had already found it ...
how should I configure "order" for the weather? normal or seasonal I put normal ...
here it is for today eight soon ... the settings will start ... I'm on my way ...:D:up::salute::salute::salute:
Kal_Maximus_U669
08-15-21, 11:51 AM
I have embarked on a new career the change of coat of arms does not seem to work :ping::ping:
http://image.noelshack.com/fichiers/2021/32/7/1629047588-sh3img-15-8-2021-18-35-47-293.png
The seabed is superb thank you ...
Toyotagt86
08-15-21, 06:12 PM
hey Toyotagt86
I have other questions for you:
_ what weather does this mod use?
stiebler is not used here it seems to me ...
_ the carotio mod the resolution 256 MB :doh:is better 128 and
your choice for a technical aspect?
_ why does the "turm" carry the coat of arms of the 2nd fleet during
from the naval academy? (nothing should appear)
for the "Ini" file I had already found it ...
how should I configure "order" for the weather? normal or seasonal I put normal ...
here it is for today eight soon ... the settings will start ... I'm on my way ...:D:up::salute::salute::salute:
I use the H.sie weather , I don't like Stiebler's, because when using the Stiebler's bad weather fix, even you are in the port before you start the patrol, the game still can create a heavy fog sometime, I want to select a sunny day to start a patrol.
what is the carotio mod?
The original TKSS18 German U-Boats Compilation MOD carry the coat of arms of the 2nd fleet ,i don't care about this. The arms of the 2nd fleet in the TKSS18 mod was the .tga file which fixed on a independent node and model, it has no relationship with what you selected in the upgrade page in the game. you need use the S3D to remove the arms of the 2nd fleet.
For the configure "order" for the weather I think normal or seasonal both OK,wound not cause any problem.
By the way in 86's enhanced mod you can use the Mouse Wheel to Rotate the Radar Bearing Wheel, to anti the wave shake when operating the radar.
Best Regards
Toyotagt86
Kal_Maximus_U669
08-16-21, 08:08 AM
I use the H.sie weather , I don't like Stiebler's, because when using the Stiebler's bad weather fix, even you are in the port before you start the patrol, the game still can create a heavy fog sometime, I want to select a sunny day to start a patrol.
what is the carotio mod?
The original TKSS18 German U-Boats Compilation MOD carry the coat of arms of the 2nd fleet ,i don't care about this. The arms of the 2nd fleet in the TKSS18 mod was the .tga file which fixed on a independent node and model, it has no relationship with what you selected in the upgrade page in the game. you need use the S3D to remove the arms of the 2nd fleet.
For the configure "order" for the weather I think normal or seasonal both OK,wound not cause any problem.
By the way in 86's enhanced mod you can use the Mouse Wheel to Rotate the Radar Bearing Wheel, to anti the wave shake when operating the radar.
Best Regards
Toyotagt86
Hi Toyotagt86 ..:salute:
"Carotio_SH3_Seafloormod - 256mb" this mod improves the texture of the ocean floor :D
I thank you for the details ... I do not know this compilation "TKSS 18" well, I have not used it yet ...:oops:
Now .. i tried MaGui version ... didn't work "can't ini 3d" on this machine I have GwX21 install Onealex .. Reel Fleet Boat ... works fine !!! I searched I don't see where the problem is ... can someone confirm?..:ping:
fitzcarraldo
08-16-21, 08:25 AM
Hi Toyotagt86 ..:salute:
"Carotio_SH3_Seafloormod - 256mb" this mod improves the texture of the ocean floor :D
I thank you for the details ... I do not know this compilation "TKSS 18" well, I have not used it yet ...:oops:
Now .. i tried MaGui version ... didn't work "can't ini 3d" on this machine I have GwX21 install Onealex .. Reel Fleet Boat ... works fine !!! I searched I don't see where the problem is ... can someone confirm?..:ping:
The MaGUI is for 1360x768 res. If you use 1920x1080 (as me), you need ARB. BTW, I would like to see DGUI implemented in this mod.
TKSS 18 is the Uboat Compilation models.
Regards.
Fitzcarraldo :Kaleun_Salute:
fitzcarraldo
08-16-21, 08:28 AM
I have embarked on a new career the change of coat of arms does not seem to work :ping::ping:
http://image.noelshack.com/fichiers/2021/32/7/1629047588-sh3img-15-8-2021-18-35-47-293.png
The seabed is superb thank you ...
The TKSS 18 mod has an addon mod for supress the eagles. I think it should work...
Regards.
Fitzcarraldo :Kaleun_Salute:
Kal_Maximus_U669
08-16-21, 08:39 AM
The TKSS 18 mod has an addon mod for supress the eagles. I think it should work...
Regards.
Fitzcarraldo :Kaleun_Salute:
thank you for the details on the TKSS 18 compilation.:D
for the HuD I have no problem of understanding either ...:har:
The MaGUI is for 1360x768 res it just doesn't work on my laptop:ping::ping: ... which supports this resolution did you try?:yep: because as I said GwR21 Onealex mod RFB works perfectly:O::O: I would like to have feedback on it thank you Fitz kindly KM_U669 :salute::salute:
Mad Mardigan
08-16-21, 01:25 PM
thank you for the details on the TKSS 18 compilation.:D
for the HuD I have no problem of understanding either ...:har:
The MaGUI is for 1360x768 res it just doesn't work on my laptop:ping::ping: ... which supports this resolution did you try?:yep: because as I said GwR21 Onealex mod RFB works perfectly:O::O: I would like to have feedback on it thank you Fitz kindly KM_U669 :salute::salute:
Short answer... have tested both, & like them.. some, minor tweaking (just My own opinion here...) & this 2 pack, will be a great addition to the SH3 mod roster list.
As to the M'Gui version... I was able to boot it up, without any issues.. but, am NOT on a lap top. I do however have a 20" HP monitor that the 'native' resolution is 16x9 setting.
Best regards,
M. M.
:Kaleun_Salute:
Kal_Maximus_U669
08-16-21, 01:35 PM
Short answer... have tested both, & like them.. some, minor tweaking (just My own opinion here...) & this 2 pack, will be a great addition to the SH3 mod roster list.
As to the M'Gui version... I was able to boot it up, without any issues.. but, am NOT on a lap top. I do however have a 20" HP monitor that the 'native' resolution is 16x9 setting.
Best regards,
M. M.
:Kaleun_Salute:
Big thank's Mad Mardigan :up:
it's strange! the others work:ping: ... is this one does not want to know anything... :o !! with my cell phone. don't move I try it on my desktop computer immediately :yep::yep: .. it's surprising :06:!!! Respect & Greetings Mad Mardigan :salute::salute:
Mad Mardigan
08-16-21, 02:12 PM
Big thank's Mad Mardigan :up:
it's strange! the others work:ping: ... is this one does not want to know anything... :o !! with my cell phone. don't move I try it on my desktop computer immediately :yep::yep: .. it's surprising :06:!!! Respect & Greetings Mad Mardigan :salute::salute:
Just took a look at the d3d9 config settings... & the display width is listed as 1366, might try adjusting it to match the same as the d3d9 config (1360x768), in GWR, perhaps... & see if that doesn't make it work for you... jus a hopefully helpful suggestion. :yep:
Regards,
M. M.
:Kaleun_Salute:
Kal_Maximus_U669
08-16-21, 02:35 PM
Just took a look at the d3d9 config settings... & the display width is listed as 1366, might try adjusting it to match the same as the d3d9 config (1360x768), in GWR, perhaps... & see if that doesn't make it work for you... jus a hopefully helpful suggestion. :yep:
Regards,
M. M.
:Kaleun_Salute:
very well Mardigan for this remark of great importance :up::up: !!! (I believe 1366 that this is the cause) :D I have just made it work on my desktop! No problem elsewhere it is splendid the loading images as well as the colorization of the interface .. the choice of icons the storage of these ... well all I like fantastic job :yep::yep: Toyotagt86 'big thank you for making this possible :doh:
:Kaleun_Salute: ..
Mad Mardigan
08-16-21, 02:50 PM
very well Mardigan for this remark of great importance :up::up: !!! (I believe 1366 that this is the cause) :D I have just made it work on my desktop! No problem elsewhere it is splendid the loading images as well as the colorization of the interface .. the choice of icons the storage of these ... well all I like fantastic job :yep::yep: Toyotagt86 'big thank you for making this possible :doh:
:Kaleun_Salute: ..
:up:
Glad to know my suggestion was helpful. Glad you were able to get it working, as well... enjoy. :shucks:
M. M.
:Kaleun_Salute:
Toyotagt86
08-16-21, 05:03 PM
Hi Toyotagt86 ..:salute:
"Carotio_SH3_Seafloormod - 256mb" this mod improves the texture of the ocean floor :D
I thank you for the details ... I do not know this compilation "TKSS 18" well, I have not used it yet ...:oops:
Now .. i tried MaGui version ... didn't work "can't ini 3d" on this machine I have GwX21 install Onealex .. Reel Fleet Boat ... works fine !!! I searched I don't see where the problem is ... can someone confirm?..:ping:
Hi Kal_Maximus_U669
The Makman94 has released 2 different Resolution I use the 1366 version, GWR21 and Onealex use the 1360 Resolution.
4692
https://www.mediafire.com/view/noj5ueuooas4kqt/magui.png/file
You need make sure that your PC support the 1366 Resolution in the settings
4693
https://www.mediafire.com/view/fwqs4t08h71voxd/c09e34625c22be6d5510346e9d3bcf7.png/file
if you can not find the 1366x768 in this list, your PC will can't ini 3d with the 1366 MaGui
Best Regards
Toyotagt86
fitzcarraldo
08-16-21, 05:14 PM
Hi Kal_Maximus_U669
The Makman94 has released 2 different Resolution I use the 1366 version, GWR21 and Onealex use the 1360 Resolution.
4692
https://www.mediafire.com/view/noj5ueuooas4kqt/magui.png/file
You need make sure that your PC support the 1366 Resolution in the settings
4693
https://www.mediafire.com/view/fwqs4t08h71voxd/c09e34625c22be6d5510346e9d3bcf7.png/file
if you can not find the 1366x768 in this list, your PC will can't ini 3d with the 1366 MaGui
Best Regards
Toyotagt86
Those are MaGUI for WAC, not for GWX. Maybe they work well with GWX.
Regards.
Fitzcarraldo :salute:
Toyotagt86
08-16-21, 08:07 PM
Those are MaGUI for WAC, not for GWX. Maybe they work well with GWX.
Regards.
Fitzcarraldo :salute:
Makman94 already adept them for different super mod , it do work well with GWX
4694
https://www.mediafire.com/view/kk823e1qy9rglsf/different_magui.png/file
Best Regards
Toyotagt86
CapZap1970
08-17-21, 12:28 AM
I have embarked on a new career the change of coat of arms does not seem to work :ping::ping:
http://image.noelshack.com/fichiers/2021/32/7/1629047588-sh3img-15-8-2021-18-35-47-293.png
The seabed is superb thank you ...
Toyotagt86, could you please tell me what mod is the one that gives those plants in the seabed,? Who is the author? They look fantastic!!! :yep:
Thanks for your reply! :salute:
Mad Mardigan
08-17-21, 12:31 AM
Toyotagt86, could you please tell me what mod is the one that gives those plants in the seabed,? Who is the author? They look fantastic!!! :yep:
Thanks for your reply! :salute:
Carotio seafloor mod... the resolution 256 MB one, I believe... or the 128 one. I think, KM added it in... of course, I am speculating here.
Hope this helps. :shucks:
M. M.
:Kaleun_Salute:
Toyotagt86
08-17-21, 04:32 AM
Toyotagt86, could you please tell me what mod is the one that gives those plants in the seabed,? Who is the author? They look fantastic!!! :yep:
Thanks for your reply! :salute:
Hi CapZap1970
I use this Mod for the plants in the seabed
https://www.subsim.com/radioroom/showpost.php?p=1340171&postcount=1
Best Regards
Toyotagt86
CapZap1970
08-17-21, 10:08 AM
Thanks a lot MM and Toyotagt86 for your replies! It really looks fantastic! :up:
Kal_Maximus_U669
08-17-21, 10:28 AM
Carotio seafloor mod... the resolution 256 MB one, I believe... or the 128 one. I think, KM added it in... of course, I am speculating here.
Hope this helps. :shucks:
M. M.
:Kaleun_Salute:
Yes it is correct Mad Mardigan 256mo :yep: ... (you are a good trader)
:Kaleun_Wink:yesterday my laptop with Mgui 1366x768 ...
I created my own resolution !! is op .. left to play .. because you had put the must or it was necessary Mardigan :03::D:up: ...
The Mgui is superb !!! remarkable work ....
Thanks to the creator :Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:
-suggestion you must integrate 'Navigation map SH3 2021 new by Arthem :hmmm: :yep:
kyle9154
08-21-21, 05:26 PM
So this is basically an all-in-one compilation mod with GWX 3.0 included. Can you tell me the difference then between your compilation mod, Onalex compilation mod and WAC that acts as a overhaul/compilation mod in itself? i'm guessing the difference is WAC has RND campaign files/layers modified to make a harder/more realistic campaign wise (less single shipping contacts, less convoy encounters and better AI) with compilation of mods where as your mod keeps GWX 3.0 as default and just adds the most popular mods to it.
By the way if so I like your idea to appease less of the hardcore subsim players that just want a default GWX 3.0 equipped with the best mods, instead of a overhaul mod that makes the campaign too difficult.
Toyotagt86
08-22-21, 02:00 AM
So this is basically an all-in-one compilation mod with GWX 3.0 included. Can you tell me the difference then between your compilation mod, Onalex compilation mod and WAC that acts as a overhaul/compilation mod in itself? i'm guessing the difference is WAC has RND campaign files/layers modified to make a harder/more realistic campaign wise (less single shipping contacts, less convoy encounters and better AI) with compilation of mods where as your mod keeps GWX 3.0 as default and just adds the most popular mods to it.
By the way if so I like your idea to appease less of the hardcore subsim players that just want a default GWX 3.0 equipped with the best mods, instead of a overhaul mod that makes the campaign too difficult.
Hi kyle9154
I use the RND campaign from the StNazWhvV6 RND Campaign Layer with Zigzag Mod I only use the Eye candy effects from the WAC 5.2 and OneAlex MOD such as water splashes, Full interior
Best Regards
Toyotagt86
kyle9154
08-22-21, 06:02 AM
Thanks for quick reply, I went with Onealex's compilation because people have stated that yours needs to be tested fully so may come back to you in near future, thanks again.
Best Regards ToyotaGt... Your mod is like others big modes,OneAlex,Gwr,Gwx,Ccom ?....I would like to try your mod with multi sh3,by the way I have excellent OneAlex mod alredy
Toyotagt86
08-22-21, 07:09 AM
Best Regards ToyotaGt... Your mod is like others big modes,OneAlex,Gwr,Gwx,Ccom ?....I would like to try your mod with multi sh3,by the way I have excellent OneAlex mod alredy
Hi dex
I think so, and my mod contains the multish3 I already changed the Save Folder.
Best Regards
Toyotagt86
Hi dex
I think so, and my mod contains the multish3 I already changed the Save Folder.
Best Regards
Toyotagt86
Thank for reply...I played a lot sh3 mods especially OneAlex and Gwr,they are really good... One question more please,do I have to install unmoded vanila sh3 game and then copy your mod in
Toyotagt86
08-22-21, 09:45 AM
Thank for reply...I played a lot sh3 mods especially OneAlex and Gwr,they are really good... One question more please,do I have to install unmoded vanila sh3 game and then copy your mod in
No you needn't. Just Unzip my mod and set the Path of SH3.exe for SH3 Commander, Then Play.
Best Regards
Toyotagt86
No you needn't. Just Unzip my mod and set the Path of SH3.exe for SH3 Commander, Then Play.
Best Regards
Toyotagt86
:Kaleun_Salute:
Kal_Maximus_U669
08-22-21, 01:52 PM
I just installed for the "stiebler" options what do you recommend?:hmmm: I thank you for your work which already seems to be going in a very good direction ... :yep::yep: :salute::salute:
http://image.noelshack.com/fichiers/2021/33/7/1629658346-sh3img-22-8-2021-20-30-52-814.png
:up:
Mad Mardigan
08-22-21, 02:08 PM
I just installed for the "stiebler" options what do you recommend?:hmmm: I thank you for your work which already seems to be going in a very good direction ... :yep::yep: :salute::salute:
http://image.noelshack.com/fichiers/2021/33/7/1629658346-sh3img-22-8-2021-20-30-52-814.png
:up:
Ahoy, Kal_Maximus_U669...:Kaleun_Cheers:
With the Stiebler side, I left CAM-ship, minimum TC fix, Weather meter & Radar on Turms uncheck marked.
For the hsie section... I unchecked: war news & wolfpack-less contact reports.
Know that the M36B, is in the roster\sea & Sea folders... but not sure if the campaign_rnd & campaign_scr files are edited (properly) to allow for the actions of the CAM use...
Also, the M36B.cfg would need being properly edited, to mark it as “UnitType=8” & for the proper air use of adding in the changing of the aircraft in its Airbase from one FLBHurricaneMk1 to one CAMHurricane
This, in both the Roster\Sea & Sea folders...
So, to avoid any possible CTD's.. I made sure the CAM box was unchecked... for now.
Hope this info helps. :shucks: :yep:
Regards,
M. M.
:Kaleun_Salute:
Mad Mardigan
08-22-21, 02:12 PM
On the 'M36B.cfg' files, in both locations... am sure I have those properly edited on the copy I made of it...
just not 100% confident of tinkering with the campaign_rnd & _scr files... I'd feel more confident, of letting another with more experience with that, to handle doing that part... I do know My limitations & will bow out when that wall is reached. :shucks:
Best regards...
M. M.
:Kaleun_Salute:
Kal_Maximus_U669
08-22-21, 02:33 PM
On the 'M36B.cfg' files, in both locations... am sure I have those properly edited on the copy I made of it...
just not 100% confident of tinkering with the campaign_rnd & _scr files... I'd feel more confident, of letting another with more experience with that, to handle doing that part... I do know My limitations & will bow out when that wall is reached. :shucks:
Best regards...
M. M.
:Kaleun_Salute:
Hey Mad Madigan :Kaleun_Cheers:
play well I kept these settings too ..
I guess you have to configure Wolfpack that must be done like in Rowie's no !!! :hmmm: :up: :salute:
hey Toyotagt86 ...
could you provide clarification on your work in relation to the use of "stiebler" or if there are any remarks to take into account thank you
for this job which I like a lot ...:salute::up:
Kal_Maximus_U669
08-22-21, 03:18 PM
Hey Mad Madigan :Kaleun_Cheers:
play well I kept these settings too ..
I guess you have to configure Wolfpack that must be done like in Rowie's no !!! :hmmm: :up: :salute:
hey Toyotagt86 ...
could you provide clarification on your work in relation to the use of "stiebler" or if there are any remarks to take into account thank you
for this job which I like a lot ...:salute::up:
is this possible without breaking anything with the mod Navigation map SH3 2021 new
Anvar1061
08-22-21, 03:32 PM
just not 100% confident of tinkering with the campaign_rnd & _scr files... I'd feel more confident, of letting another with more experience with that, to handle doing that part...
It's easy to check.
SH3 GWX 3.0 86 enhanced MaGui\data\Sea\NDD_Q\NDD_Q.eqp does not contain sequentially ordered entries (found duplicate [Equipment 1]) @ line number 181
[Equipment 31]
NodeName=W06
LinkName=LinkName=DCRack_British_VII_Heavy_DC
StartDate=19421231
EndDate=19451231
NCO_Flower.cfg:
[Unit]
ClassName=COFlower
UnitType=1
MaxSpeed=16
Length=60.6
Width=9.7
Mast=19.9
Draft=5.9
Displacement=950
RenownAwarded=120
[2DCompartments]
UnitPos=129,5,254,22
NbOfComp=5
Name1=Propulsion
Area1=137,8,30,18
Name2=Keel
Area2=196,3,128,10
Name3=Fore Ammo Bunker
Area3=307,15,35,18
Name4=Engines Room
Area4=227,15,43,18
Name5=Fuel Bunkers
Area5=273,15,30,18
NCUS.cfg:
[Unit]
ClassName=NCUS
UnitType=103
MaxSpeed=17
Length=183
Width=22.5
Mast=35
Draft=8.6
Displacement=19860
RenownAwarded=600
[2DCompartments]
UnitPos=75,6,366,22
NbOfComp=4
Name1=Propulsion
Area1=79,5,29,20
Name2=Keel
Area2=151,1,200,11
Name3=Engines Room
Area3=233,13,62,16
Name4=Fuel Bunkers
Area4=297,13,26,16
NESP.cfg:
[Unit]
ClassName=NESP
UnitType=103
MaxSpeed=20
Length=153
Width=18.8
Mast=35
Draft=8.6
Displacement=11398
RenownAwarded=600
[2DCompartments]
UnitPos=75,6,366,22
NbOfComp=4
Name1=Propulsion
Area1=79,5,29,20
Name2=Keel
Area2=151,1,200,11
Name3=Engines Room
Area3=233,13,62,16
Name4=Fuel Bunkers
Area4=297,13,26,16
NHD_SubCT13.cfg:
[Unit]
ClassName=HDSubCT13
UnitType=1
MaxSpeed=16
Length=51.0
Width=6.7
Mast=12.8
Draft=3.2
Displacement=438
RenownAwarded=100
[2DCompartments]
UnitPos=129,5,254,22
NbOfComp=5
Name1=Propulsion
Area1=137,8,30,18
Name2=Keel
Area2=196,3,128,10
Name3=Fore Ammo Bunker
Area3=307,15,35,18
Name4=Engines Room
Area4=227,15,43,18
Name5=Fuel Bunkers
Area5=273,15,30,18
NMS_Algerine.cfg:
[Unit]
ClassName=MSAlgerine
UnitType=1
MaxSpeed=16.5
Length=68.6
Width=10.8
Mast=26.1
Draft=2.9
Displacement=1040
RenownAwarded=105
[2DCompartments]
UnitPos=129,5,254,22
NbOfComp=5
Name1=Propulsion
Area1=137,8,30,18
Name2=Keel
Area2=196,3,128,10
Name3=Fore Ammo Bunker
Area3=307,15,35,18
Name4=Engines Room
Area4=227,15,43,18
Name5=Fuel Bunkers
Area5=273,15,30,18
Mad Mardigan
08-22-21, 04:09 PM
Hey Mad Madigan :Kaleun_Cheers:
play well I kept these settings too ..
I guess you have to configure Wolfpack that must be done like in Rowie's no !!! :hmmm: :up: :salute:
hey Toyotagt86 ...
could you provide clarification on your work in relation to the use of "stiebler" or if there are any remarks to take into account thank you
for this job which I like a lot ...:salute::up:
If by the configure Wolfpack, to mean doing it just the way they actually did back then, then yes... I generally go with being as realistic as is possible.. given with the limitations of settings & such. :yep: :shucks:
The 1 thing I will do, is make use of the crew when it comes to torpedo solutions... as a kaleun would... their main job was to process info or data, plan how to attack, & see to it that an attack was carried out, & relegating tasks, on an as needed basis :yep: & as needed, kicking aft side to keep discipline.. again, on as needed basis. :arrgh!:
Am really liking the MaGui version... :yep:
Warm regards,
M. M.
:Kaleun_Salute:
Kal_Maximus_U669
08-22-21, 04:54 PM
Yes Mad Mardigan ... let's test as you do ...
for the moment everything is going normally :up:...
I already have a little tinkering here is my list:
await the recommendations of the designer ... :hmmm::yep::yep:
[MODS]
Effect upgrade pack for 86 enhanced MOD=1
U73_SH-III_Atmosphere_Ocean_(16-km.)=2
U73_Cfg_Atlantic_(Atmosphere_SH-III.)=3
Navigation map SH3 2021 new=4
Carotio_SH3_Seafloormod - 256mb=5
http://image.noelshack.com/fichiers/2021/33/7/1629669207-sh3img-22-8-2021-20-32-20-918.png
Hey Andrey What'up ..! :D:D:up:
thanks for the help ... did you soon finish your correction work on GwR21? Alex is really not convenient said !!! in the hope that these problems will be resolved. :yep::yep:
http://image.noelshack.com/fichiers/2021/33/7/1629669217-sh3img-22-8-2021-22-39-33-593.png
see you soon Greetings & Respect KM_U669 :salute::salute:
Toyotagt86
08-22-21, 05:14 PM
Hey Mad Madigan :Kaleun_Cheers:
play well I kept these settings too ..
I guess you have to configure Wolfpack that must be done like in Rowie's no !!! :hmmm: :up: :salute:
hey Toyotagt86 ...
could you provide clarification on your work in relation to the use of "stiebler" or if there are any remarks to take into account thank you
for this job which I like a lot ...:salute::up:
Hi Kal_Maximus_U669
My suggestion is do not change any setting in the HsieOptionsSelector_V16C for the SH3.exe in this mod.
When I am making this Mod I have took the stiebler's Patch into design. That's means I have already patched the stiebler's Mod on the Sh3.exe, and finished the setting works to match with other files in the Mod.
Best Regards
Toyotagt86
Anvar1061
08-22-21, 11:21 PM
Hi KM U669. You have 3 PM in KSD forum.
Kal_Maximus_U669
08-23-21, 07:07 AM
Hi Kal_Maximus_U669
My suggestion is do not change any setting in the HsieOptionsSelector_V16C for the SH3.exe in this mod.
When I am making this Mod I have took the stiebler's Patch into design. That's means I have already patched the stiebler's Mod on the Sh3.exe, and finished the setting works to match with other files in the Mod.
Best Regards
Toyotagt86
hey Toyotagt86
thats what i said to myself :03:.. i didn t touch anything:) .. so it s perfect thank you .. :haha:
but is it possible to use the new map of Arthem? :hmmm:
Salutation Toyotagt86
Kal_Maximus_U669
08-23-21, 07:10 AM
Hi KM U669. You have 3 PM in KSD forum.
thank's Andrey I couldn't wait to test yours again.. :up:
:up::salute:
Toyotagt86
08-23-21, 07:16 AM
hey Toyotagt86
thats what i said to myself :03:.. i didn t touch anything:) .. so it s perfect thank you .. :haha:
but is it possible to use the new map of Arthem? :hmmm:
Salutation Toyotagt86
Hi Kal_Maximus_U669
I don't know what is the new mao of Arthem
would you please show me more?
Best Regards
Toyotagt86
Kal_Maximus_U669
08-23-21, 07:20 AM
Hi Kal_Maximus_U669
I don't know what is the new mao of Arthem
would you please show me more?
Best Regards
Toyotagt86
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2761814&postcount=1
Toyotagt86
08-23-21, 07:42 AM
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2761814&postcount=1
Hi Kal_Maximus_U669
I have tested the Map
if you want to play the U-BOAT Base Indian Ocean it is hard to find the Patrol area , there is no mark on the Indian Ocean area.
Best regards
Toyotagt86
Anvar1061
08-23-21, 02:22 PM
You can test my mod "Crew on Deck"
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2711578&postcount=88
Kal_Maximus_U669
08-23-21, 04:25 PM
You can test my mod "Crew on Deck"
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2711578&postcount=88
Our comrade Andrey has knocked again !!!!
http://image.noelshack.com/fichiers/2021/34/1/1629754363-0000.png
http://image.noelshack.com/fichiers/2021/34/1/1629754377-00.png
http://image.noelshack.com/fichiers/2021/34/1/1629754371-000.png
http://image.noelshack.com/fichiers/2021/34/1/1629754384-001.png
can you ask arthem up there .. a helping hand to tailor his fabulous map ...? for this mod here..thank you
now with the mod you offer
there are camera problems in "Obs" is shortened ... :hmmm:
Shift + o the "Obs" goes up but when we look inside it is now black in the left bar when we ask for the descent it does not work :ping:
there are antenna problems which rises when you ask for the time via the dialogue bar .. these problems are the same as in yours ..! so I will remove it unless there is a correction .. :yep: here it is for the test ...:O:
http://image.noelshack.com/fichiers/2021/34/1/1629754391-002.png
:salute::salute::salute:
Anvar1061
08-24-21, 09:45 AM
Artem is currently on a business trip. I sent him a PM. Show screenshots with an error, not beautiful ones. Delete Cameras. dat and commands_**. cfg and try again.
PS. Artem no longer makes mods for SH3. I'm sorry.
Kal_Maximus_U669
08-24-21, 03:48 PM
Artem is currently on a business trip. I sent him a PM. Show screenshots with an error, not beautiful ones. Delete Cameras. dat and commands_**. cfg and try again.
PS. Artem no longer makes mods for SH3. I'm sorry.
I removed it because of errors :ping: ... even having done what you said !!! I do not see the interest if not to have your boats
with equipped 'turms' ... :yep:
in addition, the crew is already present in their mod:D:D
http://image.noelshack.com/fichiers/2021/34/2/1629838011-sh3img-24-8-2021-22-32-6-806.png
We have to let Toyota86 do as it wishes ... because so far everything works with its own mods is error free ...! for the moment...!
thank you for asking Arthem I think his work can complete this mod which is fantastic ... what do you think Toyota86 ;;? :salute::salute:
Anvar1061
08-24-21, 11:21 PM
I'm not forcing anyone. I'll take the time to review the u-boats. I'm busy with real life right now.
Kal_Maximus_U669
08-25-21, 07:37 AM
I'm not forcing anyone. I'll take the time to review the u-boats. I'm busy with real life right now.
I know it very well ... Dear Andrey do what you have to do .. !!!
As I told you I would wait ... I too will have to go back to the mine to look for diamonds ...
Greetings & Respect KM_U669
Best regards Toyota ...I can't dock anywhere,I try at Corrientes Las Palmas,Grenland...nothing happen,sea is calm and my sub doesn't loaded
Toyotagt86
08-30-21, 10:35 AM
Best regards Toyota ...I can't dock anywhere,I try at Corrientes Las Palmas,Grenland...nothing happen,sea is calm and my sub doesn't loaded
Hi DEX
You mean you can not dock with supply ship and load the torpedo?
Best Regards
Toyotagt86
Hi DEX
You mean you can not dock with supply ship and load the torpedo?
Best Regards
Toyotagt86
Yes exactly ... I don t know what to do
I read manual about supply ship and go to location on map but nothing happen like I said
click continue mission and nothing,fuel don t load and torpedo also
Mad Mardigan
08-30-21, 12:07 PM
Yes exactly ... I don t know what to do
I read manual about supply ship and go to location on map but nothing happen like I said
click continue mission and nothing,fuel don t load and torpedo also
IIRC, make sure the bottom 4 fore internal torp slots are without any there... instead of docking, click continue... & the torps should load up there & get a partial fill up on fuel... as I say, if I am remembering that correctly...
you want to pseudo dock, not actually dock, at the supply ship.
Which, is what you're trying to do, if I'm right... :yep:
M. M.
:Kaleun_Salute:
Toyotagt86
08-30-21, 12:14 PM
Yes exactly ... I don t know what to do
I read manual about supply ship and go to location on map but nothing happen like I said
click continue mission and nothing,fuel don t load and torpedo also
With this new mod, things are done differently. Now you ‘pseudo-dock’ with the U-tanker.
1. You receive extra fuel up to 30% of full capacity, enough to get you home.
2. Up to 30 hit-points are restored, improving your hull-integrity. No equipment will now be repaired.
3. Up to 4 extra air (T1) torpedoes added randomly to your internal reserve torpedo slots. This can only be achieved if one or more of your internal reserve torpedo slots are empty (do NOT confuse the reserve slots with the torpedo tubes!)
4. You cannot refuel in fog (you cannot find the U-tanker), nor in storms (wind-speeds above 10 m/s).
5. You can continue the same patrol, while all original sinkings remain intact.
Pseudo-Docking.
Normally, when the U-boat arrives at any base, including a U-tanker, you press ‘Escape’ to get a screen which shows a Mission Summary, and asks if you want to ‘Dock at: U-463’ (for example) or ‘Continue’.
If you choose the ‘Dock’ option, then the U-boat will dock exactly as it always did. Therefore, the old docking option remains.
If you choose the ‘Continue’ option, then you have ‘pseudo-docked’, and you will be refuelled as described above. You can then continue your patrol without any game saves or tedious reloads.
Limitations.
1. You can only pseudo-dock at a U-tanker, with the prefix ‘U-’. You cannot pseudo-dock at any land base, nor at any surface tanker, such as ‘Brake’ in the Indian Ocean in 1943-4. You should dock properly at surface ships, and give the opportunity for the crew to stretch their legs. (If you really want to pseudo-dock at a surface tanker such as ‘Brake’, you should rename it as ‘U-Brake’, in the campaign files.)
2. Other old options after proper docking, such as repairs to damaged equipment and, with SH3Patrol, the latest radar receivers, are now gone.
3. You can dock subsequently at a U-tanker only after another two weeks have passed. In real-life, further dockings might be permitted for emergencies, but most crews wanted to return home for leave, not extend their patrols a second time!
Stiebler.
Maybe this can help you ,make sure the supplier is a U-tanker rather than others before operate a Pseudo-Docking.
Best Regards
Toyotagt86
Greetings...one question about ships fire on deck caused from torpedo hit...
I hit large merchant ship but there is no fire on deck...ship is still...strange....
I got information after ,,she is gone''
Strange behavior for 2 torpedo hits,deck must be on fire...or some black smoke like in OneAlex mode.....Is there a chance for some heavy cargo to explode on deck,I think for planes,tanks,lokomotive
For warships situation is much better because ammunition explode and we have really good explosion,flame,smoke
One more thing about enemy airplanes....there isn't there...1940 february
Toyotagt86
09-08-21, 04:40 PM
Greetings...one question about ships fire on deck caused from torpedo hit...
I hit large merchant ship but there is no fire on deck...ship is still...strange....
I got information after ,,she is gone''
Strange behavior for 2 torpedo hits,deck must be on fire...or some black smoke like in OneAlex mode.....Is there a chance for some heavy cargo to explode on deck,I think for planes,tanks,lokomotive
For warships situation is much better because ammunition explode and we have really good explosion,flame,smoke
One more thing about enemy airplanes....there isn't there...1940 february
Hi dex
Can you tell me the name of the merchant you hit please? I can do more test
Best Regards
Toyotagt86
Hi dex
Can you tell me the name of the merchant you hit please? I can do more test
Best Regards
Toyotagt86
Hello ...Ship is Large Merchant ship...its correct name
I suppose it have link with delay sinking
https://www.gamefront.com/storage/screenshots/bb31f361-432a-49e2-8a0d-3dcc4d634b33/jNfG7t2vD6RtYbVZwIwjIG6EF0Ti6MaFUY14PitQ.jpeg
kaizerhund10
09-10-21, 05:29 PM
great mod but have two questions. 1, how to fix graphical error when u-boot starts moving the nose and engine water churning looks cloudy until i briefly go to peri depth and quickly surface the boat then it goes away. 2. looking through the attack peri can not get the disc to determine aob, speed, distance etc u know to count the marks on a ship and calculating those things i mentioned on the disc. any thoughts?
Toyotagt86
09-11-21, 02:21 AM
great mod but have two questions. 1, how to fix graphical error when u-boot starts moving the nose and engine water churning looks cloudy until i briefly go to peri depth and quickly surface the boat then it goes away. 2. looking through the attack peri can not get the disc to determine aob, speed, distance etc u know to count the marks on a ship and calculating those things i mentioned on the disc. any thoughts?
Hi kaizerhund10
For the first question I can not Imagine the graphical error, can you show me some pictures? The effect I think is not bad to create a Fine water mist.
The Attack Peri has the RAOBF for getting the launch data ,to enable the RAOBF please tick on the Manual targeting system selection under the Realism setting menu. Also in the help page I have given the Optical information for the periscope the data was calibrated by myself. If you are using the MaGui version it also has the Mils chart to read the target range quickly.
Best Regards
Toyotagt86
kaizerhund10
09-11-21, 03:12 PM
can i send to ur email?
kaizerhund10
09-11-21, 05:19 PM
nevermind i fixed it..it was in subs data file. forgot to ask u which file controls the engine pistons animation cause when im in all stop the engine pistons are still moving along with the engine sound..can this be fixed?
kyle9154
09-12-21, 06:34 AM
nevermind i fixed it..it was in subs data file. forgot to ask u which file controls the engine pistons animation cause when im in all stop the engine pistons are still moving along with the engine sound..can this be fixed?
I get the same two things as Kaizerhund here, the water splash thing doesn't happen in every patrol but sometimes right at the start at dock you notice it - as Kaizer said once you submerge and then resurface its gone for the rest of the patrol. The engine pistons do move when at full stop for me too.
Toyotagt86
09-12-21, 10:32 AM
can i send to ur email?
Yes, please
My e-mail Address is 641340944@qq.com
Toyotagt86
09-12-21, 10:51 AM
nevermind i fixed it..it was in subs data file. forgot to ask u which file controls the engine pistons animation cause when im in all stop the engine pistons are still moving along with the engine sound..can this be fixed?
Hi kaizerhund10 and kyle9154
According to the External view, I found that even you stop the U-boat it still has the Exhaust. So I think the engine is at the Idle rpm, the Pistons won't stop. Also in the game after you asked your crew to move ahead or back, the speed will be changed in a very short time. I have watched a video on youtube about the start up of the U-boat Engine it need much more time. And the electricity need to be produced by the engine even you are static when surfaced.
In summary the engine at the idle rpm is more common in the game, the crews just disconnect the clutch. This is what I think when making this mod
Best Regards
Toyotagt86
kaizerhund10
09-12-21, 01:28 PM
ok sent u two pics but i think i fixed the graphic issue in the subs (VIIB) data file, we will see. i get it about the engine issue which was done on purpose by u and it makes sense about the crew just putting the engine in neutral. although when i am at snorkel depth using the snorkel,(yep put one in, its a special modified sub and shes a beauty, popular with the ladies) the engines pistons are not going up and down, which i believe the program thinks the sub is submerged and in electric engine mode, a way to correct this?
kyle9154
09-13-21, 11:53 AM
Found something with the type 2A boat, there's no water spray or draining from the right side of boat. I was in a 15km storm and it was very clear that something is not working with the water spray and draining.
https://1drv.ms/u/s!Apf4S8iaE41MlDvDxRhFQTDUp5zN?e=ZnCosy
https://1drv.ms/u/s!Apf4S8iaE41MlDnwTW4GqZavTkIv?e=HFe0Bf
https://1drv.ms/u/s!Apf4S8iaE41MlDgf-0SL9syfyfki?e=xI4gpB
https://1drv.ms/u/s!Apf4S8iaE41MlDppdE_wW70aaeDZ?e=RfeYEl
Also I'm playing a 7th Flotilla VIIB June 1940 campaign and notice this flotilla emblem on the front which is not correct, anyway I can remove the flotilla emblems from the boats? I prefer only side emblems but I don't mind the eagle in front, I think your using the uboats compilation mod which are nice looking but some of the emblems don't match depending on what flotilla you choose for your career.
https://1drv.ms/u/s!Apf4S8iaE41MlDyjWbqrIWLSHl1w?e=PIbCoA
kaizerhund10
09-13-21, 06:48 PM
goes all the way to u-boot when loading few seconds go by then ctd, ive followed all the rules when saving and still i get ctd..no mods being used. i read a fix by this one guy where u go to properties on game folder and uncheck read only and in the advance tab uncheck all boxes apply and follow same steps for game folder in documents, still no luck. i was afraid of this especially after i sank 5 ships. the method was used for onealex gwx and it worked, no luck with urs. what cha think?
kaizerhund10
09-13-21, 07:48 PM
also is ur sh3.exe 4gb patched?
Toyotagt86
09-15-21, 08:57 AM
ok sent u two pics but i think i fixed the graphic issue in the subs (VIIB) data file, we will see. i get it about the engine issue which was done on purpose by u and it makes sense about the crew just putting the engine in neutral. although when i am at snorkel depth using the snorkel,(yep put one in, its a special modified sub and shes a beauty, popular with the ladies) the engines pistons are not going up and down, which i believe the program thinks the sub is submerged and in electric engine mode, a way to correct this?
Hi kaizerhund10
According to my modding experience, To fix this bug may be need some patch apply on the Sh3.exe. At this moment I don't know how to fix it.
Best Regards
Toyotagt86
Toyotagt86
09-15-21, 09:07 AM
goes all the way to u-boot when loading few seconds go by then ctd, ive followed all the rules when saving and still i get ctd..no mods being used. i read a fix by this one guy where u go to properties on game folder and uncheck read only and in the advance tab uncheck all boxes apply and follow same steps for game folder in documents, still no luck. i was afraid of this especially after i sank 5 ships. the method was used for onealex gwx and it worked, no luck with urs. what cha think?
Hi kaizerhund10
I don't know why the game CTD, It have not happened on my computer, I run this game with Win7 compatibility mode and Administrator rights for both SH3.exe and SH3 commander.Hope this can help you. Maybe I add too much ships. Or I can make a version for Removing additional ships to save more RAM. This MOD has already applied the 4GB patch for SH3.exe
Best Regards
Toyotagt86
Toyotagt86
09-15-21, 10:42 AM
Found something with the type 2A boat, there's no water spray or draining from the right side of boat. I was in a 15km storm and it was very clear that something is not working with the water spray and draining.
https://1drv.ms/u/s!Apf4S8iaE41MlDvDxRhFQTDUp5zN?e=ZnCosy
https://1drv.ms/u/s!Apf4S8iaE41MlDnwTW4GqZavTkIv?e=HFe0Bf
https://1drv.ms/u/s!Apf4S8iaE41MlDgf-0SL9syfyfki?e=xI4gpB
https://1drv.ms/u/s!Apf4S8iaE41MlDppdE_wW70aaeDZ?e=RfeYEl
Also I'm playing a 7th Flotilla VIIB June 1940 campaign and notice this flotilla emblem on the front which is not correct, anyway I can remove the flotilla emblems from the boats? I prefer only side emblems but I don't mind the eagle in front, I think your using the uboats compilation mod which are nice looking but some of the emblems don't match depending on what flotilla you choose for your career.
https://1drv.ms/u/s!Apf4S8iaE41MlDyjWbqrIWLSHl1w?e=PIbCoA
Hi kyle9154
I test the IIA again according to your description and not found the problem
here is the Screenshot
4764
https://www.mediafire.com/view/23tzpx7lc45goib/II_A.png/file
here is the files related to the IIA u-boat in my computer you can check the Last modify time with yours
4765
https://www.mediafire.com/view/z76qpck7beeix0p/Files.png/file
maybe restart the game can fix your problem
For the emblems you need use the S3D to fix it , the emblems is in the .dat file. This bug comes with the TKSS18 uboats compilation mod. but I don't care about the emblem so I do not fix them.
Best Regards
Toyotagt86
kyle9154
09-15-21, 01:24 PM
Hi kyle9154
I test the IIA again according to your description and not found the problem
here is the Screenshot
4764
https://www.mediafire.com/view/23tzpx7lc45goib/II_A.png/file
here is the files related to the IIA u-boat in my computer you can check the Last modify time with yours
4765
https://www.mediafire.com/view/z76qpck7beeix0p/Files.png/file
maybe restart the game can fix your problem
For the emblems you need use the S3D to fix it , the emblems is in the .dat file. This bug comes with the TKSS18 uboats compilation mod. but I don't care about the emblem so I do not fix them.
Best Regards
Toyotagt86
Yea the Type 2A is fine now, I did a fresh install of your mod so I don't know what happened there but as for the emblem I do have sh3 editor but prefer not to tinker around with the nodes in the .dat file as I don't know which one to edit or remove so its all good.
Toyotagt86
09-15-21, 05:08 PM
Yea the Type 2A is fine now, I did a fresh install of your mod so I don't know what happened there but as for the emblem I do have sh3 editor but prefer not to tinker around with the nodes in the .dat file as I don't know which one to edit or remove so its all good.
Hi kyle9154
you can tick off the visible check box of the emblems in the S3D as the screenshot shown
4767
https://www.mediafire.com/view/9d0tj2j09wd0vhd/0c4fb21b44035c5e9d211197463d4e5.png/file
Best Regards
Toyotagt86
kyle9154
09-15-21, 05:39 PM
Hi kyle9154
you can tick off the visible check box of the emblems in the S3D as the screenshot shown
4767
https://www.mediafire.com/view/9d0tj2j09wd0vhd/0c4fb21b44035c5e9d211197463d4e5.png/file
Best Regards
Toyotagt86
Thanks for the direction, I got rid of the front emblem for the VIIC too, it seems the rest of the types don't have front emblem going through the turmhd dat files for each type in objects folder so I should be good now. The eagle is nice though, its just off putting when your playing as 7th flotilla and you see a 2nd flotilla emblem on it, some people like me are just nitpicky I guess lol....thanks again bro
Kal_Maximus_U669
09-16-21, 01:02 PM
In the emblems folder there are alphabetical languages error.:ping:
Chinese signs instead yes this often occurs elsewhere in most of the mods that I have tested this is the German particularity of the double The eszett (pronounced: / ɛsˈtsɛt /), noted ‹ß› in lowercase, and ‹ẞ› or ‹SS› in uppercase, is a letter used only in the German language :D
As for the manipulation on the turms these impeccable thank you
http://image.noelshack.com/fichiers/2021/37/4/1631815697-sh3img-22-8-2021-22-39-33-593.png
Salutation Toyotagt86 :Kaleun_Cheers:
kyle9154
09-18-21, 06:41 AM
okay sorry a lot to read....things I have noticed that should be looked at or fixed:
1. The shift + h function doesn't always work meaning hatches won't open during that patrol, other times/patrols I have no issues at all and yes i'm making sure the weapons officer is in his slot before I press the command.
2. When selecting realistic crew option in sh3 commander I never get the updated uniforms just the same vanilla ones but if I don't select it then I get the kriegsmarine clothes and black leather jacket for watch officer etc. I have no issues with uniforms selecting realistic crew feature through SH3Commander with Onealex's compilation or Anvar's compilation...just with yours.
3. I get a solid 60 fps in engine room but as soon as I go in forward torpedo room and then turn around to view engines from there it drops to 22-25ish fps and starts lagging a little (only happens when I view the engines from that compartment) but I get solid fps looking forward aft at the torpedo tubes. - don't know if this is fixable
4. Recommendation - Talk to Anvar about how he removed the locks at Wilhelmshaven, St Nazaire, and Kiel canal - yes the locks (those concrete walls that swing open to let you in and out lol), their known to be a big hit memory wise for SH3...again talk to Anvar as he removed the folding walls but the rest of the locks are still there, this way you still keep the mod but its stability is improved.
5. Recommendation - While extra capital warships (Von Dos, Italian fleet etc) is nice and all, it adds load time and potential stuff to go wrong in the campaign at certain dates/events. Imo if you really need to have more ships/units in the mod then better to have more variation in merchants ships as that is what most players will see and sink in their patrols though having new escorts in game is nice because you'll see them more often then not (Alex's Ises class ASW Trawler and Flower class corvette). Merchant fleet mod had a good idea but a lot of models were unneeded in that as they were just copies more or less renamed and there were so many ships in that mod that it caused load and stability issues in the end.
kaizerhund10
09-18-21, 09:23 PM
which files control the OB periscope animation shift+o? can not get the thing to move up or down
Toyotagt86
09-19-21, 06:37 PM
which files control the OB periscope animation shift+o? can not get the thing to move up or down
Hi Kaizerhund 10
Yes ,the Shift +O to raise the hole OB periscope but your Sonar Man MUST be at the Station to use this method to raise
4775
Best Regards
Toyotagt86
kaizerhund10
09-19-21, 11:57 PM
OK thanks it works now, plus i put the full crew mod in by wac 5.1 and the mod works except the guys in the engine room, the cook and others do not move and i have the crew_new file installed as well, just curious which files are needed to have, other then the ones i stated, to make those animations happen? is it the anim.act file or any other act file? thanks
You all might already know this.
I've done an additional install of this MOD with these 2 addons, via JSGME:
GWX3 ALTERNATIVE FLOTILLAS - I like to play a career with 3rd Flotilla, out of La Rochelle. All works as advertised, no issues.
SH3 VOLUMETRIC CLOUDS&FOG v2.2 - I didn't notice this effect in the MOD and I like it, so I gave it a go ... Perfect ! Beautiful ! No issues.
That's it for now. I don't want to mess with this MOD too much. It plays great as is for me.
Jerry (Doolar CA45) :Kaleun_Cheers:
Toyotagt86
09-20-21, 04:14 PM
OK thanks it works now, plus i put the full crew mod in by wac 5.1 and the mod works except the guys in the engine room, the cook and others do not move and i have the crew_new file installed as well, just curious which files are needed to have, other then the ones i stated, to make those animations happen? is it the anim.act file or any other act file? thanks
Hi kaizerhund10
There is also a Crew_new.anm file in the Animations Folder it is also needed
Best Regards
Toyotagt86
kaizerhund10
09-22-21, 08:36 PM
yes i have that file installed as well but still no animation, btw i trying to make it work with lsh3 2020, is that a problem?
I was just curious if there will be additions or features added down the road,or is this project (the Mod) complete ?
Toyotagt86
09-29-21, 06:57 AM
I was just curious if there will be additions or features added down the road,or is this project (the Mod) complete ?
Hi Doolar
This Mod is a complete version. Maybe in the future I will make a lite version for better stability
Best Regards
Toyotagt86
Kal_Maximus_U669
09-29-21, 07:29 AM
Hi Doolar
This Mod is a complete version. Maybe in the future I will make a lite version for better stability
Best Regards
Toyotagt86
personally I find your mods to be one of the most stable :D ... even with the interiors :haha:... I had no problem ...! besides this is one of my favorite ... always install on desktop .. :salute::up:
Any install guide?
Do we have to use 4gb patch?
Do we have to set Windows compatibillity?
Any install guide?
Do we have to use 4gb patch?
Do we have to set Windows compatibillity?
The 4gb patch is already activated
Yes if not already set, Open the SH3 folder and change the SH3.exe, Cmdr.exe and JSGME.exe to WIN7 compatibly / and run as ADMIN.
Jerry (Baltimore Md.) or Doolar (CA45)
Toyotagt86
10-04-21, 10:14 AM
Any install guide?
Do we have to use 4gb patch?
Do we have to set Windows compatibillity?
No you need not the 4GB PATCH it is already patched
It is better to set the Win 7 compatibillity for the SH3.exe, Cmdr.exe and JSGME.exe run as ADMIN.
After unzip the file there is a guide
Best Regards
Toyotagt86
David I
10-18-21, 10:42 AM
Are the U-Boat Interiors an optional Mod?
Generally I find them to be interesting for a couple of patrols and then I stop sightseeing. Their drag on my system is just not worth it.
David I
Toyotagt86
10-19-21, 05:44 AM
Are the U-Boat Interiors an optional Mod?
Generally I find them to be interesting for a couple of patrols and then I stop sightseeing. Their drag on my system is just not worth it.
David I
Hi David
A good suggestion! maybe I can add an optional mod to remove the full interior
Best Regards
Toyotagt86
I'm having a small issue. The dreaded flat sun. I actually have never had this issue in my SHIII history. I'm an AMD guy, all the way. I started to look around and found a "Flat Sun Fix", for MEP6, in my GWX3 Mods Archives. I figured, what the heck, so I activated it via JSGME into Toyotag86. That fixed my Sun. Now included with the MEP Mod folder were several other options. ShipVanishingHull, VisualSensors for GWX and AL_Sensors for Stiebler4c_V16B1. Since Toyotag86 includes MEP6 and is based on GWX3, would any of these add-on mods be of an enhancement or, are they included in Toyotag86, or not recommended at all. Thanx
CapZap1970
11-18-21, 10:33 PM
I'm having a small issue. The dreaded flat sun. I actually have never had this issue in my SHIII history. I'm an AMD guy, all the way. I started to look around and found a "Flat Sun Fix", for MEP6, in my GWX3 Mods Archives. I figured, what the heck, so I activated it via JSGME into Toyotag86. That fixed my Sun. Now included with the MEP Mod folder were several other options. ShipVanishingHull, VisualSensors for GWX and AL_Sensors for Stiebler4c_V16B1. Since Toyotag86 includes MEP6 and is based on GWX3, would any of these add-on mods be of an enhancement or, are they included in Toyotag86, or not recommended at all. Thanx
Dear Doolar, could you please provide a link to d/l the ShipVanishingHull mod? I looked everywhere and I can't find it. If it is part of another mod, the same, a d/l link will be much appreciated. Thanks a lot my friend! :salute:
ivanov.ruslan
11-18-21, 10:51 PM
MEP6 or 5:salute:
CapZap1970
11-18-21, 11:13 PM
MEP6 or 5:salute:
Thanks.... I forgot it was Makman94´s.... :doh:
CapZap, I sent you the download link for v6
Toyotagt86
11-19-21, 12:58 AM
I'm having a small issue. The dreaded flat sun. I actually have never had this issue in my SHIII history. I'm an AMD guy, all the way. I started to look around and found a "Flat Sun Fix", for MEP6, in my GWX3 Mods Archives. I figured, what the heck, so I activated it via JSGME into Toyotag86. That fixed my Sun. Now included with the MEP Mod folder were several other options. ShipVanishingHull, VisualSensors for GWX and AL_Sensors for Stiebler4c_V16B1. Since Toyotag86 includes MEP6 and is based on GWX3, would any of these add-on mods be of an enhancement or, are they included in Toyotag86, or not recommended at all. Thanx
Hi Doolar
I didn't patched the ShipVanishingHull mod and I have never test it before, you can have a try
and the VisualSensors for GWX and AL_Sensors for Stiebler4c_V16B1, I ready patched in my mod with other modifications.
Hope this answer can help you
Best Regards
Toyotagt86
CapZap1970
11-19-21, 01:10 PM
CapZap, I sent you the download link for v6
Rgr that, Doolar. Just downloaded it!!! :salute:
Toyotagt86
11-27-21, 02:12 AM
Today the Toyotagt86's Enhanced mod for GWX3.0 Version 2 Released:Kaleun_Applaud:!
ivanov.ruslan
11-27-21, 02:17 AM
Thanks!:Kaleun_Salute:
Toyotagt86
11-27-21, 04:54 AM
Do you have my permission to use the files from GWX Onealex Edition in your Toyotagt86's Enhanced mod for GWX3.0 Version 1/2 Releases?
According we talked on the discord.
I will give you the list that which File I used or modified from yours as soon as possible
I am so sorry about that
Kal_Maximus_U669
11-27-21, 07:24 AM
Today the Toyotagt86's Enhanced mod for GWX3.0 Version 2 Released:Kaleun_Applaud:!
Toyotagt86's Enhanced mod for GWX3.0 Version 2 Release!
which version 2 ??
_Download Link For Version 2 MaGui Only
I didn t understand what it is? d a correct version of maGui just for him ...
can you provide details on the new version ... because i have been on the first pages is do not see anything more ...
Toyotagt86
11-27-21, 09:00 AM
Toyotagt86's Enhanced mod for GWX3.0 Version 2 Release!
which version 2 ??
_Download Link For Version 2 MaGui Only
I didn t understand what it is? d a correct version of maGui just for him ...
can you provide details on the new version ... because i have been on the first pages is do not see anything more ...
Hi Kal_Maximus_U669
The _Download Link For Version 2 MaGui Only means the Version 2 only has the MaGui UI. Because according to my test, the ARB mod make the game unstable, easy to CTD. and I don't know the reasion.
All you need is download the 7z pack from the Version 2 link, unzip, double click the SH3.exe to creat the save folder, then set the Path in SH3 Commander to play.
Best Regards
Toyotagt86
Kal_Maximus_U669
11-27-21, 09:52 AM
Hi Kal_Maximus_U669
The _Download Link For Version 2 MaGui Only means the Version 2 only has the MaGui UI. Because according to my test, the ARB mod make the game unstable, easy to CTD. and I don't know the reasion.
All you need is download the 7z pack from the Version 2 link, unzip, double click the SH3.exe to creat the save folder, then set the Path in SH3 Commander to play.
Best Regards
Toyotagt86
very well thank you I do not play with Mgui except from time to time on my laptop but know that ARB with the interiors runs like a charm .. I have not had any 'ctd' for the moment :yeah:
No issues here with ARB either.
for the guys playing Toyotag86. Post your mod list. I was just curious to see if anyone is trying other mods. Here's mine :
Generic Mod Enabler - v2.6.0.157
[D:\SHIII GWX FHD 86 enhanced\MODS]
Sh3 Volumetric Clouds&Fog v2.2
Effect upgrade pack for 86 enhanced MOD
M.E.P v6 - FSF
GWX - Alternative Flotillas (the 3rd)
Kal_Maximus_U669
12-11-21, 07:46 AM
for the guys playing Toyotag86. Post your mod list. I was just curious to see if anyone is trying other mods. Here's mine :
Generic Mod Enabler - v2.6.0.157
[D:\SHIII GWX FHD 86 enhanced\MODS]
Sh3 Volumetric Clouds&Fog v2.2
Effect upgrade pack for 86 enhanced MOD
M.E.P v6 - FSF
GWX - Alternative Flotillas (the 3rd)
hello Doolar
why are you using M.E.P v6 - FSF since this mod is already in it ...
now volumetric clouds works really well with you ... because with me I find that it needs to be adjusted. But it works ... if i'm deciding i will take a closer look ... can you give me feedback on it..thank you kindly KM_U669 :up: :Kaleun_Cheers:
Kal_Maximus_U669
12-11-21, 09:43 AM
Personally, I'm not "pissed off" I took Alex's one it's really good no problem for the moment ... compile to that of the 16km atmosphere mod of U-73 v2 it's NKL .. :D
http://image.noelshack.com/fichiers/2021/49/6/1639233794-sh3img-20-11-2021-3-24-58-291.png
Kal Maximus, I had an issue with the dreaded Flat Sun, once, so I experimented with the MEP6 FSF. It seamed to work just fine. Funny I had never noticed the Flat Sun before. I think I'm going to remove it, to see if it was a one time issue. I use an AMD Graphics card, by the way. I know nVidia Cards have some issues with the, I believe with the Antiasliasing being too high, giving a Flat Sun, but I'm not aware of that issue with AMD cards. I'll let you know how that works out. Please correct me if I'm wrong here.
As for the Sh3 volumetric clouds&fog v2.2. I haven't had any issues with that mod. I used it in my GWX3 days and really love the added effects it gives. I didn't know it might need adjusting. I don't have a clue on how to do this anyway. So I went experimenting again, applied it via JSGME and it works fine, or to me it seems fine. I think it adds another dimension, a visual dimension, to an already beautiful environmental mod like MEP6. Jerry CA45
OK, so here's an update from my previous post:
I removed the MEP6 FSF Mod and I no longer have the Flat Sun issue. Not sure why I had an issue in the first place. I was thinking it might have been caused by the SH3 Volumetric clouds&fog Mod, so I removed that too. I don't have a grasp on mod interactions, so I experiment a lot (trial and error). I really haven't really messed with SHIII in about 10 days, so I haven't been able to test it thoroughly. I too have been dealing with computer problems. With that out of the way, I've been play'n/ testing most of the day. As for the SH3 Volumetric clouds&fog Mod, I noticed that with it activated, when I was watching my boat in the external view for more then 30 minutes the Fog and clouds would disappear and then I would CTD. I don't see why so I'm going to mess around with that a bit more. I figured since it worked with GWX3 and MEP6 it should work here too. Well maybe not. As mentioned before, I think that the SH3 Volumetric clouds&fog Mod was a environmental mod game changer. I would humbly request that the SH3 Volumetric clouds&fog Mod be incorporated into TOYOTAG86, in a future release.
torpille
12-12-21, 10:55 AM
Personally, I'm not "pissed off" I took Alex's one it's really good no problem for the moment ... compile to that of the 16km atmosphere mod of U-73 v2 it's NKL .. :D
http://image.noelshack.com/fichiers/2021/49/6/1639233794-sh3img-20-11-2021-3-24-58-291.png
kal ,
can you tell me where is it please ?:03:
Kal_Maximus_U669
12-12-21, 01:55 PM
kal ,
can you tell me where is it please ?:03:
Where and what ..? if you want volumetric & clouds go to the download section otherwise take the file Onealaex mod this file is in
D: \ Sh3 \ SilentHunterIIIGWXOaE \ data \ scene.sim (for me it's here ...)
scene.sim take this one .. and introduce it in the Toyotagt86 mod
Thanx Kal, I will use this one. :Kaleun_Cheers:
Kal_Maximus_U669
12-12-21, 02:26 PM
OK, so here's an update from my previous post:
I removed the MEP6 FSF Mod and I no longer have the Flat Sun issue. Not sure why I had an issue in the first place. I was thinking it might have been caused by the SH3 Volumetric clouds&fog Mod, so I removed that too. I don't have a grasp on mod interactions, so I experiment a lot (trial and error). I really haven't really messed with SHIII in about 10 days, so I haven't been able to test it thoroughly. I too have been dealing with computer problems. With that out of the way, I've been play'n/ testing most of the day. As for the SH3 Volumetric clouds&fog Mod, I noticed that with it activated, when I was watching my boat in the external view for more then 30 minutes the Fog and clouds would disappear and then I would CTD. I don't see why so I'm going to mess around with that a bit more. I figured since it worked with GWX3 and MEP6 it should work here too. Well maybe not. As mentioned before, I think that the SH3 Volumetric clouds&fog Mod was a environmental mod game changer. I would humbly request that the SH3 Volumetric clouds&fog Mod be incorporated into TOYOTAG86, in a future release.
Hey Jerry...
play well .. you were right to get rid of Mep 6 as well as the volumetric clouds because for me that did not give me very good results ... changing the environment is never very cool. .. it can destabilize certain value of said mod ... especially the detection in terms of volumetric clouds I had bad cloud formations with clipping .. especially ready for the sides ... as I said it have to adjust after that depends on a lot of other parameters Rubini explains it on one of these threads I don't know where ... but there is a way to do a good thing for those who want to spend time on it .. see all this using the S3D tool ..
now for your Flat sun problem I have already had this problem is I am on NVIDIA ... I advise you to deactivate all your AA filters the SS Sampl finally all that is suceptible to filter the textures then enter your game to adjust as you go .. is observed ... each change you make .. but be careful to try several hours of the day in the game I do it on 48 hours every 2 hours watch your weather watch everything. . it takes time .. i warn you .. but when things are running ... it's always better no .... what the **** you don't have inspector nvdia ... for AMD i don't know i AMD advises against it heats up too much and consumes more as well as MSI these are brands that I do not like at all ... here Jerry have fun. Friendly KM_U669
Kal_Maximus_U669
12-12-21, 02:32 PM
Thanx Kal, I will use this one. :Kaleun_Cheers:
I recommend you to start a new career ... :Kaleun_Cheers:
Absolutely Since I messed with my install so much. Tonight I'm going to delete and reinstall. I have probably broke other things along the way. Thanx for your help.
Kal_Maximus_U669
12-12-21, 06:56 PM
Absolutely Since I messed with my install so much. Tonight I'm going to delete and reinstall. I have probably broke other things along the way. Thanx for your help.
hey Jerry you see what it gives ...
http://image.noelshack.com/fichiers/2021/50/1/1639353283-sh3img-13-12-2021-0-34-8-209.png
http://image.noelshack.com/fichiers/2021/50/1/1639353272-sh3img-13-12-2021-0-32-40-193.png
http://image.noelshack.com/fichiers/2021/50/1/1639353292-sh3img-13-12-2021-0-35-35-97.png
http://image.noelshack.com/fichiers/2021/50/1/1639353298-sh3img-13-12-2021-0-36-47-971.png
:salute::salute::up:
oh yeah, I see. That is definitely not very pleasant to look at. I never had anything close to that. Again, not sure, but it might have hosed my sun, forcing me to try to fix that, probably hosing something else. The domino effect, you know ? The worst I got was, The volumetric fog disappearing, leaving a blue empty sky, followed by a CTD. I'm going to reinstall Toyotag86 and leave the experimenting to the pros ... LOL, and thanx again Jerry CA45
Kal_Maximus_U669
12-15-21, 10:11 AM
Effect upgrade pack for 86 enhanced ...
Hello Toyotagt86 or is it passing I do not see it anymore because without it I do not like it too much..this mods and essential and should be optional in your mods it is one of the essentials :hmmm::hmmm:
THX a see soon :Kaleun_Cheers:
Kal_Maximus_U669
12-15-21, 07:13 PM
oh yeah, I see. That is definitely not very pleasant to look at. I never had anything close to that. Again, not sure, but it might have hosed my sun, forcing me to try to fix that, probably hosing something else. The domino effect, you know ? The worst I got was, The volumetric fog disappearing, leaving a blue empty sky, followed by a CTD. I'm going to reinstall Toyotag86 and leave the experimenting to the pros ... LOL, and thanx again Jerry CA45
Hey Jerry ... :salute:
I will contact you soon .. :yep:
That's it, I have it :timeout:
Amazing good clouds... :har::har:
http://image.noelshack.com/fichiers/2021/50/4/1639613507-sh3img-16-12-2021-0-58-32-79.png
http://image.noelshack.com/fichiers/2021/50/4/1639613486-sh3img-16-12-2021-0-46-18-843.png
Toyotagt86
12-16-21, 06:48 AM
Effect upgrade pack for 86 enhanced ...
Hello Toyotagt86 or is it passing I do not see it anymore because without it I do not like it too much..this mods and essential and should be optional in your mods it is one of the essentials :hmmm::hmmm:
THX a see soon :Kaleun_Cheers:
Hi Kal_Maximus_U669
Because my poor Internet I can not login the Mediafire now,I will send you the Effect upgrade mod as soon as possible
Also after my debug, the Version 2 seems works well with ARB Gui now, It already merged with the effect upgrade mod, I will upload it as soon as possible
Best Regards
Toyotagt86
kyle9154
12-16-21, 01:25 PM
Hi Kal_Maximus_U669
Because my poor Internet I can not login the Mediafire now,I will send you the Effect upgrade mod as soon as possible
Also after my debug, the Version 2 seems works well with ARB Gui now, It already merged with the effect upgrade mod, I will upload it as soon as possible
Best Regards
Toyotagt86
Looking forward to this as your current 2.7 has the MagUI which I don't care for, so i'll download when you have the combined ARB UI/effect upgrade one uploaded.
Toyotagt86
12-17-21, 02:55 AM
Effect upgrade pack for 86 enhanced ...
Hello Toyotagt86 or is it passing I do not see it anymore because without it I do not like it too much..this mods and essential and should be optional in your mods it is one of the essentials :hmmm::hmmm:
THX a see soon :Kaleun_Cheers:
Hi Kal_Maximus_U669
Here is the Version 2.1 with ARB Gui Hope you like it
https://www.mediafire.com/file/gcrmtj4003sg7xv/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_ARB_Gui.7z/file
Here is the Effect upgrade pack, please do not use is pack on the Version 2.1
This pack is made for the first release version.
https://www.mediafire.com/file/akxm4198c7h8qgj/Effect_upgrade_pack_for_86_enhanced_MOD.7z/file
Best Regards
Toyotagt86
Toyotagt86
12-17-21, 02:58 AM
No issues here with ARB either.
Hi Doolar
Here is the Version 2.1 with ARB Gui Hope you like it
https://www.mediafire.com/file/gcrmtj4003sg7xv/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_ARB_Gui.7z/file
Best Regards
Toyotagt86
Toyotagt86
12-17-21, 03:04 AM
Looking forward to this as your current 2.7 has the MagUI which I don't care for, so i'll download when you have the combined ARB UI/effect upgrade one uploaded.
Hi kyle9154
Here is the Version 2.1 with ARB Gui Hope you like it
https://www.mediafire.com/file/gcrmtj4003sg7xv/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_ARB_Gui.7z/file
Here is the Version 2.1 with MaGui Hope you like it
https://www.mediafire.com/file/3icnlg3sm0e84nj/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_MaGui.7z/file
Best Regards
Toyotagt86
Kal_Maximus_U669
12-17-21, 05:51 AM
Hi Kal_Maximus_U669
Here is the Version 2.1 with ARB Gui Hope you like it
https://www.mediafire.com/file/gcrmtj4003sg7xv/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_ARB_Gui.7z/file
Here is the Effect upgrade pack, please do not use is pack on the Version 2.1
This pack is made for the first release version.
https://www.mediafire.com/file/akxm4198c7h8qgj/Effect_upgrade_pack_for_86_enhanced_MOD.7z/file
Best Regards
Toyotagt86
Thank you Toyotagt86 thank you for your contribution here I just donwload me too I have problems with my connection ... so if I am not all responding immediately do not be surprised ...
I have other suggestions to submit which are as follows:
1_surprints the mark of the boat above the water "no U mark" moreover it should not even be the doffice it is ridiculous this "mark"
2_add negative buoyancy to all Uboats
3_repair the emblems so that it appears where it is needed .. (our beginner friends do not know how to do it. Not everyone has mastered s3d) and this will avoid unnecessary comments of the style yes it does not work how do we finally you see the trick ...
4_correct the fabulous Arthem map (astvitaliy1982) to make it playable in the Indian Ocean (ps: the version with the Oceanic floor)
remember I already made this request ..
5_replace the cook who is too white with another character even if he is not a cook ..
remember I you already made this request too ..
Finally I may bother you with all my requests ... but I like this mod so much because it already brings together a lot of things that I like in addition we play with the interiors during the destroyer attacks it is the class to be able to walk around in all the submarine I play with ARB & Stiebler etc ... I didn’t have a single CtD it’s a good job
I also have your latest MGUI to install it so pretty ..
Toyotagt86 I want to thank you because yours is that of alex are part of the top list here. Regards Kaleun Maximus U669
kyle9154
12-17-21, 07:11 AM
I wouldn't make these suggestions that Kal listed permanent in your mod as a lot of people don't like being 'forced' to play with some of them such as negative buoyancy mod. If you add them then make sure there in MODS folder and loaded through JSGME as 'optional mods'. Keep up the great work, I would suggest next that you use a uniform mod as you still use the regular GWX uniforms which are alright I guess but are far from being desired (we've already talked about this in your last version, both Anvar and Onealex has some nice uniform/crew mods so maybe you could ask them what they use.
Kal_Maximus_U669
12-17-21, 08:40 AM
I made this remark because it is desirable to correct certain aspect of the mods ... it goes without saying that making the buoyancy as well as all the aspects that can be optional is desirable in order to flesh out this mods ...
now I have nothing against these uniforms I just talk about the cook ...
certain here will go to me I do not like if I do not like it ...
I start from the pinricipe that all which brings more to the game whether in realism (If realism there is because it is only a semblance of simulation after all ..) or a prettier graphic aspect .. or the improved gameplay..etc ;;
is always better if it does not deteriorate the mods
I insist on the fact that the Toyotagt86 mod is the only mod where I play ARB great interface with functional interiors it is really a plus .. this he d Alex does not! because he refuses to make them optional ... yet this one really has a lot of assets and I love it just as much. That is why the one from Toyotagt86 must expand in order to make the difference ... to have the choice ..
I have not had a CTD with the two whether it is ARB or MGUI is good FPS .. while Alex's I do not have the same results while he does not have the interiors I am clearly inferior with his mods .. . c is all the same strange no .. moreover "Open Hatch" the hatches are functional in Onealex no mods ..
thank you again ToyotaGT86 continue to make the difference .. because you have done a great job .. expand this mod .. Sincerely KM_U669 :D :Kaleun_Cheers::Kaleun_Cheers:
Many Thanx Toyotagt86 :Kaleun_Cheers:
kyle9154
12-17-21, 09:48 AM
I just tested the Merchant fleet mod with your newest release and all is working perfect. I'm going to reupload a Onealex edition and a Toyotagt86 edition of it with sh3 commander ship names.cfg and Englishnames.cfg files included. All you'll have to do is download the one for whatever compilation mod your using and paste/overwrite in main SH3 folder then enabled MFM with Jsgme application.
Kal_Maximus_U669
12-17-21, 10:13 AM
I just tested the Merchant fleet mod with your newest release and all is working perfect. I'm going to reupload a Onealex edition and a Toyotagt86 edition of it with sh3 commander ship names.cfg and Englishnames.cfg files included. All you'll have to do is download the one for whatever compilation mod your using and paste/overwrite in main SH3 folder then enabled MFM with Jsgme application.
Thank you Kyle9154 for this excellent news ... here is what will add more thank you for your contribution ...
I have mounted the latest M_GUI version that I have already started but I am making changes that I will announce soon KM Maximus ..:Kaleun_Cheers::Kaleun_Cheers:
Kal_Maximus_U669
12-17-21, 10:18 AM
Many Thanx Toyotagt86 :Kaleun_Cheers:
Hey jerry :Kaleun_Salute:
did you get Mp? :ping:
yes I did, and thanx again. Can't mess with it now. My wife surprised me and took off today. #@% ! She has other plans for me. Her honeydo list is long and lengthy ... Help !
Kal_Maximus_U669
12-17-21, 11:24 AM
yes I did, and thanx again. Can't mess with it now. My wife surprised me and took off today. #@% ! She has other plans for me. Her honeydo list is long and lengthy ... Help !
well me it was great yesterday ... :D:D:up:
I will provide recommendations for the Stiebler HSIE settings as well as order soon Doolar I like your Nickname :Kaleun_Cheers:
Toyotagt86
12-17-21, 05:22 PM
Thank you Toyotagt86 thank you for your contribution here I just donwload me too I have problems with my connection ... so if I am not all responding immediately do not be surprised ...
I have other suggestions to submit which are as follows:
1_surprints the mark of the boat above the water "no U mark" moreover it should not even be the doffice it is ridiculous this "mark"
2_add negative buoyancy to all Uboats
3_repair the emblems so that it appears where it is needed .. (our beginner friends do not know how to do it. Not everyone has mastered s3d) and this will avoid unnecessary comments of the style yes it does not work how do we finally you see the trick ...
4_correct the fabulous Arthem map (astvitaliy1982) to make it playable in the Indian Ocean (ps: the version with the Oceanic floor)
remember I already made this request ..
5_replace the cook who is too white with another character even if he is not a cook ..
remember I you already made this request too ..
Finally I may bother you with all my requests ... but I like this mod so much because it already brings together a lot of things that I like in addition we play with the interiors during the destroyer attacks it is the class to be able to walk around in all the submarine I play with ARB & Stiebler etc ... I didn’t have a single CtD it’s a good job
I also have your latest MGUI to install it so pretty ..
Toyotagt86 I want to thank you because yours is that of alex are part of the top list here. Regards Kaleun Maximus U669
Hi Kaleun Maximus U669
Thank you for your suggestions
According your suggestion I have the plan below
1. For the U-mark you want to get an optional mod to remove it, am I right?
2. I will research how the Fifi' s mod done in the Zone and .sim file to get the negative buoyancy effect
3. I will try to repair and release an fix pack or merged in next version
4. I have no experience in using the Photo Shop, I am searching someone Make the Picture for me, if I need merged the Arthem map
5. Searching a crew model to replace the cook, It could be fix in next version
Best Regards
Toyotagt86
Toyotagt86
12-17-21, 05:30 PM
I just tested the Merchant fleet mod with your newest release and all is working perfect. I'm going to reupload a Onealex edition and a Toyotagt86 edition of it with sh3 commander ship names.cfg and Englishnames.cfg files included. All you'll have to do is download the one for whatever compilation mod your using and paste/overwrite in main SH3 folder then enabled MFM with Jsgme application.
Hi Kyle9154
I have download the MFM Mod for my version and will start to test soon
Thank you for your work
Best Regards
Toyotagt86
kyle9154
12-17-21, 05:32 PM
Hi Kyle9154
I have download the MFM Mod for my version and will start to test soon
Thank you for your work
Best Regards
Toyotagt86
others have already tested and all seems to work fine
question though: when are you going to add a uniform mod for the crew like Onealex and Anvar and many other mega mods have?
Mad Mardigan
12-17-21, 05:54 PM
others have already tested and all seems to work fine
question though: when are you going to add a uniform mod for the crew like Onealex and Anvar and many other mega mods have?
This, is 1 of the... improvements of My own, that I am currently... working on, that I mentioned of, in your "MFM for Toyo's mod set" thread, kyle. :yep:
A uniform mod set that Incorp's a couple of uni's from 1Alex, Anvarts GWR set up.. looking to give it a... Das Boot feel & look. :)
:Kaleun_Salute:
M.M.
Toyotagt86
12-17-21, 05:58 PM
others have already tested and all seems to work fine
question though: when are you going to add a uniform mod for the crew like Onealex and Anvar and many other mega mods have?
Hi Kyle9154
I think the original GWX 3.0 uniform looks not bad, my plan is fix the bug when select the realistic crew in SH3 Commander first. Then searching the upgrade effect pack I like for the crew.
Best Regards
Toyotagt86
kyle9154
12-17-21, 05:59 PM
Hi Kyle9154
I think the original GWX 3.0 uniform looks not bad, my plan is fix the bug when select the realistic crew in SH3 Commander first. Then searching the upgrade effect pack I like for the crew.
Best Regards
Toyotagt86
yeah sounds good
Kal_Maximus_U669
12-17-21, 06:31 PM
Hi Kaleun Maximus U669
Thank you for your suggestions
According your suggestion I have the plan below
1. For the U-mark you want to get an optional mod to remove it, am I right?
2. I will research how the Fifi' s mod done in the Zone and .sim file to get the negative buoyancy effect
3. I will try to repair and release an fix pack or merged in next version
4. I have no experience in using the Photo Shop, I am searching someone Make the Picture for me, if I need merged the Arthem map
5. Searching a crew model to replace the cook, It could be fix in next version
Best Regards
Toyotagt86
I will contact you tomorrow because I am full of sh3 for today eight .. :up: :salute:
Anvar1061
12-18-21, 05:56 AM
5. Searching a crew model to replace the cook, It could be fix in next version
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
FM's New Interiors v2.1D (Fixed for OLC's GUI) & Less Foggy Interiors
https://sun9-18.userapi.com/impg/i9aEmvPgb5ovkrRK3DNlnB5XPcRrj5Rum7ATfA/sNlnsMBFeOg.jpg?size=882x651&quality=96&sign=3fd2bc5156915d8a5a0f16b981fef625&type=album
John Pancoast
12-18-21, 03:38 PM
:Kaleun_Wink:
FM's New Interiors v2.1D (Fixed for OLC's GUI) & Less Foggy Interiors
https://sun9-18.userapi.com/impg/i9aEmvPgb5ovkrRK3DNlnB5XPcRrj5Rum7ATfA/sNlnsMBFeOg.jpg?size=882x651&quality=96&sign=3fd2bc5156915d8a5a0f16b981fef625&type=album
Is this just the v2.1d file, or is it something else ?
Toyotagt86
12-18-21, 06:09 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
FM's New Interiors v2.1D (Fixed for OLC's GUI) & Less Foggy Interiors
https://sun9-18.userapi.com/impg/i9aEmvPgb5ovkrRK3DNlnB5XPcRrj5Rum7ATfA/sNlnsMBFeOg.jpg?size=882x651&quality=96&sign=3fd2bc5156915d8a5a0f16b981fef625&type=album
Hi Anvar1061
This cook model looks cool ,I will down load the FM's New Interiors v2.1D Mod and have a look ,Thank you very much
Best Regards
Toyotagt86
kyle9154
12-19-21, 10:20 AM
Question: I thought your newest version included all the enhanced effects but I don't see volumetric clouds 2.2 and SH4 effects from Rubini in my latest career, did you leave it out?
Kal_Maximus_U669
12-19-21, 10:32 AM
Question: I thought your newest version included all the enhanced effects but I don't see volumetric clouds 2.2 and SH4 effects from Rubini in my latest career, did you leave it out?
Yes Kyle is not in it ... I use Alex's one ... I forgot to mention it in the requests I made but it would be good to correct it too. is I hope not to hear me I do not like the fog ... I do not like if ... because it becomes painful because it is really essential too
Kal_Maximus_U669
12-19-21, 12:01 PM
Hey Toyota Gt86 In an old email that Fifi sent me for the environment pack, it is the one from Fifi that he uses
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2392727&postcount=1
Kal_Maximus_U669
12-19-21, 06:47 PM
Everything works for me OneAlex .. (Ahnenerbe) & Toyota Gt86 (ArB & Mgui) is this time in full career recharge Impeccable Sauv for both :Kaleun_Cheers::Kaleun_Cheers: bravo Kyle :Kaleun_Applaud:
Toyotagt86
12-19-21, 08:32 PM
Question: I thought your newest version included all the enhanced effects but I don't see volumetric clouds 2.2 and SH4 effects from Rubini in my latest career, did you leave it out?
Hi Kyle 9154
I had never merged the volumetric clouds 2.2 and SH4 effects from Rubini in my Compilation. The SH4 effects Mod That I merged is the Original one Which have not upgrade by Rubini
Best Regards
Toyotagt86
Toyotagt86
12-19-21, 08:41 PM
Hey Toyota Gt86 In an old email that Fifi sent me for the environment pack, it is the one from Fifi that he uses
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2392727&postcount=1
Hi Kal_Maximus_U669
I know this mod and I have tested before, but I don't like it, because you will get a foggy day or a windy day even when you are in the port at the time of starting a new patrol. I want start a new patrol with a good weather at the beginning. But if you like this mod I can add this mod as an optional mod in next version release
Best Regards
Toyotagt86
Mad Mardigan
12-19-21, 08:59 PM
Hi Kal_Maximus_U669
I know this mod and I have tested before, but I don't like it, because you will get a foggy day or a windy day even when you are in the port at the time of starting a new patrol. I want start a new patrol with a good weather at the beginning. But if you like this mod I can add this mod as an optional mod in next version release
Best Regards
Toyotagt86
Just to let you know, ToyotaGT86... I have the eviro.act from that, added in.. in addition, with SH3Weather... (which works... & it preselects what the weather will be... from calm, nice sun shiny to heavy rain, wind & sea conditions.
On a side note... possibility, of working out RudeWarrior's Just follow orders mod, maybe as... an optional to add into the mix. Something to add to the orders that flew from BdU, concerning prize reg's & torp settings they sent to the Kaleuns during the time that they experienced torp malfunctions with the T-II's, or was that the T-III's... for realism effect.
Just food for thought... :yep:
:Kaleun_Salute:
M. M.
kyle9154
12-19-21, 09:34 PM
Hi Kyle 9154
I had never merged the volumetric clouds 2.2 and SH4 effects from Rubini in my Compilation. The SH4 effects Mod That I merged is the Original one Which have not upgrade by Rubini
Best Regards
Toyotagt86
Fair enough, thanks for the quick response
John Pancoast
12-20-21, 03:46 AM
Hi Kal_Maximus_U669
I know this mod and I have tested before, but I don't like it, because you will get a foggy day or a windy day even when you are in the port at the time of starting a new patrol. I want start a new patrol with a good weather at the beginning. But if you like this mod I can add this mod as an optional mod in next version release
Best Regards
Toyotagt86
Fwiw, I think you may be confusing this file with SH3 Weather Generator. This file does not affect the weather at the start of a new patrol.
Only during a patrol.
Toyotagt86
12-20-21, 04:22 AM
Fwiw, I think you may be confusing this file with SH3 Weather Generator. This file does not affect the weather at the start of a new patrol.
Only during a patrol.
Hi John Pancoast
I know both of them, I have read the instruction of the SH3 Weather Generator in OneAlex Mod. This Generator will change the weather settings in the .mis file in the Campaign folder.
According to my test, when using the Envsim.act X mod alone , the weather becomes more randomly. Not always, but I have many times at the start of a new patrol I get a foggy or windy day. Even in the Naval Academy I sometimes get the bad weather immediately after I load in the game. That is why I did not merge with my compilation.
Best Regards
Toyotagt86
Toyotagt86
12-20-21, 04:29 AM
Just to let you know, ToyotaGT86... I have the eviro.act from that, added in.. in addition, with SH3Weather... (which works... & it preselects what the weather will be... from calm, nice sun shiny to heavy rain, wind & sea conditions.
On a side note... possibility, of working out RudeWarrior's Just follow orders mod, maybe as... an optional to add into the mix. Something to add to the orders that flew from BdU, concerning prize reg's & torp settings they sent to the Kaleuns during the time that they experienced torp malfunctions with the T-II's, or was that the T-III's... for realism effect.
Just food for thought... :yep:
:Kaleun_Salute:
M. M.
Hi Mad Mardigan
I have down loaded the Just follow orders mod and researching
Best Regards
Toyotagt86
John Pancoast
12-20-21, 09:02 AM
Hi John Pancoast
I know both of them, I have read the instruction of the SH3 Weather Generator in OneAlex Mod. This Generator will change the weather settings in the .mis file in the Campaign folder.
According to my test, when using the Envsim.act X mod alone , the weather becomes more randomly. Not always, but I have many times at the start of a new patrol I get a foggy or windy day. Even in the Naval Academy I sometimes get the bad weather immediately after I load in the game. That is why I did not merge with my compilation.
Best Regards
Toyotagt86
Strange; as said it has nothing to do with the weather at the start of anything only during patrol.
It or H.sie's weather file is also required if one wants to use H.sie's night vision fix via his patch.
Anyway, not a problem. :up:
Kal_Maximus_U669
12-20-21, 02:05 PM
Strange; as said it has nothing to do with the weather at the start of anything only during patrol.
It or H.sie's weather file is also required if one wants to use H.sie's night vision fix via his patch.
Anyway, not a problem. :up:
Bonsoir John
tous d abord je voulais aborder le thème MFM3.3(Kyle) vous aviez raison j ai pu insérer le mods est cela pendant une carrière mais celui d Alex semble capricieux parfois mais cela dit il a fonctionner...mais je demande si ce n est pas du au fait que c était la mise a jour.. est MFM était déjà présent dans ma carrière...les Sauvegardes sont très importante ici attention avant de commencer si vous avez déjà une longue carrière faite un Backup sinon en revoir...
pour ce qui est de la météo les réglages "Stiebler" sont important ainsi que "Hsie" et "Commander" car il ne donnerons pas forcément les effets souhaiter car j ai essayer plusieurs configuration pour m en rendre compte le fichier scene.sim & scene.dat ... act.sim les fichier de configuration Env. Misc. Texture.etc beaucoup de paramètres influe sur la météo
le mod "SH3Weather"je n y pensais plus a celui la c est celui utiliser par Alex pour avoir un meilleur changement pour moi c est la force du mods D alex depuis un bon moment il fonctionne vraiment pas mal je trouve
Maintenant je vais attendre pour voir les choix que Toyotagt86 aura fait tous repose sur lui j espère seulement qu' il ne supprime pas certaine choses car moi je l aime déjà beaucoup .. :Kaleun_Cheers::Kaleun_Salute:
John Pancoast
12-20-21, 02:34 PM
Bonsoir John
tous d abord je voulais aborder le thème MFM3.3(Kyle) vous aviez raison j ai pu insérer le mods est cela pendant une carrière mais celui d Alex semble capricieux parfois mais cela dit il a fonctionner...mais je demande si ce n est pas du au fait que c était la mise a jour.. est MFM était déjà présent dans ma carrière...les Sauvegardes sont très importante ici attention avant de commencer si vous avez déjà une longue carrière faite un Backup sinon en revoir...
pour ce qui est de la météo les réglages "Stiebler" sont important ainsi que "Hsie" et "Commander" car il ne donnerons pas forcément les effets souhaiter car j ai essayer plusieurs configuration pour m en rendre compte le fichier scene.sim & scene.dat ... act.sim les fichier de configuration Env. Misc. Texture.etc beaucoup de paramètres influe sur la météo
le mod "SH3Weather"je n y pensais plus a celui la c est celui utiliser par Alex pour avoir un meilleur changement pour moi c est la force du mods D alex depuis un bon moment il fonctionne vraiment pas mal je trouve
Maintenant je vais attendre pour voir les choix que Toyotagt86 aura fait tous repose sur lui j espère seulement qu' il ne supprime pas certaine choses car moi je l aime déjà beaucoup .. :Kaleun_Cheers::Kaleun_Salute:
Yes, I remember long ago a discussion as to whether the settings at the beginnings of the campaign files affected the weather, but I can't remember if anything came of that.
Most likely not, otherwise Stiebler and others wouldn't have done the work they did.:salute:
Kal_Maximus_U669
12-20-21, 05:31 PM
Yes, I remember long ago a discussion as to whether the settings at the beginnings of the campaign files affected the weather, but I can't remember if anything came of that.
Most likely not, otherwise Stiebler and others wouldn't have done the work they did.:salute:
I may have explained myself incorrectly ..
obviously Stiebler & H.Sie is essential ..thanks to those awesome designers..which seems so rare here now ...
what I wanted to say was that certain things vary very quickly it depends on these famous settings in the Stiebler and H.Sie and "to order" as well as the Stiebler version to use ... because the environment can vary according to the version ... in plus those who use a different Atmospherique mods are you of course that: the career does not influence the inside .. because of the backups that do not load .. in bad weather especially in the North Sea which is shallow .. and this the depth .. bad weather .. or other things .. even speeding up the time more than 256x .. is not recommended for this use because the weather sometimes gets crazy.
Anyway, you are the expert .. I only test it is all ... KM_U669 Regards
Mad Mardigan
12-20-21, 05:40 PM
For Myself, those Time Compression settings or TC, as it were... are set no higher for Me, than the following:
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=64
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=64
HunterState=64
3DRender=64
Maximum=512
That's the ones I roll with in each & every SH3, SH4 set up I have, that I play.
The location, that that file is in, in the main.cfg file, located in \data\Cfg so it's known just where to find it. :yep:
Of course... there is always in SH3Cmdr, the ability in settings, to set them to that, there as well, too. :shucks:
:Kaleun_Salute:
M. M.
John Pancoast
12-20-21, 05:41 PM
I may have explained myself incorrectly ..
obviously Stiebler & H.Sie is essential ..thanks to those awesome designers..which seems so rare here now ...
what I wanted to say was that certain things vary very quickly it depends on these famous settings in the Stiebler and H.Sie and "to order" as well as the Stiebler version to use ... because the environment can vary according to the version ... in plus those who use a different Atmospherique mods are you of course that: the career does not influence the inside .. because of the backups that do not load .. in bad weather especially in the North Sea which is shallow .. and this the depth .. bad weather .. or other things .. even speeding up the time more than 256x .. is not recommended for this use because the weather sometimes gets crazy.
Anyway, you are the expert .. I only test it is all ... KM_U669 Regards
The only thing I'm an expert at is not being an expert. :D
John Pancoast
12-20-21, 05:44 PM
For Myself, those Time Compression settings or TC, as it were... are set no higher for Me, than the following:
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=64
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=64
HunterState=64
3DRender=64
Maximum=512
That's the ones I roll with in each & every SH3, SH4 set up I have, that I play.
The location, that that file is in, in the main.cfg file, located in \data\Cfg so it's known just where to find it. :yep:
Of course... there is always in SH3Cmdr, the ability in settings, to set them to that, there as well, too. :shucks:
:Kaleun_Salute:
M. M.
I use Commander for these tc settings which I've used for a long time now with no problems:
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=256
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=64
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=256
HunterState=256
3DRender=2048
Maximum=2048
Kal_Maximus_U669
12-20-21, 05:47 PM
For Myself, those Time Compression settings or TC, as it were... are set no higher for Me, than the following:
[TIME COMPRESSION]
TimeStop=0
RealTime=1
LandProximity=8
CriticalDamage=1
CrewEfficiency=1
AirEnemyDetected=1
SoundEffects=64
CharacterAnim=64
EnemyDetected=1
RadioReport=1
Particles=64
PrayState=64
HunterState=64
3DRender=64
Maximum=512
That's the ones I roll with in each & every SH3, SH4 set up I have, that I play.
The location, that that file is in, in the main.cfg file, located in \data\Cfg so it's known just where to find it. :yep:
Of course... there is always in SH3Cmdr, the ability in settings, to set them to that, there as well, too. :shucks:
:Kaleun_Salute:
M. M.
Thx Monsieur Mad Mardigan for these details which can help the neophyte :Kaleun_Cheers:
NTurano
12-22-21, 08:40 AM
The 4gb patch is already activated
Yes if not already set, Open the SH3 folder and change the SH3.exe, Cmdr.exe and JSGME.exe to WIN7 compatibly / and run as ADMIN.
Jerry (Baltimore Md.) or Doolar (CA45)
A great little detail! All day yesterday and today I was translating your comments to find out what the blessed fault was. The truth is that it is an extraordinary contribution in which they extend the validity of this game. Thanks!:subsim::Kaleun_Applaud:
complutum
12-22-21, 05:20 PM
i´ve downloaded this nice compilation and try it in my home pc, not laptop.
The native resolution of my screen is 1360x768.
Any time i start the game, just by its icon or via commander, the resolution changes to 1024x768 and i loose part of the game image on both sides.
Tried also onealex compilation and it works fine in my screen native resolution.
Is ther any way to adjust this nice compilation to 1360x768.
Thanks in advance and a great cheers to Toyotagt86 for its wonderful work.
kyle9154
12-23-21, 09:22 AM
Playing with ARB version - your missing the 2 planesman sitting down in the type 9c. https://1drv.ms/u/s!Apf4S8iaE41M8U1yeAKJ6JRkJxbt?e=bYEXMm
John Pancoast
12-23-21, 10:47 AM
Speaking of the planesmen, they should only be there when the boat is submerged.
Diving Duck's interior mod (https://www.mediafire.com/file/lo4c3s49r84v7b6/DD_OH_V3.09_20091209162038.7z/file) simulated this well with them automatically moving back and forth as needed.
The relevant nodes, etc. can be found in the mod via Sh3d if interested.
kyle9154
12-23-21, 10:50 AM
Speaking of the planesmen, they should only be there when the boat is submerged.
Diving Duck's interior mod (https://www.mediafire.com/file/lo4c3s49r84v7b6/DD_OH_V3.09_20091209162038.7z/file) simulated this well with them automatically moving back and forth as needed.
The relevant nodes, etc. can be found in the mod via Sh3d if interested.
Exactly but I was submerged when I took this picture so the planesman are missing for the type IXC when submerged and needs to be fixed/addressed.
John Pancoast
12-23-21, 11:14 AM
Exactly but I was submerged when I took this picture so the planesman are missing for the type IXC when submerged and needs to be fixed/addressed.
:up:
Patoche9999
12-23-21, 01:26 PM
Hello i tried some times but CTD when starting the ARB version. ..
I think there Something i did not but i don t Know Whats
Thank you for your help
Toyotagt86
12-24-21, 05:26 PM
i´ve downloaded this nice compilation and try it in my home pc, not laptop.
The native resolution of my screen is 1360x768.
Any time i start the game, just by its icon or via commander, the resolution changes to 1024x768 and i loose part of the game image on both sides.
Tried also onealex compilation and it works fine in my screen native resolution.
Is ther any way to adjust this nice compilation to 1360x768.
Thanks in advance and a great cheers to Toyotagt86 for its wonderful work.
Hi complutum
It is hard to change a resolution for sh3 because all the UI textures and d3d9.dll , cameras.dat files and Font need to be changed to match with the new resolution. I also have uploaded a ARB Gui version it has a resolution with 1920X1080. Most home PC should support this resolution. You can down load that one to have a try
Best Regards
Toyotagt86
Toyotagt86
12-24-21, 06:06 PM
Hello i tried some times but CTD when starting the ARB version. ..
I think there Something i did not but i don t Know Whats
Thank you for your help
HI Patoche9999
Would you please tell me more details of your CTD
1.Have you run both SH3 Commander and SH3.exe with Win7 compatibility and Administrator Right?
2.Did you Start the game by using the SH3 Commander
3.Which year ,U-Boat and Flotilla your select in the game and then CTD
4.Is it possible that some antivirus software block the program
5.How about the MaGui version running in your computer?
The ARB version has a higher resolution, according to my test it has much more load to the Graphics card than MaGui. According to my test on my laptop, I need even have to simplify the water Stream effect for Type IID U-boat to keep the game running when using the ARB Gui. But on a home PC with Nvidia 3090 card I use a full water Stream effect IID U-boat, the game still can run with a good stability under the 32x time compression at the ship camera view(Keep 3D Rendering)
Also I remove some chart such as the AOB chart and using the 1500 bearing tool to further reduce the load of the ARB Gui to keep stable running
According to my test with 4GB Graphical RAM the ARB Gui runs stable with my compilation. but if only have 2GB Graphical RAM the ARB Gui version maybe have the risk of CTD
Hope this can help you
Best Regards
Toyotagt86
NTurano
12-27-21, 08:01 AM
Hi Captains
Here is the Silent Hunter 3 GWX3.0 X Toyotagt86 Enhanced Version2.1
This Mod is based on the SH3 GWX3.0 and I combined the highlight from other MODS. Also I modified some file by myself to enhance again.
Here is the Mod l combined
Campaign:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 merged with WB's .mis file for VonDos' addon ships.
(Checked and fixed the Roster, Campaign .mis, Equip, Cfg file by using the “mySH3-TooL_v1_9”)
U-boat mod
TKSS18 German U-Boats Compilation
1. For this Mod I modified the Node position to fix the Fumo 29 Radar install position issue with all coning towers for Type 7C and TYPE IX U-Boat.
2. Add the Crew on deck for the U-boats (Shift+D / Ctrl+D) except some special U-BOAT Type.: VIIC/41, VIIC/42, IXC/40 and ARB Gui version IID.
3. Combine the Water splashes effects from WAC 5.2, GWX Reworked, GWX Onealex Edition Mega mod and “100_59_German U-Boats Comp - Bow Spray Mod (Meldric)” mod
4. Fix the UZO Animation Bug for Type VIIC/41 42 U-boat.
5. Fix the Battery equip configuration for IID U-boat to avoid CTD when enter the Damage Control UI
6. Delete the IXC/1 and IXC/2 Conning Tower for the IXC/40 U-boat for better eye candy effect
7. Delete the Snokel upgrade selection for Type VIIB U-boat
8. The Snokel RWR antenna will be equipped automatically by the SH3 Commander after the Oct. of 1944.
UI Mod:
WAC MaGui for GWXv3 - 1366x768
1. I changed the Stopwatch to a bigger one to read the number clearly, also combined the Functional Draggable Chronometern MOD.
2. ADD the Mils Chart for distance measurement.
3. ADD the tactics information in help page.
4. ADD the Hydrophone chart from the CAWS 1.61 mod.
5. ADD the GirdXXXX Mod.
6. Fix the birth location error when select the St.Nazaire Port.
7. ADD the AOB Chart.
8. ADD the Torpedo safety depth chart from the CAWS 1.61 mod.
ARB WideGui 1920x1080:
1. ADD the Hydrophone chart CAWS 1.61 mod.
2. ADD the tactics information in help page.
3. Modify the layer of the GirdXXXX Chart. The Players can draw directly through the layer on the navigation map. That will be more convenient to mark the area.
4. Fix the Torpedo speed display bug on the UZO and Observation Periscope TDC panel.
5. Modify the layer of the Nomograph. The Players can draw the line directly.
6. Fix the Bearing Ring of the Attack disk.
7. ADD the Torpedo safety depth chart from the CAWS 1.61 mod.
8. Fix the Map when selecting the Flotilla at career beginning
9. Merge the Recon book fix for ARB WideGui 1920x1080 Mod made by Yoyo
Control command
1. Hold the “Ctrl “button and rotate the Mouse wheel to adjust the volume of the Hydrophone
2. Others that merged with the Full Interior Mod such as the Open Hatch ,Crew on deck, Raise the Observation Periscope, etc. are written in the Help page
Patches:
H.Sie V16B1 and Stiebler4C V16C
MultiSH3 to allow different save files
TychoSh3Patch
Ships models
1. Rework the German and Italian Warships From “VonDos & Co" shipyard.
2. Add the Ships made by moder “the Frog”.
3. Combined with the “Multi depth chargers mod” for the ailed Destroyers.
4. Combined with the TMT v2 with EFS mod.
5. Combined with the ANZAMICKS DAMGE IMMERSION mod.
6. Add the MFM ships and Combine the ship pictures from Onealex Mod for the Recognition Manual.
Interior
Wac 5.0 Full interior Mod
I fix many bugs of this Mod such as:
1. The Diesel engine,
2. IX U-boat Radio Room,
3. And I add the noise of the engine when you enter the engine room you can heard it,
4. The Voltmeter on the Type II U-boat Hydrophone Station
5. Remove the torpedo propeller which block in the fore torpedo tubes in the Type IX U-boat
6. Fix the Bearing display bug on the Radar Wheel for Type XXI U-boat
7. Fix the Hydrophone volume adjust Knob for Type II and Type XXI U-boat
Environment mod:
M.E.P v6 Mod
Effect Mod
Rbs1_SH4_Effects_GWX_30_71
LifeBoatsDebris_v4 JH
New Seafloor 4 SHIII
Gameplay MOD
Add the depth charge noise mod
Add the New _hydrophone _layers for SH3 v2.0_GWX
Hardware Requirement
CPU: 3-4GHz CPU –more high frequency is better
RAM: 4GB free RAM – more can avoid stuttering
GPU: AMD 7750 and higher or Nvidia GTX660 and higher with 2GB RAM
Monitor: Support the 1366x768 or 1920x1080 Resolution
Recommended: Solid state disk
Stability test log
I have started a new Career at all the playable Naval Base and Load the Save 1 time, without CTD and Interior load bug on my computer.
Long time 3D Render with 32X time compression for each U-boat attach with different conning tower, without CTD.
Run the game with administrator rights and Win7 Compatibility mode.
What’s New for the 2.1 Version?
1. Remove the SH5 and WoW ships for the stable running with the full interior mod.
2. Delete the useless node for the playable U-boat in the .dat file.
3. Simplify the IID U-boat water splash effect for the ARB Gui by using the .dat file of the U-Boat Compilation Waterstream Fix mod for the stable running
4. Use the 1500m Pato instead the 3000m Pato which used in the previous version for ARB Gui, for the stable running.
5. Remove the Crew On deck for IID U-boat in ARB Gui version for the stable running
6. Merge the Kriegsmarine - Lutzow heavy cruiser Mod made by VonDos
Known Issue
1. Because I do not understand German and French My enhanced Mod just changed the English Parts. Please chose the English text Language and keyboard settings in Option menu
2. The diesel engine animation will stopped after submerged even you raise the Snokel
3. The valve stem animation only related to the telegraph command. If you draw a route on the Navigation map and the U-Boat ahead automatically at the standard speed from docked status, the valve stem will still at the idle speed. Also every time you load the saved game, the valve stem animation will back to the idle speed regardless what speed you saved before.
Just click the telegraph again with the wanted speed to refresh the valve stem animation to fix
4. A Chinese tester said he got a black screen with the MaGui version, only has the back ground music. Maybe Rollback the GPU Diver can fix this problem.
For the Install guide and Optional mod introduction, please read the read me file after unzipping.
Thanks list for the Moders. I combined their mods as the Material for this enhanced mod
Anvar1061, OneAlex, Fifi, Makman94, Ahnenerbe, HanSolo78, VonDos, Stiebler, H.sie, the_frog, Tycho, Alfred Keitzer, GlobalExplorer, Dagoth_Ur, Prometheus, sublynx, Rubini, TOY, Racerboy, Hebe Vollmaus, Wreford-Brown, iambecomelife, Brodaga222, Schlechter pfennig, Jimbuna, sublynx, LGN1, YoYo
Tester thank list
kyle9154
Down Load Links
ARB Gui Version:https://www.mediafire.com/file/gcrmtj4003sg7xv/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_ARB_Gui.7z/file
MaGui Version:https://www.mediafire.com/file/3icnlg3sm0e84nj/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_MaGui.7z/file
Enjoying
Best Regards
Toyotagt86
Es uno de los mejores regalos de navidad que pude obtener en éstos días! Muchas gracias.
Acabo de combinarlo con el mod "Thomsen's Sound Pack" y hay conflictos de comandos entre ellos que pude solucionar eliminando las carpetas "Cfg" y "Menu" del Mod de Thomsen y ahora funciona de mil maravillas. Es para aquellos que tengan el mismo problema y espero que les ayude. Además le sumé el mod "Ahnenerbe WideGui 1920x1080 RAOBF Speed Marker Fix". Ahora creo que no necesita más.
Nuevamente agradezco tu gran aporte y les deseo muy felices fiestas!:Kaleun_Cheers::subsim:
Patoche9999
12-28-21, 02:08 PM
Thanks for your reply..and sorry for m'y delay, due to Christmas party
Regarding your questions.:
1- yes
2 - yes i used SH3 Commander
3 - 1939, IIA and flotilla 1. I did not try another. I Will do it.
4 - i don t think so..but i Will check. It Nevers happened before. I play sometimes with OneAlex version of the game
5- i tried MAGUI version and it is not working neither
Thank you for any helps you may provide
QUOTE=Toyotagt86;2784574]HI Patoche9999
Would you please tell me more details of your CTD
1.Have you run both SH3 Commander and SH3.exe with Win7 compatibility and Administrator Right?
2.Did you Start the game by using the SH3 Commander
3.Which year ,U-Boat and Flotilla your select in the game and then CTD
4.Is it possible that some antivirus software block the program
5.How about the MaGui version running in your computer?
The ARB version has a higher resolution, according to my test it has much more load to the Graphics card than MaGui. According to my test on my laptop, I need even have to simplify the water Stream effect for Type IID U-boat to keep the game running when using the ARB Gui. But on a home PC with Nvidia 3090 card I use a full water Stream effect IID U-boat, the game still can run with a good stability under the 32x time compression at the ship camera view(Keep 3D Rendering)
Also I remove some chart such as the AOB chart and using the 1500 bearing tool to further reduce the load of the ARB Gui to keep stable running
According to my test with 4GB Graphical RAM the ARB Gui runs stable with my compilation. but if only have 2GB Graphical RAM the ARB Gui version maybe have the risk of CTD
Hope this can help you
Best Regards
Toyotagt86[/QUOTE]
Kal_Maximus_U669
12-28-21, 03:07 PM
[QUOTE=Patoche9999;2785075]Thanks for your reply..and sorry for m'y delay, due to Christmas party
Regarding your questions.:
1- yes
2 - yes i used SH3 Commander
3 - 1939, IIA and flotilla 1. I did not try another. I Will do it.
4 - i don t think so..but i Will check. It Nevers happened before. I play sometimes with OneAlex version of the game
5- i tried MAGUI version and it is not working neither
Thank you for any helps you may provide
QUOTE=Toyotagt86;2784574]HI Patoche9999
Would you please tell me more details of your CTD
1.Have you run both SH3 Commander and SH3.exe with Win7 compatibility and Administrator Right?
2.Did you Start the game by using the SH3 Commander
3.Which year ,U-Boat and Flotilla your select in the game and then CTD
4.Is it possible that some antivirus software block the program
5.How about the MaGui version running in your computer?
The ARB version has a higher resolution, according to my test it has much more load to the Graphics card than MaGui. According to my test on my laptop, I need even have to simplify the water Stream effect for Type IID U-boat to keep the game running when using the ARB Gui. But on a home PC with Nvidia 3090 card I use a full water Stream effect IID U-boat, the game still can run with a good stability under the 32x time compression at the ship camera view(Keep 3D Rendering)
Also I remove some chart such as the AOB chart and using the 1500 bearing tool to further reduce the load of the ARB Gui to keep stable running
According to my test with 4GB Graphical RAM the ARB Gui runs stable with my compilation. but if only have 2GB Graphical RAM the ARB Gui version maybe have the risk of CTD
Hope this can help you
:Kaleun_Salute:
Good evening my friend if you had read the documents provided. Whether our friends produce here or in their mods you would have understood more quickly .. because when we Install ... we do not do anything .. we take the trouble to understand in detail what we under penalty of returning to square one ... it's not at all PS5 cooking here ..
Now What is RAM graphics? :har::har:
Here the requirements are as follows:
_Syst expl Windows 10
_System RAM 4 GB minimum .. 8 GB is better .. (known as swap file .. and not ram graphic)
_Graphic card 1gb minimum .. 2.3.8gb etc ... it's better AmD & Nvidia (ps; Intelmobile hd cards can work but not recommend)
_disk SSD are to be preferred but HDD are also very good as well as the combination of the 2 also here is :yep: KM_U669
alanzop
01-01-22, 12:41 AM
How to configure your HSie patch? where is he i found ini but where is he ?? techzpod.com (https://techzpod.com/) mobdro apk (https://get-mobdrovip.com)
In the Game folder ... HsieOptionsSlector_v16c
What Hsie/Stiebler functions do you check off?
I, myself, leave those settings alone. Sometimes I think "Oxygen in Boat" is a bit high but I'm not sure what a good setting would be for a Type VIIb boat and fully crewed.
John Pancoast
01-03-22, 10:09 AM
I, myself, leave those settings alone. Sometimes I think "Oxygen in Boat" is a bit high but I'm not sure what a good setting would be for a Type VIIb boat and fully crewed.
Fwiw, the recommended (via various discussions here) settings for the two settings are 3.5 and 1.0.
Hi Toyota,
Nice job with your mod :up:
Just 2 little things appearing right away:
- can’t access conning tower (except by moving camera up the ladder)
- when leaving attack scope via numpad 0, the camera view is screw up (floating near conning deck)
:salute:
Mad Mardigan
01-03-22, 02:22 PM
Hi Toyota,
Nice job with your mod :up:
Just 2 little things appearing right away:
- can’t access conning tower (except by moving camera up the ladder)
- when leaving attack scope via numpad 0, the camera view is screw up (floating near conning deck)
:salute:
Ahoy, Fifi... :Kaleun_Cheers:
On the not being able to go into the conning tower... believe that, is part & parcel with the fact of the entire interior view, being added into the mod itself. meaning, can move about everywhere inside the boat, but... use of the clicking on the entrance way to the conning tower... is kaput. :hmmm: Just My own observation & thoughts... on that. :yep: Not sure of (upon rereading the details of the new release version, is the WAC 5 sub interiors, added in...) what interior mod was used to inject it into the mix, but... that'd be My........... edu-mi-cated guess.
I'd noted that as well, but... as mentioned, chalked it up to it being relegated to the inclusion of the interior ability to move about the entire sub... &... a small price to pay for that ability. :shucks: :yep:
With the using the num 0 key to backtrack the cam view, can't say as to having experienced that... since I don't use the num keys, but... can say that while on the bridge, using a right click of the mouse... will throw you off the boat, into a free cam view... watching the U-boat, charging off ahead... think of it, as like... an out of body experience... experience. Best I can describe it.
Was used to doing that (right click) & dropping back into the conning tower then an additional right click, would end up with your being back in the control room view.
Hopefully both issues there, (num 0 key & the right click cam view) can be... remedied. :yep:
:Kaleun_Salute:
M. M.
Toyotagt86
01-04-22, 09:32 PM
Hi Toyota,
Nice job with your mod :up:
Just 2 little things appearing right away:
- can’t access conning tower (except by moving camera up the ladder)
- when leaving attack scope via numpad 0, the camera view is screw up (floating near conning deck)
:salute:
Hi Fifi
These issues that your report is inherited from the WAC 5.0 Full Interior MOD. In order to connect the conning tower to the command room hatch by hatch, the Coordinate data of the root node in the conning tower .dat file has been changed a lot. This is the reason. All the cameras in the conning tower interior will have such problem. Although the WAC 5.0 Full Interior MOD has disabled the clickable object in the .cam file to prevent you access these cameras, but still has the method such as what you used ( via numpad 0). I try to fix it but failed.
If you try the XXI U-Boat Which hasn't the full interior mod, the problem won't be occur, because the Coordinate data still use the original one.
Hope this answer can help you.
Best Regards
Toyotagt86
Hi Fifi
These issues that your report is inherited from the WAC 5.0 Full Interior MOD. In order to connect the conning tower to the command room hatch by hatch, the Coordinate data of the root node in the conning tower .dat file has been changed a lot. This is the reason. All the cameras in the conning tower interior will have such problem. Although the WAC 5.0 Full Interior MOD has disabled the clickable object in the .cam file to prevent you access these cameras, but still has the method such as what you used ( via numpad 0). I try to fix it but failed.
If you try the XXI U-Boat Which hasn't the full interior mod, the problem won't be occur, because the Coordinate data still use the original one.
Hope this answer can help you.
Best Regards
Toyotagt86
:up: thanks for answer
I’ll try on my side too, to fix it when get some time. But if you failed not sure I can do it :03:
Hi complutum
It is hard to change a resolution for sh3 because all the UI textures and d3d9.dll , cameras.dat files and Font need to be changed to match with the new resolution. I also have uploaded a ARB Gui version it has a resolution with 1920X1080. Most home PC should support this resolution. You can down load that one to have a try
Best Regards
Toyotagt86
In that case, can I upload 1360x768 version of your wac magui mod?
Anvar1061
01-12-22, 01:48 AM
In that case, can I upload 1360x768 version of your wac magui mod?
I see no problem. The download link is located in #1 https://www.mediafire.com/file/3icnlg3sm0e84nj/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .1_MaGui.7z
ericlea
01-12-22, 03:57 PM
Hi Toyotagt86
it's a nice idea to have integrated the wac5 full interior into GWX with HD ARB 1920x1080 Gui + TKSS18 German U-Boats Compilation ! It works and is stable !
Despite numerous tests, Hansolo failed to make wac5 stable with its full interior mod in 1920x1080 HD.
Now it is a real pleasure to be able to play with. it's good to have a supemod of this quality where you can visit the whole submarine :-)
Thank you Toyotagt86 !
:Kaleun_Applaud::Kaleun_Cheers:
Toyotagt86
01-14-22, 03:06 AM
In that case, can I upload 1360x768 version of your wac magui mod?
Yes ,you can
Best Regards
I'm help'n out a friend install Toyotagt86. His monitor's max resolution is 1680x1050, shouldn't he be installing the MaGUI version of Toyotagt86, instead of the ARB version? thanx
Toyotagt86
01-24-22, 08:40 PM
I'm help'n out a friend install Toyotagt86. His monitor's max resolution is 1680x1050, shouldn't he be installing the MaGUI version of Toyotagt86, instead of the ARB version? thanx
Hi Doolar
Please check the display setting menu of his computer ,it should has a display resolution list. Check does the 1366X768 exist in this list. if does he can play the MaGui version of my compilation. According to your description the monitor's max resolution is 1680x1050, it can not start the ARB version
Hope this answer can help you
Best Regards
Toyotagt86
ericlea
01-26-22, 11:57 AM
Hi !
On the periscope, when you select a ship with L, it is not like usual: there is absolutely no summary indication concerning this ship (warship, merchant ship, tanker...).
One is obliged to identify it in order to know everything in detail.
I don't know if it's intentional but I don't think so is it ?
Thanks
Hi !
On the periscope, when you select a ship with L, it is not like usual: there is absolutely no summary indication concerning this ship (warship, merchant ship, tanker...).
One is obliged to identify it in order to know everything in detail.
I don't know if it's intentional but I don't think so is it ?
Thanks
I think it’s intentional, and each megamod should be like that! Up to you to determine the target…
John Pancoast
01-26-22, 12:53 PM
I think it’s intentional, and each megamod should be like that! Up to you to determine the target…
It's a boat on the surface, it's a target. Who cares what kind. :D
tonschk
01-26-22, 01:17 PM
Hi Doolar
Please check the display setting menu of his computer ,it should has a display resolution list. Check does the 1366X768 exist in this list. if does he can play the MaGui version of my compilation. According to your description the monitor's max resolution is 1680x1050, it can not start the ARB version
Hope this answer can help you
Best Regards
Toyotagt86
Hi, please can you help?, my 20" monitor show the resolutions I paste below, I unsuccessfully try to install Toyotagt86 ARB WideGui 1920x1080 version which show error "Can Not Initialize 3D engine" then I swap with WAC MaGui for GWXv3 - 1366x768 and show the same error "Can Not Initialize 3D engine", I on both versions open the SH3 folder and locate these 3 executables, the SH3.exe, Cmdr.exe (located in the SH3/ Commander’s Folder) and the JSGME.exe and changed each executable by right clicking and select their Properties / Compatibilities to WIN7 compatibly / and run as ADMIN. The GWX v3 mod is working fine just by reducing the resolution from 1680x1050, thank you
1680x1050
1280x1024
1152x864
1024x768
800x600
Mad Mardigan
01-26-22, 01:45 PM
Hi, please can you help?, my 20" monitor show the resolutions I paste below, I unsuccessfully try to install Toyotagt86 ARB WideGui 1920x1080 version which show error "Can Not Initialize 3D engine" then I swap with WAC MaGui for GWXv3 - 1366x768 and show the same error "Can Not Initialize 3D engine", I on both versions open the SH3 folder and locate these 3 executables, the SH3.exe, Cmdr.exe (located in the SH3/ Commander’s Folder) and the JSGME.exe and changed each executable by right clicking and select their Properties / Compatibilities to WIN7 compatibly / and run as ADMIN. The GWX v3 mod is working fine just by reducing the resolution from 1680x1050, thank you
1680x1050
1280x1024
1152x864
1024x768
800x600
If your graphics card has it included... should be able to go into it's control panel & set up a custom rez size... say... 1920x1080 (I think's 1 of the larger sized rez options for ws mods... :hmmm:) or... 1360x768 or was that 1366x786.... 1 or the other of them.
My screen is 16x9... & that 1920 or 1980 WS mode...was kaputsky... meaning for Me... it wouldn't work & when I went to do the initial set up a bit back... I also got that bloody "can't initialize 3D engine garbage.
After I popped in the MaGui 13X7 WS mod in... the whole set up, ran like a champ, after that...
Main point is... to get set up to begin with... resize your screen... to 1920.. 1980, whatever that size is again... then run set up from there. Once done, can always reset the rez for the monitor back to native & use that MaGui WS 13x7... that worked the way I outlined here... for Me. :shucks: :yep:
Hope that helps.. & I didn't leave ya scratching your head, going "sayyyy whaaa...???" :06: :06: :06: :hmmm:
:Kaleun_Salute:
M. M.
Anvar1061
01-26-22, 02:29 PM
Hi !
On the periscope, when you select a ship with L, it is not like usual: there is absolutely no summary indication concerning this ship (warship, merchant ship, tanker...).
One is obliged to identify it in order to know everything in detail.
I don't know if it's intentional but I don't think so is it ?
Thanks
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
Commands_**.cfg
[Cmd343]
Name=WP_Identify_target
Ctxt=1
MnID=0x3F130002
Str=1073
Key0=0x4c,Cs,"Shift+L"
[Cmd344]
Name=WP_Solution_to_target
Ctxt=1
MnID=0x3F130003
Str=1074
Key0=0x4c,Cc,"Ctl+L"
ericlea
01-27-22, 08:34 AM
thanks anvart i know this but it is not what i mean.
normally by passing a ship in the viewfinder (or at least by locking it with L) without having identified it, the game tells us if it is a warship, or a merchant ship or a tanker...
...
tonschk
01-27-22, 11:23 AM
If your graphics card has it included... should be able to go into it's control panel & set up a custom rez size... say... 1920x1080 (I think's 1 of the larger sized rez options for ws mods... :hmmm:) or... 1360x768 or was that 1366x786.... 1 or the other of them.
My screen is 16x9... & that 1920 or 1980 WS mode...was kaputsky... meaning for Me... it wouldn't work & when I went to do the initial set up a bit back... I also got that bloody "can't initialize 3D engine garbage.
After I popped in the MaGui 13X7 WS mod in... the whole set up, ran like a champ, after that...
Main point is... to get set up to begin with... resize your screen... to 1920.. 1980, whatever that size is again... then run set up from there. Once done, can always reset the rez for the monitor back to native & use that MaGui WS 13x7... that worked the way I outlined here... for Me. :shucks: :yep:
Hope that helps.. & I didn't leave ya scratching your head, going "sayyyy whaaa...???" :06: :06: :06: :hmmm:
:Kaleun_Salute:
M. M.
Hi, thank you very much for the help, I was using the nvidia control panel to customize and change the resolution to MaGui GWXv3 - 1366x768 and the game was able to run the introduction with the MaGui GWXv3 - 1366x768 logo after that and just to try I choose one single mission and after the horizontal red bar start to fill and move to the right reaching about 95% of total then the computer went frozen, I then switch off the PC and try again to run the game but unfortunatly happen exact again the same and the PC was frozen when the horizontal red bar was about 95% of full, I have no clue what I did wrong :wah:
ARB WideGui 1920x1080:
Anvar1061
01-27-22, 12:59 PM
thanks anvart i know this but it is not what i mean.
normally by passing a ship in the viewfinder (or at least by locking it with L) without having identified it, the game tells us if it is a warship, or a merchant ship or a tanker...
...
Compare these files.
data\Roster\French.cfg English.cfg & German.cfg
Maybe you are looking for it?
Anvar1061
01-27-22, 01:01 PM
PC was frozen when the horizontal red bar was about 95% of full,
You have to wait a long time.https://www.subsim.com/radioroom/images/smilies/Kaleun_Los.gif
ericlea
01-27-22, 01:09 PM
Compare these files.
data\Roster\French.cfg English.cfg & German.cfg
Maybe you are looking for it?
Hi !
Thanks Anvart ! English.cfg & German.cfg are empty I understand now :):Kaleun_Salute::Kaleun_Cheers:
tonschk
01-27-22, 01:37 PM
You have to wait a long time.https://www.subsim.com/radioroom/images/smilies/Kaleun_Los.gif
Ok, thank you, going to try once more now :salute:
Anvar1061
01-27-22, 02:34 PM
Hi !
Thanks Anvart ! English.cfg & German.cfg are empty I understand now :):Kaleun_Salute::Kaleun_Cheers:
Ok, thank you, going to try once more now :salute:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
on a new career and before the 1st patrol, I can expect to wait sometimes 12+ minutes for SHIII to start the game.
John Pancoast
01-27-22, 02:59 PM
on a new career and before the 1st patrol, I can expect to wait sometimes 12+ minutes for SHIII to start the game.
:o :doh: :)
FUBAR295
01-27-22, 03:47 PM
WAC, LSH3 and CCoM have extended load times. :yep: WAC is the worst offender in this respect being 15 to 20 minutes start to finish on the loading process, at least on my machine. NYGM and GWX being the quickest with about 5 minutes give or take.
tonschk
01-28-22, 11:50 AM
You have to wait a long time.https://www.subsim.com/radioroom/images/smilies/Kaleun_Los.gif
Yes is working but I think the loading process take by at least 20 minutes and probably more about 25, thank you very much for advice :salute::up::yeah:
Anvar1061
01-28-22, 01:48 PM
Yes is working but I think the loading process take by at least 20 minutes and probably more about 25, thank you very much for advice :salute::up::yeah:
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
Kumando
03-28-22, 02:56 AM
@Toyotagt86
Ask me how and I will do better!
https://sun9-82.userapi.com/impg/6koVOUcZumzmr3kNCv6oV9lEOEEqxmioogOTGg/16YWc5Po0kk.jpg?size=1024x768&quality=96&sign=22070853c23f99e3132af10920699830&type=album
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https://sun9-52.userapi.com/impg/dyhcQ29R46vrPMqwKGqHJHNBcHD0pShSeDNRVQ/aTMu7eUp2Kg.jpg?size=1024x768&quality=96&sign=e514cf7d4598acbef64ed3b962ba2f15&type=album
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Wich mod has that kriegsmarine black shirt and that white wool one?
ˆˆˆ you can find it in WAC5.2 crew folder
Kumando
03-28-22, 05:30 AM
ˆˆˆ you can find it in WAC5.2 crew folder
Thank you, I managed to remove the eagle symbol in the front but when I choose a side emblem it doesn't display it, anyway to make it visible?
Kumando
03-28-22, 02:06 PM
@Toyotagt86
Ask me how and I will do better!
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What about those beautiful scopes and uzo, where could i get them?
Anvar1061
03-30-22, 12:56 PM
What about those beautiful scopes and uzo, where could i get them?
GWR 22.02.2022
Kumando
03-30-22, 01:18 PM
GWR 22.02.2022
Can you please tell me what files should I take to use in Toyota mod?
Anvar1061
04-01-22, 06:38 AM
There are too many and I'm afraid. that they are incompatible.
Toyotagt86
04-11-22, 07:52 PM
Can you please tell me what files should I take to use in Toyota mod?
Hi Kumando
I am sorry to reply so late, these days I am busying in test next version of my compilation.
The kriegsmarine black shirt , white wool, beautiful scopes and uzo you want are all in the Anvar1061's GWR Mod
The kriegsmarine black shirt should be in the Crew folder
The white wool should be in the NSS_Uboat7_RR.dat file under the Interior folder
The beautiful scopes and UZO should be in the sensors.dat under the Library folder and you need copy the .sim .zon and the Animations file of them together, also the command configuration file.
As Anvar1061 said There are too many, and you need edit by yourself to be compatible with your version
About the Side emblem problem I will fix on next release
Best Regards
Toyotagt86
Anvar1061
04-11-22, 11:32 PM
Hi Kumando
I am sorry to reply so late, these days I am busying in test next version of my compilation.
The kriegsmarine black shirt , white wool, beautiful scopes and uzo you want are all in the Anvar1061's GWR Mod
The kriegsmarine black shirt should be in the Crew folder
The white wool should be in the NSS_Uboat7_RR.dat file under the Interior folder
The beautiful scopes and UZO should be in the sensors.dat under the Library folder and you need copy the .sim .zon and the Animations file of them together, also the command configuration file.
As Anvar1061 said There are too many, and you need edit by yourself to be compatible with your version
About the Side emblem problem I will fix on next release
Best Regards
Toyotagt86
As I said above, you won't do anything with a single Sensors.dat file. There is a whole complex of interrelated. starting from Turms models and ending with .esp and .sms files Submarines.
I've installed sh3 Steam version. It's necessary to uninstall the Game or it's better keep Game installed before to install this mod?? Thankss
A lot of thanks for this spectacular mod. This and onexplayer are for me the best mods.
In attack periscope it's possible take a tools? (Ruler, proactor, Compass....
Toyotagt86
05-21-22, 10:58 PM
I've installed sh3 Steam version. It's necessary to uninstall the Game or it's better keep Game installed before to install this mod?? Thankss
No, you needn't to uninstall the Steam version, Just unzip and start the game according to the Read Me file
Toyotagt86
05-21-22, 11:10 PM
A lot of thanks for this spectacular mod. This and onexplayer are for me the best mods.
In attack periscope it's possible take a tools? (Ruler, proactor, Compass....
Thank you for liking this MOD
And you want get the same effect like SH5? Add a small Tactical map when using the periscope you can draw to get the torpedo launch data at the same time?
It seems a little bit hard for me sorry about that.
Regards
campaign began on August 1, 1939. Germany against whom is at war? only against poland right? In the game in the first month of the campaign is it about patrolling? in objectives I get to perform acts of sabotage.
Cmdr. Lennox
05-24-22, 07:42 AM
campaign began on August 1, 1939. Germany against whom is at war? only against poland right? In the game in the first month of the campaign is it about patrolling? in objectives I get to perform acts of sabotage.
Look into the attack periscope. There is a chart in the top left corner (at least with ARB Gui)
Cmdr. Lennox
05-24-22, 07:43 AM
Hello there, so a quick story: I played GWX 3.0 with wolfpacks mods for a while an all was fine. I dont know how but it even fixed the thing where time compression is set to 1 when receiving a radio report. Now I reinstalled with Toyotagt86 Mod from the Subsim forums. It's all nice as well, only thing that bothers me is I can't choose my GWX optional mods anymore (like integrated orders or 16km atmo. But I thinknthey are already built in). AND the worst thing is, game reverts to 1 TC again everytime I get a radio message. How did my former modpack stopped that? I have no idea. You can find the modpack if you take a look at one of the SH3 videos from Wolfpack 345. I'm at the office atm and can't do a list.
Hello there, so a quick story: I played GWX 3.0 with wolfpacks mods for a while an all was fine. I dont know how but it even fixed the thing where time compression is set to 1 when receiving a radio report. Now I reinstalled with Toyotagt86 Mod from the Subsim forums. It's all nice as well, only thing that bothers me is I can't choose my GWX optional mods anymore (like integrated orders or 16km atmo. But I thinknthey are already built in). AND the worst thing is, game reverts to 1 TC again everytime I get a radio message. How did my former modpack stopped that? I have no idea. You can find the modpack if you take a look at one of the SH3 videos from Wolfpack 345. I'm at the office atm and can't do a list.
Radio messages not dropping to 1 is due to Hsie patch option « war news fix » :03:
Cmdr. Lennox
05-24-22, 08:19 AM
Ahh shoot. Amazing. Thank you (y)
Look into the attack periscope. There is a chart in the top left corner (at least with ARB Gui)
okay, then I will follow the chart of friendly and enemy nations as a reference. I don't want to lose reputation. Thanks!!!
Toyotagt86
05-26-22, 01:42 AM
campaign began on August 1, 1939. Germany against whom is at war? only against poland right? In the game in the first month of the campaign is it about patrolling? in objectives I get to perform acts of sabotage.
The Original GWX 3.0 begins the campaign from the August 1 1939. And I do not change it, you can select September 1939 in the SH3 Commander then start the campaign.
The Original GWX 3.0 begins the campaign from the August 1 1939. And I do not change it, you can select September 1939 in the SH3 Commander then start the campaign.
no, it's okay to start in August so I'm practicing and testing the mod. now I know that hostilities do not begin until September. Thanks!!
end of the first patrol. I have randomly got some important damage that could be repaired except the front batteries. For this reason and when they were destroyed, the high command in a message made me return to the departure base. I end the mission on August 02 (a single day of mission) without fulfilling objectives that was to patrol quadrant AN52. the next mission is already in November (we have spent more than a month in port to repair the submarine) and we are assigned to patrol quadrant AM25. already at war with England and some of its allies. I hope to have better fortune and catch some prey
Toyotagt86
07-21-22, 09:27 PM
Today the new version released!
:Kaleun_Applaud:
I start the update work from Oct. of 2021. Today I finished
Up to 39 update items and reworked interior 3D models in details
Download Link
ARB Gui Version: https://www.mediafire.com/file/9wlcsidrmflyer1/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .2_ARB.7z/file
MaGui Version: https://www.mediafire.com/file/np9j18uw27r9igz/Toyotagt86%2527s_Enhanced_mod_for_GWX3.0_Version_2 .2_MaGui.7z/file
Please refer to the What’s New for the 2.2 Version? on the first page to check the update
Wish you like this Mod Compilation
Best Regards
Toyotagt86
torpille
07-21-22, 11:54 PM
Bravo !
try it is to adopt it .
thx:Kaleun_Applaud:
astvitaliy1982
07-23-22, 07:20 AM
Bravo !
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
Always nice to have more better megamods :up:
Very busy actually, but when more time ahead, wil certainly try it :yep:
:Kaleun_Applaud::Kaleun_Cheers:
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