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View Full Version : Another SH3 Commander question


jasondef
02-13-06, 06:40 PM
I researched this forum on the topic, but I am still confused.

Should I download the base file "SH3 Commander v2.3 (49MB)" from the main Subsim download page, and then also the new "Fix for SH3 Commander: SH3Cmdr.exe version 2.4.1.70 389 kb" from the http://www.global-explorer.de/ website?

And what's "Sh3Gen Beta 5" all about that says "*Users of SH3 Commander 2.4 need this fix"? (also on the http://www.global-explorer.de/ website)
Do I need that too? What's the difference between SH3 Commander and SH3 General?

And can I install it mid-career, or do I need to start a new career?

Thanks! Looks cool, I want to try it, your helping me with my confusion is greatly appreciated.

lafeeverted
02-13-06, 06:46 PM
get the latest Commander, ver2.4

SH3 gen ver 5.2 is a completely separate program. If you want to use both of them, you need the SH3Cmndr "exe" fix.

You should install SH3 Cmndr either at the beginning of a career or update it when you are docked in port, not while at sea. Probably best to install it initially for a new career.I am not sure how it will react with an existing career, check the readme file or go to the SH3Cmndr website for more info.

Sh3Gen simulates intellegence by reading game files and telling you what might be in a certain location at sea or in port.

JScones
02-13-06, 06:49 PM
Firstly, download SH3Cmdr R2.4 from my sig. Also get the skin pack add-on if you want randomised ship skins to appear based on date.

If you use GlobalExplorer's SH3Gen (more info here http://www.subsim.com/phpBB/viewtopic.php?t=47405&highlight=sh3gen ), then you will need the SH3Cmdr patch. If you *don't* use SH3Gen, then you don't need the patch. BTW GE, what does the "Gen" actually stand for?

They're exclusive tools, but with the SH3Cmdr patch they can work together harmoniously.

SH3Cmdr can be installed mid-patrol, although I would recommend first using when you're next back in base. It picks up existing careers.

jasondef
02-13-06, 07:11 PM
Great, thanks for the help! I love fast replies. I always install new mods while in port, but was wondering if it would work for in the middle of a career, so that answers that! Do you know if your add-on skins will work with the Merchant Variety Pack with MVPMI, which also claims to randomize ship skins?

And what does SH3Gen do? Can't seem to find a description anywhere.

JScones
02-13-06, 07:13 PM
Hehe...The skins add-on pack includes the MVP. It also includes:
- AUXILLARY BRITISH CRUISER SKIN PACK by Type941 (5 new NAXC skins)
- PASSENGER LINERS SKIN PACK by Type941 (4 new NPPL_ skins)
- TRANSPORTS SKIN PACK by Type941 (7 new NPTR skins)
- CAPITAL SHIP PAINT SCHEMES by Type941 with additional tweaks by Syxx_Killer (7 new skins in total)

All blended to work together, so that the individual conflicting mods (MVP and the above tend to clash due to file names) are no longer needed.

Re SH3Gen, check the link I posted above.

jasondef
02-13-06, 07:44 PM
Oops! Sorry, didn't see that link. Looks cool! I'm going to try that I think on my next campaign, still plugging away on my first. I've wanted more variety on missions, and especially want to rumble with one of those elusive task forces, so SH3Gen amy be the answer. Using the game editor, I opened the file that shows all the merchant routes, convoy and task force routes that exist in the campaign, so I know where they begin, where they end, and the routes they follow. But you don't know where exactly they'll be along those long routes at any time, so it seems the best way to do that is to wait in a "bottleneck" spot like Gibraltar, but then it seems like it could be even a week or more before a task force will cruise through there, and I don't feel like waiting like that.

Should I uninstall any part of MVPMI, or will SH3Commander just install right over them easy?

Thanks one more time!

JScones
02-13-06, 07:50 PM
Uninstall your current MVP, hopefully you use JSGME?

jasondef
02-13-06, 08:19 PM
Do I need to erase everything associated with MVPMI, or just turning off the mod through JSGME do the trick? I do use JSGME, thankfully.

Oh, and how about the MerchantMod-external cargo mod? I think this just adds cargo to a merchant, regardless of skin, but not sure. Is it compatible too?

jasondef
02-14-06, 03:40 AM
bump?