View Full Version : The Grey Wolves Supermod
Kpt. Lehmann
06-15-06, 02:22 AM
After conversation with our file host Terrapin, and reviewing our download locations...
THE GW TEAM IS PROUD TO ANNOUNCE THAT WE HAVE PASSED THE 10,000 DOWNLOAD MARK!!!
THANK YOU GW SUPPORTERS, CONTRIBUTORS AND GAMESPY!!!
You can read more here: http://uk.pc.gamespy.com/pc/silent-hunter-iii/732541p1.html
FURTHERMORE, The Grey Wolves website includes a new feature for GW users... AUTOMATICALLY-INSTALLING downloadable GW 1.1a Supermod files. Visit the webpage for more information, including screenshots, online readme, and changelog! (The available downloads include the GW version 1.1 update and 1024 Cfg/Bearing overlay hotfix.)
I want to say to both Mr. Neal Stevens and Mr. JScones how grateful the GW team is for your generosity. I also want to thank Terrapin again. Your continued support is invaluable.
The GW team has gone back to work and is nearing completion of our next major release. We have actively listened to our users... and are doing what needs to be done to make the GW mod even more historically accurate and better than ever.
Guys, please note that The Grey Wolves Supermod was designed to be a stand alone freeware modification to Silent Hunter III.
"Unofficial" add-ons for The Grey Wolves Supermod are not supported by the GW development team and their use is NOT RECOMMENDED for the inexperienced or casual user. The Grey Wolves development team cannot be held responsible for any adverse effects caused by the subsequent modification of any files.
Filefront Mirror. (FileFront seems to work at a decent speed lately.)
This mirror is a bit different from the others in that the files are zipped when you download them. The reason being is simple... file-sharing sites like Rapidshare and FileFront just don't like BIN files!!! Ack!!!
All you need to do is this...
1) Prepare a fresh/clean installation of Silent Hunter III
2) Patch it to version 1.4b
3) Download and unzip all five segments into a single new folder on your desktop
4) Run the executable.
Please note: The Fileplanet link includes the entire package as one large download. You can find fast DL speeds and no waiting here:
http://www.fileplanet.com/167604/160000/fileinfo/Silent-Hunter-III---The-Grey-Wolves-Supermod-v1.1a
FileFront Mirror:
http://files.filefront.com/TGW11zip/;5239479;;/fileinfo.html (http://files.filefront.com/TGW11zip/;5239479;;/fileinfo.html) (394,733 Bytes)
http://files.filefront.com/TGW11_1zip/;5224092;;/fileinfo.html (http://files.filefront.com/TGW11_1zip/;5224092;;/fileinfo.html) (178,808,274 Bytes)
http://files.filefront.com/TGW11_2zip/;5237986;;/fileinfo.html (http://files.filefront.com/TGW11_2zip/;5237986;;/fileinfo.html) (179,347,506 Bytes)
http://files.filefront.com/TGW11_3zip/;5238996;;/fileinfo.html (http://files.filefront.com/TGW11_3zip/;5238996;;/fileinfo.html) (179,339,626 Bytes)
http://files.filefront.com/TGW11_4zip/;5239442;;/fileinfo.html (http://files.filefront.com/TGW11_4zip/;5239442;;/fileinfo.html) (179,205,091 Bytes)
Rapidshare Mirror:
Special Thanks to BigBoyWooly
GW1.1A D\L links
Installer
http://rapidshare.de/files/32188330/TGW11a.exe
Bin 1
http://rapidshare.de/files/32200988/TGW11a-1.bin
Bin 2
http://rapidshare.de/files/32188213/TGW11a-2.bin
Bin 3
http://rapidshare.de/files/32176436/TGW11a-3.bin
Bin 4
http://rapidshare.de/files/32169002/TGW11a-4.bin[/quote]
Also thanks to Gizzmoe you may DL GW 1.1a via bittorrent: http://home.arcor.de/gizzmoe/files/G...s_1.1a.torrent (http://home.arcor.de/gizzmoe/files/G...s_1.1a.torrent)
The following file corrects the entries that can cause torpedo load completion failure when using the 24 Hour fatigue model option in GW.
This file is JGSME ready. Enjoy.:up: :up: :up:
http://files.filefront.com/GW_24_Hour_Fatigue_Fixzip/;6071296;;/fileinfo.html
VonHesching's mirror for the 24 hour fatigue fix
http://users.forthnet.gr/ath/helsing/sh3mods/GW_24_Hour_Fatigue_Fix.zip
Kudos mates! You Guys for sure went a long way! :rock:
Gizzmoe
06-15-06, 03:25 AM
GW 1.1a now available via Bittorrent:
http://home.arcor.de/gizzmoe/files/Grey_Wolves_1.1a.torrent
Kpt. Lehmann
06-15-06, 03:39 AM
Kudos mates! You Guys for sure went a long way! :rock:
You ain't seen nuthin' yet mate! :rock: :rock: :rock:
We're just getting started!!! :arrgh!:
Carotio
06-15-06, 04:11 AM
Inclusions in The Grey Wolves v1.1a
· Fixed AI U-boat overlay and missing SH3 map
So what does this mean?
Will this GW1.1a be available as a single download for use with JSGME?
JScones
06-15-06, 05:43 AM
·Will this GW1.1a be available as a single download for use with JSGME?
'The Grey Wolves' supermod is intended to be installed over a clean, unmodded installation of SH3, patched to v1.4b. To this end, it is really aimed at being applied in the same way as an official SH3 patch, so as to form part of the base SH3 installation onto which other (GW compatible) mods can be applied (ie via JSGME).
Hence, by default the installation routine points direct to the SH3 path.
However, and this is outlined in the installation instructions, should users really want to enable GW via JSGME, they can simply append "\MODS\The Grey Wolves v1.1a" (without the quotes) to the end of the installation path when prompted.
I will point out though that installing GW via JSGME will result in an extra ~4GB of hard drive space taken up by backed-up SH3 and duplicated GW files. Thus, committed GW users will benefit from installing direct into SH3.
Fantastic news!
I'm waiting for incoming update!
Cheers Kaleuns :up:
bigboywooly
06-15-06, 05:53 AM
WOOHOO
Kudos:up:
Downloading now:rock:
One question :hmm: Is this to be installed on top of 1.1 or instead of
JScones
06-15-06, 05:58 AM
WOOHOO
Kudos:up:
Downloading now:rock:
One question :hmm: Is this to be installed on top of 1.1 or intead of
If you have GW 1.0 plus GW 1.1 plus the subsequent "U-boat overlay and missing SH3 map" fix, you don't need to install GW1.1a - you already have what is in it.
If you don't have any GW installed, or you want a more convenient/user friendly GW "package", then these are the "official" files to d/l.
bigboywooly
06-15-06, 06:04 AM
Ahhh thanx Mr J
Had only just put 1.0 on after a fresh install so will remove that and install this instead
Thanx for quick reply
Hey Gizz, your link just goes to some messed up text page?:cry:
Kpt. Lehmann
06-15-06, 06:59 AM
Fantastic news!
I'm waiting for incoming update!
Cheers Kaleuns :up:
Cheers Jaxa!
Just to let you know, there will be no more "update" mods for GW Version 1.1
We are currently working on our next MAJOR release of the GW Supermod. This is still a good bit down the road... but rest assured it will happen.
TO ALL: Please do not ask, or pressure GW mod team members about release dates for the major build. There is a date set... but it must remain flexible enough to meet the needs of the GW team. For now, go sink some ships and enjoy yourselves.
To GW fans, whether you have realized it or not... we have been actively listening to you. Today we have put to rest the #1 problem that faced potential GW users... difficulty of installation. Thanks for hanging in there with us and all the words of support.
This is just the tip of the iceberg! :D
Thanks for reply, Kpt.Lehmann.
It sounds more interesting than earlier - next major release of GW seems to be a completely new game I suppose.
Keep your good work :up:
Drebbel
06-15-06, 07:33 AM
We are currently working on our next MAJOR release of the GW Supermod. This is still a good bit down the road... but rest assured it will happen.
Nice, will it be compatible with NYGM ? So can I run GW for graphics and NYGM for realism ?
bigboywooly
06-15-06, 09:07 AM
Nice
Downloaded and installed sweet as a nut:up:
But:hmm: I notice there are no actual ports in the Kiel canal now - just the names and a black dot
And the shortcut bar is the same as GW1.0
????
Is it bug or download mistake? I deleted my previous GW 1.0/1.1 installation files before downloading new version, may be too early:hmm:
Is it bug or download mistake? I deleted my previous GW 1.0/1.1 installation files before downloading new version, may be too early:hmm:
You should not have deleted your previous GW install files...there is a 1.1a update but it is just that an update not a whole new version.That as Kpt.Lehmann stated above is a ways down the road yet.
CWorth, I think you are wrong. GW 1.1a istn't update for GW 1.0, it's simply final release download pack of Grey Wolves mod for fresh SH3 install (GW 1.0 + GW 1.1 update + 1024 Cfg/Bearing overlay fix)- see at this from Kpt.Lehmann's post: The available downloads include the GW version 1.1 update and 1024 Cfg/Bearing overlay hotfix.
Nice
Downloaded and installed sweet as a nut:up:
But:hmm: I notice there are no actual ports in the Kiel canal now - just the names and a black dot
And the shortcut bar is the same as GW1.0
????
Does anybody noticed the same? I can't check this because I'm on patrol now, but it's necessary to know for GW users.
bigboywooly
06-15-06, 11:59 AM
Nice
Downloaded and installed sweet as a nut:up:
But:hmm: I notice there are no actual ports in the Kiel canal now - just the names and a black dot
And the shortcut bar is the same as GW1.0
????
Does anybody noticed the same? I can't check this because I'm on patrol now, but it's necessary to know for GW users.
Have uninstalled SH3
Fresh install of SH3,updated to 1.4
Installed GW1.1A again
This time no port names on canal or dots
http://i60.photobucket.com/albums/h22/bigboywooly/Kiel.jpg
And I never enabled generic contacts yet all black
CWorth, I think you are wrong. GW 1.1a istn't update for GW 1.0, it's simply final release download pack of Grey Wolves mod for fresh SH3 install (GW 1.0 + GW 1.1 update + 1024 Cfg/Bearing overlay fix)- see at this from Kpt.Lehmann's post: The available downloads include the GW version 1.1 update and 1024 Cfg/Bearing overlay hotfix.
I see what you mean now...Just misread it.
Though I hope they can release the fixed files as a seperate seperate download to add to an already existing 1.1 game so we don't have to uninstall and reinstall and then re-download 500+MB of files for 2 small fixes.
Gizzmoe
06-15-06, 12:28 PM
Though I hope they can release the fixed files as a seperate seperate download to add to an already existing 1.1 game so we don't have to uninstall and reinstall and then re-download 500+MB of files for 2 small fixes.
The 1024 cfg/overlay fix is available at Terrapin´s site.
Nice
Downloaded and installed sweet as a nut:up:
But:hmm: I notice there are no actual ports in the Kiel canal now - just the names and a black dot
And the shortcut bar is the same as GW1.0
????
Does anybody noticed the same? I can't check this because I'm on patrol now, but it's necessary to know for GW users.
Have uninstalled SH3
Fresh install of SH3,updated to 1.4
Installed GW1.1A again
This time no port names on canal or dots
http://i60.photobucket.com/albums/h22/bigboywooly/Kiel.jpg
And I never enabled generic contacts yet all black
There are no Kiel Canal ports as you said. I think Kpt.Lehmann could say something about this. If it's bug, it should be fixed and new part of download pack will release. Let's wait for Kpt.Lehmann reply.
Bigboywooly - I checked this and there are no ports and any black dots on map in Kiel canal in my GW 1.1 install version. I use 6-part installation version of GW with GW 1.1 update and 1024 Cfg/Bearing overlay fix. It isn't bug of GW 1.1a I think, GW 1.1 has same clean map of Kiel Canal. But when I sailed through Kiel Canal I saw towns and ports.:hmm:
Kpt. Lehmann
06-15-06, 03:24 PM
Bigboywooly, Jaxa, and all,
The grey/black contacts have always been the default for GW... If you had colored contacts in your GW install before... this would be due to other mods or an incomplete installation. If you have grey contacts, this indicates to me that you have a "correct" GW installation.
TO ALL: The TGW 1.1a automatically installing files INCLUDE the 1.1 update AND the 1024 Cfg/Bearing Overlay and Leer.tga positional fixes.
The ports within the Kiel Canal have not been "named" by us yet (as of the current release.) This is not a bug. Furthermore, if you can see "Moltenort" on your F5 Nav map next to Kiel... you are good to go. :D (In the above picture you cannot see it because the camera view is too close. Don't panic, it just needs to be zoomed out.
LOL, everybody just slow down a bit and read the installation instructions... and the description on the website. It tells you everything. :up: :up: :up:
After you get done playing and exploring for awhile, read the readme. It is downloadable separately at the same location. It ALSO includes installation instructions as well as an exhaustive breakdown of inclusions.
Definatively, the downloadable files constitute the entire "official" GW mod package currently available. It is in an automatically installing format.
You can think of it as our "GOLD" edition! ;)
Kpt. Lehmann
06-15-06, 03:38 PM
We are currently working on our next MAJOR release of the GW Supermod. This is still a good bit down the road... but rest assured it will happen.
Nice, will it be compatible with NYGM ? So can I run GW for graphics and NYGM for realism ?
Cheers Drebbel and thanks for catching the text color issues earlier mate.
:up: :up: :up:
It is a misconception that GW is a "sound and graphics only patch."
Depending on your personal game settings within GW, you can achieve a VERY high level of "realism" GW depending on your definition of the same. :D
Part of the problem is that there are those here who try to define "realism" for everyone. Only the individual player can make that decision for himself.
JScones
06-16-06, 06:16 AM
Just make sure you remove the arcadish hull damage % in the next release:up:
That's a dividing point here. But you can remove it easily through one of two ways:
1. Use SH3Cmdr - it has an option to hide the text
2. Edit en/de_menu.txt and remove the value from line 589 (so that it just reads 589=).
Kpt. Lehmann
06-16-06, 06:16 AM
Most impressive mod, just what the doctor ordered :yep: Kudos to the GW-team!
This will put some pressure on our Romanian friends and hopefully steer them into the right direction for SHIV.
Just make sure you remove the arcadish hull damage % in the next release:up:
wOOt!!
Cheers Bratwurst!
Thanks for your good words. :up: :up: :up: (We are going to make many little improvements and a few big ones to!)
U-Bones
06-16-06, 07:12 AM
Most impressive mod, just what the doctor ordered :yep: Kudos to the GW-team!
This will put some pressure on our Romanian friends and hopefully steer them into the right direction for SHIV.
Just make sure you remove the arcadish hull damage % in the next release:up:
wOOt!!
Cheers Bratwurst!
Thanks for your good words. :up: :up: :up: (We are going to make many little improvements and a few big ones to!)
Some things are simply preferences, and not necessarily improvements. I hope this distinction is not lost in the future - it is exactly what has made GW the big tent it is. Anyways, kudos and thanks for a great package.
New GW 1.1a installation pack is very good, much better than previous. Now it's really supermod :cool:
The best mod for me :up:
JScones
06-16-06, 09:01 AM
Thanks for the feedback jaxa, that's good to hear. :up:
Slick Rick
06-18-06, 07:21 AM
Well after some initial problems with the download....corrupted files I guess....I have it installed and working......a couple of things.....First off I think you have done a fine job....a definite improvement over the previous modded game I had installed....however.....it seems to load quite a bit slower .......both in initializing and then loading my saved career......I also seem to get a bit of the Lagging mouse that was discussed in another thread....it seems to come and go.....mainly when I do a lot of TCing.....but all in all.....I am really enjoying it.....THANKYOU.....Rick
WotchaBlighty
06-19-06, 04:05 AM
:huh: Hi there one and all!
I have just installed SHlll, patch 1.4 and the Grey Wolves SuperMod (which it is!) on my PC and I am as happy as can be!
When I installed Grey Wolves first time around one of the four files had not completed and I got an installation error. The setup rolled back but SHlll would not run folllowing the GW install attempt. I uninstalled SHlll, which included the 1.4 patch I assume. Downloaded the file element of GW that I suspected was incomplete.
I then reinstalled SHlll, the 1.4 patch and the GW supermod. Everything went faultlessly and the result was WELL WORTH the effort! :lol: I have not got very far with SHlll yet but the improvement in the graphics is stunning.
Finally, the question! :88) When I uninstalled SHlll and the 1.4 patch I was asked if I wanted to keep my saved games. I answered yes. When I reinstalled my saved games, such as they were, were still there.:lol: I have a friend who is not a computer geek. He has been using SHlll for a lot longer and has installed the 1.4 patch and various mods. He now wants to install GW. I read in the instructions for GW that it must be installed in an unmodded setup (other than the 1.4 patch).
Is the correct advice for my friend to uninstall SHlll (saying yes to keeping saved games). Reinstall (cleanly) SHlll, then patch 1.4, then the GW SuperMod? Will his saved games remain intact through this process?
Thanks in anticipationn od your expert advice. :D
JScones
06-19-06, 04:09 AM
GW requires a fresh, UNMODDED installation of SH3 patched to v1.4b. So yes, your advice to TOTALLY uninstall SH3, removing all residual folders, and reinstalling from scratch, is correct. :up:
Some users recommend backing up the save game folder first, allowing the SH3 uninstaller to delete the save games, and then reintroducing the folder after SH3 has been reinstalled.
However, providing that your friend is not mid-patrol when he reinstalls SH3, he may be OK not worrying about this extra step...but others have reportedly had problems if they don't.
WotchaBlighty
06-19-06, 05:43 AM
:up: Thanks for your excellent reponse! Much appreciated.
Just to confirm all the details: Which folder contains the saved games?
Thanks again! :)
JScones
06-19-06, 05:44 AM
C:\Documents and Settings\<username>\My Documents\SH3\data\cfg\Careers\
WotchaBlighty
06-19-06, 05:47 AM
:D That's just brilliant! And what I suspected. But it is very reassuring to KNOW.
Thank you for your time and knowledge.:yep:
Slick Rick
06-19-06, 09:40 PM
Just an observation...but now that I have installed GW.....it is much harder to sink ships......it seems to take at least two torps...sometimes more......I guess this is more realistic of course....but a bit frustrating...when the damn thing wont sink.....:damn:
WotchaBlighty
06-20-06, 12:41 AM
:oops: Being an absolute beginner I don't know whether Slick Rick is correct or not.
I have just got to the torpedo stage of the tuturial (Naval Academy) and I am experiencing significant difficulty getting a decent result.
I was facing the large and immobile large cargo ship on the surface at a distance of less than 500 metres last night. I was locked onto the target and the little triangle was green. Every fish I fired veered off to the left or the right.
It was very hard to imagine how I could miss, but I did!
Very frustrating.
:arrgh!:
U-Bones
06-20-06, 06:51 AM
Ships sink in GW in stead of simply blowing up. This behavior is from the NYGM 1.x Ship Damage mod.
Be more patient.
If you lose patience, consider another torpedo.
Additional torpedos should target a different section of the ship.
Deck gun crews should target the waterline.
If you give it a chance, and know that a little uncertainty is expected, I think you will find it more satisfying.
Edit: There are a couple circumstances where a ship will blow up, but I will leave that for you to discover.
WotchaBlighty
06-20-06, 08:13 AM
Thank you for this explanation which not only makes perfect sense, but is also something I have observed.
However, your response does not address the problem whereby I am VERY CLOSE to a VERY LARGE cargo ship and I fire a fish, fearful that I am going to be soaked by water thrown up by the blast, and the fish veers sharply to the left ot right and miraculously misses the ship?
Any help greatly appreciated. :p
bigboywooly
06-20-06, 09:35 AM
:oops: Being an absolute beginner I don't know whether Slick Rick is correct or not.
I have just got to the torpedo stage of the tuturial (Naval Academy) and I am experiencing significant difficulty getting a decent result.
I was facing the large and immobile large cargo ship on the surface at a distance of less than 500 metres last night. I was locked onto the target and the little triangle was green. Every fish I fired veered off to the left or the right.
It was very hard to imagine how I could miss, but I did!
Very frustrating.
:arrgh!:
The triangle will show green when you are locked on AT ANY ANGLE
For a torpedo to impact you need to be as close to 90 degrees as possibe, around 3 to 5 mtrs depth I find is best depending on draught of ship - too low and they will bounce off the curve of the hull too
IIRC the torpedos do not arm until 400mtr away from the sub so make sure you are at least that far away
And I know you said this ship is stationary but dont forget to open the bow doors by pressing Q before you loose the fish, makes a big difference against moving targets
Slick Rick
06-20-06, 01:57 PM
Ships sink in GW in stead of simply blowing up. This behavior is from the NYGM 1.x Ship Damage mod.
Be more patient.
If you lose patience, consider another torpedo.
Additional torpedos should target a different section of the ship.
Deck gun crews should target the waterline.
If you give it a chance, and know that a little uncertainty is expected, I think you will find it more satisfying.
Edit: There are a couple circumstances where a ship will blow up, but I will leave that for you to discover. I did not know this......I am so used to seeing them all blow up.....ok....I will try and be a little more patient....thanx
Slick Rick
06-21-06, 07:23 AM
It seems I am having a lot of problems with the lagging mouse now.....and the game is also crashing to the desktop....I have 2gb of ram...a brand new video card...I think my computer is up to it.....I may have to uninstall if this keeps up.....
Tigrone
06-21-06, 03:05 PM
I have No Duds selected in my Options, but my magnetic torps will not explode. They just pass under and keep going. The contact torps explode every time. I set my magnetics to 2 meters under the target, because I always found that would break their back, especially the smaller ships, in the past. Was there a change in the magnetic torps function in GW? I'm playing 1940-41 time frame.
Kpt. Lehmann
06-21-06, 03:54 PM
I have No Duds selected in my Options, but my magnetic torps will not explode. They just pass under and keep going. The contact torps explode every time. I set my magnetics to 2 meters under the target, because I always found that would break their back, especially the smaller ships, in the past. Was there a change in the magnetic torps function in GW? I'm playing 1940-41 time frame.
Hi 08x15,
No sir we did not change or mod the magnetics... they behave as they do in stock SH3... which is (shall we say) "a little lack-luster."
JScones
06-22-06, 04:23 AM
It seems I am having a lot of problems with the lagging mouse now.....and the game is also crashing to the desktop....I have 2gb of ram...a brand new video card...I think my computer is up to it.....I may have to uninstall if this keeps up.....
Have you tried turning down the hardware acceleration for your soundcard? This common solution seems to fix a lot of these similar problems.
antidotos
06-22-06, 06:20 AM
Hi all,
just a question about GW :
is the hydrophone model updated from vanilla SH3 ?
In this case what is the mean maximum range of German hydrophones in 1939 ?
(are layer effects taken into account ?)
Any details appreciated.
thanks.
rjcjunior
06-22-06, 06:30 AM
Hello boys, following the instructions in readme file, I installed GW in a clean SHIII, with 1.4b patch and when the install is near to finnish, one msg of error appears, the installer dont't find some TGA files because they are corrupeted or incomplete:shifty:. I dowloaded from subsim page, all the five folders, and I dont't have save any savegame file. I try uninstall the game, reinstall it and the same msg apperas again:nope:.
JScones
06-22-06, 06:48 AM
Sounds like one of your d/l files was incomplete. The full file size of each file should be:
TGW11a.exe: 547,845
TGW11a-1.bin: 178,751,648
TGW11a-2.bin: 179,300,000
TGW11a-3.bin: 179,300,000
TGW11a-4.bin: 179,154,367
If any of your file sizes differ by even one byte, they're corrupt and will need to be redownloaded.
Checking your file sizes is the obvious and quick way to confirm a corrupted file, but it's not 100% foolproof. That is, a file may be the right size but still be corrupt.
From what you are saying, it would seem that TGW11a-3.bin and/or TGW11a-4.bin are corrupt. Check the file sizes first, and if that gives it away, redownload the corrupt piece. Otherwise, redownload TGW11a-3.bin first and try that, followed by TGW11a-4.bin if you still have the same problems.
rjcjunior
06-22-06, 10:53 AM
as it is good for asking to that it knows the reply:up:
Tha fourth file is only 23mb...:rotfl:
Thanks:smug:
Greentimbers
06-22-06, 03:24 PM
I just installed GW mod and I have to say...
THANK YOU:up: for making SH3 what it should have been. I am having a great time on patrol listening to all the radio traffic etc.
So far I have sunk 2 ships and even that was a treat, both of them taking a long time to sink.,burning the whole time. It was like watching a movie.
Harbour traffic, increased visability, it just gets better and better.
Danke:cool:
Tigrone
06-24-06, 01:57 AM
All my downloaded files sizes are all different. What is going on here? I got:
TGW11a.exe: 536 Kb vs 547,845
TW11a-1.bin: 174,563 vs 178,751,648
TGW11a-2.bin: 175,098 vs 179,300,000
TGW11a-3.bin: 175,098 vs 179,300,000
TGW11a-4.bin: 174,956 vs 179,154,367
Sounds like one of your d/l files was incomplete. The full file size of each file should be:TGW11a.exe: 547,845
TGW11a-1.bin: 178,751,648
TGW11a-2.bin: 179,300,000
TGW11a-3.bin: 179,300,000
TGW11a-4.bin: 179,154,367
If any of your file sizes differ by even one byte, they're corrupt and will need to be redownloaded.
Checking your file sizes is the obvious and quick way to confirm a corrupted file, but it's not 100% foolproof. That is, a file may be the right size but still be corrupt.
From what you are saying, it would seem that TGW11a-3.bin and/or TGW11a-4.bin are corrupt. Check the file sizes first, and if that gives it away, redownload the corrupt piece. Otherwise, redownload TGW11a-3.bin first and try that, followed by TGW11a-4.bin if you still have the same problems.
JScones
06-24-06, 02:00 AM
You're looking at the kilobyte size.
Right click a file in Windows Explorer, select Properties, then look at the size in bytes.
SkvyWvr
06-30-06, 09:37 AM
I am unable to download from either of the links on your site. Subsim tells me the mod is unavailable while the ftp won't all me to access any of the files.:damn:
JScones
06-30-06, 09:42 AM
Subsim should be back on-line 1 July. The mirror still works fine for me.
But tell me, is your browser IE or Firefox?
SkvyWvr
06-30-06, 09:43 AM
Subsim should be back on-line 1 July. The mirror still works fine for me.
But tell me, is your browser IE or Firefox?
I'm using IE 7 beta.
JScones
06-30-06, 09:54 AM
Shouldn't be a problem with IE7, unless there's some security setting that I am not aware of.
When you click the MIRROR link you should see a screen like this:
FTP directory /Silent%20Hunter%20III/Grey%20Wolves/ at gibbage.mine.nu
Up to higher level directory
06/23/2006 05:34PM 271 Readme.txt
06/16/2006 12:03AM 178,751,648 TGW11a-1.bin
06/16/2006 12:02AM 179,300,000 TGW11a-2.bin
06/16/2006 12:13AM 179,300,000 TGW11a-3.bin
06/16/2006 12:15AM 179,154,367 TGW11a-4.bin
06/16/2006 12:06AM 547,845 TGW11a.exe
On that screen right click each file and select "Save Target As...".
If you don't get a screen like the above, then I'd suggest that you have an IE security setting which is blocking the use of ftp.
bigboywooly
06-30-06, 09:56 AM
You may have a yellow box that appears under address bar at top which ,if you click on it ,you can allow download
SkvyWvr
06-30-06, 10:04 AM
Thanks for the response sailors. Oh and SH3 Commander is a great product.:up:
hardcampa
06-30-06, 12:29 PM
About the Europe Mirror (my server).
I DID reboot the server the other day. As an upgrade caused some problems.
(both CPU's got 100% utilization due to a crappy library)
As long as the picture below shows users on the ftp. It's up anyway.
If you can't see the picture. Well then it must be down.
I still haven't had 10 minutes without downloads (even 1 minute).
If there's a gap in that graph chances are, the server had some downtime.
Note: the time is Swedish time (+1 GMT). So adjust it to your timezone.
This picture will update every 5 minutes:
http://gibbage.mine.nu/ftpdata/minute.png
Hope it helps tracking down any problems. If the ftp was down while you were trying to download, it's my bad.
Kpt. Lehmann
06-30-06, 06:09 PM
Thanks for all your help Hardcampa! :up: :up: :up:
Roads88
07-01-06, 12:01 AM
I'm glad that the SubSim site is coming back up. The mirror site slows down quick to the point that the first bin file will take 48hrs to downlowd.
And before you ask, I am running DSL not a 56k modem.
Very strange
hardcampa
07-01-06, 01:35 AM
I'm glad that the SubSim site is coming back up. The mirror site slows down quick to the point that the first bin file will take 48hrs to downlowd.
And before you ask, I am running DSL not a 56k modem.
Very strange
That's probably bad routing. Sorry man, there's nothing I can do about that.
Of course I hope the subsim site comes back up for you.
Making the files easily available for download is the important part.
fredbass
07-01-06, 09:07 AM
I am anxiously waiting for subsim page to be ok to download again.
Hardcampa: I tried copying your files, but it took way too long as well, plus the size of the files I received didn't seem to be correct, so I'll just have to wait a little longer I guess, but thanks anyway.
Ok guys instead of making a new thread about GW i'l just post it here... I tried this super mod out of peer pressure and thought all the good threads about it meant something...and I have to say I hate it.... even with the recomended system req. it runs like crap, and the amounts of vehicles around ports is to much even so, it didnt seem to change anything but that so it sucks imo, plus the new sub skins look horrid... :down: so excuse me i'm going back to vanilla, the graphics are actually nice in it and it doesnt lag my game.
cya.
Kpt. Lehmann
07-01-06, 09:50 AM
Ok guys instead of making a new thread about GW i'l just post it here... I tried this super mod out of peer pressure and thought all the good threads about it meant something...and I have to say I hate it.... even with the recomended system req. it runs like crap, and the amounts of vehicles around ports is to much even so, it didnt seem to change anything but that so it sucks imo, plus the new sub skins look horrid... :down: so excuse me i'm going back to vanilla, the graphics are actually nice in it and it doesnt lag my game.
cya.
Thanks for such constructive criticism. How about you post your system specs?
Buh Bye!:roll:
Roads88
07-01-06, 06:45 PM
well got it downloaded and pretty cool. A couple of questons. All the ship names are gone from the tdc and the ship regonition manual. 2nd, after raiseing hell in Lockewe bagging a BB and a CL, took majore damage for no apparant reason. Ended up loosing the boat. Don't beleave I grounded or hit anything.
Also, I think one torpedo should sink a ship as small as a trawler.:rotfl:
so fare i do like the Mod.:up:
fredbass
07-02-06, 10:30 AM
When are we going to be able to download it again here at Subsim, other than by donating for Bonus mods?
I thought July 1, this place was to be updated.
Or am I missing something here.
Kpt. Lehmann
07-02-06, 11:21 AM
When are we going to be able to download it again here at Subsim, other than by donating for Bonus mods?
I thought July 1, this place was to be updated.
Or am I missing something here.
They are available now!!! :D
Just go to the GW Website and then to the Subsim download link... They will be available for a few days... depending on bandwidth consumption. Mr. Stevens is being really good to us.:yep: :yep: :yep:
fredbass
07-02-06, 11:32 AM
When are we going to be able to download it again here at Subsim, other than by donating for Bonus mods?
I thought July 1, this place was to be updated.
Or am I missing something here.
They are available now!!! :D
Just go to the GW Website and then to the Subsim download link... They will be available for a few days... depending on bandwidth consumption. Mr. Stevens is being really good to us.:yep: :yep: :yep:
:roll::oops: well thanks anyway, but I didn't want to seem like a tightwad, so I went ahead and donated/downloaded just a bit ago. ;)
timberwolfdp
07-05-06, 02:07 PM
Couple questions about the mod:
-I rarely see planes. Is something broken, or do you rarely see planes in the stock game? I'm on a career, into my 15th patrol and have yet to see an enemy plane.
-After I dock with a milk cow, I know that the grid square assignment goes away, however my ships sunk list and total goes away as well. Any way to fix this? I get new torpedoes, but does my previous tonnage in that patrol count toward my renown for the patrol even though it seems to get erased?
bigboywooly
07-05-06, 03:51 PM
Couple questions about the mod:
-I rarely see planes. Is something broken, or do you rarely see planes in the stock game? I'm on a career, into my 15th patrol and have yet to see an enemy plane.
-After I dock with a milk cow, I know that the grid square assignment goes away, however my ships sunk list and total goes away as well. Any way to fix this? I get new torpedoes, but does my previous tonnage in that patrol count toward my renown for the patrol even though it seems to get erased?
When you dock at a milk cow the game treats it as you have ended your current patrol
Yes you do get your renoun added to your total which you can spend when you reach your home port - which is where the game thinks you are going next thats why your patrol grid is NULL
Yes you do get aircraft - just this minute had an attack by 5 Swordfish in the English channel in the wolfpack campaign
http://www.subclub.info/phpBB_subclub/index.php
If you T/C over 256 you can miss out on them
Onkel Neal
07-05-06, 04:58 PM
If I can get home at a decent hour tonight, the GW and NYGM download links will be activated again. Thanks for your patience and enjoy the excellent work of these two teams!
Kpt. Lehmann
07-05-06, 06:47 PM
If I can get home at a decent hour tonight, the GW and NYGM download links will be activated again. Thanks for your patience and enjoy the excellent work of these two teams!
Thats great news Neal... Thank you! :up: :up: :up:
Onkel Neal
07-05-06, 08:04 PM
Back in action: http://www.subsim.com/~subsim_mods/downloads_greywolves.php
cdrsubron7
07-06-06, 08:30 PM
I've just d/led and installed the GW 1.1a and am very impressed with it. :up: Compliments to the GW Team. One think I like is the increase in the convoys I run into, it was getting alittle boring sinking only single ships all the time. It's great for your tonnage, but not very challenging. Once again, great job. :yep:
cdrsubron7 :rock: :rock: :rock:
IronOutlaw
07-06-06, 09:34 PM
Sehr Geehrt Herr Kapitän
There are 2 things that I think are imortant, at least to me, that would add to the reality of the game.
1. The German language Engine Telegraph terminology is not what used in the KM, but are a direct translation of the English terms. They should be;
1 Kleine Fahrt voraus
2 Langsame Fahrt voraus
3 Halbe Fahrt voraus
4 Große Fahrt voraus
5 Äußerste Fahrt voraus
6 Kleine Fahrt zurück
7 Langsame Fahrt zurück
8 Halbe Fahrt zurück
9 Äußerste Fahrt zurück
This is what is actually written on the Engine Telegraph. Is it possible to have them corrected?
2. Some of us like to park our boats in the bunkers at the completion of a patrol. In the real world this, as well as departing form a berth, was often done with electric morors, not diesels. Is it possible to have the option for electric motors on the surface for easier manoeuvring at slower speed?
The GW mods so far are excellent and hence my request for consideration in a future update.
On a completely different tack, I have been waiting ages for a reply from Subsim on how to change the icon in the left column of the message field. Can anyone advise me how to do that? I am quite prepared to be told that I have missed something completely obvious! (Old age I guess! Well that's my excuse and I'm sticking to it!!!)
cdrsubron7
07-06-06, 10:07 PM
I have one thing I'd like to comment on. Is there anyway to limit the frequency of the "Radio Message Received" because it really is getting annoying. Also does it have to stop Time Compression every time you get a message. It's alittle monotonous, and get very repetitve over the length of a patrol. Is there a way to shut it off or eliminate it at all?
cdrsubron7 :-? :doh:
bigboywooly
07-07-06, 07:09 AM
I have one thing I'd like to comment on. Is there anyway to limit the frequency of the "Radio Message Received" because it really is getting annoying. Also does it have to stop Time Compression every time you get a message. It's alittle monotonous, and get very repetitve over the length of a patrol. Is there a way to shut it off or eliminate it at all?
cdrsubron7 :-? :doh:
You can delete the messages_en file in Campaigns folder but hen you miss out on important messages
You can go thru it and take out ones you think are unnecessary
Redwine
07-07-06, 05:26 PM
Hi all... y have a friend, not member of this forum, not yet almost, and he is requesting help to me with a extrange behaviour.
May be you know about it and can help, he is using Game from the box, plus Patch 1.4B and GW supermod.
The problem is, he is using a Type II, and after use torpedoes into the tubes, it is imposible for him to reload, he is not at silent running, he has not his crew fatigued, and he has enough crew into compartements. Green band is OK, and torpedoes never reloads.
There is another person in this forum with same problem, look here :
http://www.subsim.com/radioroom/showthread.php?p=276745#post276745
Any help will be welcome and apreciated, please. :up:
DIRTY DEALER
07-07-06, 05:59 PM
Hi all... y have a friend, not member of this forum, not yet almost, and he is requesting help to me with a extrange behaviour.
May be you know about it and can help, he is using Game from the box, plus Patch 1.4B and GW supermod.
The problem is, he is using a Type II, and after use torpedoes into the tubes, it is imposible for him to reload, he is not at silent running, he has not his crew fatigued, and he has enough crew into compartements. Green band is OK, and torpedoes never reloads.
There is another person in this forum with same problem, look here :
http://www.subsim.com/radioroom/showthread.php?p=276745#post276745
Any help will be welcome and apreciated, please. :up:
Are your outer doors closed ?
Redwine
07-07-06, 06:12 PM
Are your outer doors closed ?
Thanks for help Dirty Dealer, is not me, i will ask my friend about this posibility... if he was playing with the torpedo doors swithches at panel.... :up:
U-snafu
07-07-06, 07:28 PM
hi-i posted the IIa torp reload problem in the other thread----just retested it and made sure the outer doors were closed---they were--no diferrence:damn: . clean install,patch, and just GW1.1a from hardcama's site, fresh crew and green compartment bar good, calm seas--first three torps fire fine but three reloads load in tube but just sit there with butttons red--check with weapons officer load screen and when clicked on they state waiting in que no matter how long i go in the game----start in kiel 09/39 in the IIa, many tests for various conditions(even unchecked realistic load times)-no luck:nope: --other subs work fine and reload normally.
kpt. lehman or any other GW gurus---any ideas?
I'll look into this for you bud,,A.S.A.P :)
U-snafu
07-07-06, 09:33 PM
thanks:up: , I would appreciate it--already have done two complete reinstalls--great mod even with the IIa issue-- although it probably is on my end somehow.
Hello,
I just installed GW and loved it but the problem is my old computer doesnt have enough RAM to play it and actually i get nearly 2 FPS :p
How can i uninstall GW without uninstalling all SH3?
Thanks.
bigboywooly
07-08-06, 08:05 AM
Hello,
I just installed GW and loved it but the problem is my old computer doesnt have enough RAM to play it and actually i get nearly 2 FPS :p
How can i uninstall GW without uninstalling all SH3?
Thanks.
What did you install ?
The 1.1A self installer
Or the GW1.0 then 1.1 thru JSGME mod installer?
Hello,
I just installed GW and loved it but the problem is my old computer doesnt have enough RAM to play it and actually i get nearly 2 FPS :p
How can i uninstall GW without uninstalling all SH3?
Thanks.
What did you install ?
The 1.1A self installer
Or the GW1.0 then 1.1 thru JSGME mod installer?
1.1A Self installer
UPDATE: I have found the answer in readme:
'Uninstalling “The Grey Wolves”
If you install ‘The Grey Wolves’ direct into your Silent Hunter III installation, it cannot be
uninstalled. You will need to uninstall and reinstall Silent Hunter III in the usual manner.
If you have installed ‘The Grey Wolves’ into, and activated via JSGME, then simply disable ‘The
Grey Wolves’ via JSGME to remove.'
THE_MASK
07-08-06, 03:45 PM
Have you found a way to add more grids ?
Kpt. Lehmann
07-08-06, 03:58 PM
hi-i posted the IIa torp reload problem in the other thread----just retested it and made sure the outer doors were closed---they were--no diferrence:damn: . clean install,patch, and just GW1.1a from hardcama's site, fresh crew and green compartment bar good, calm seas--first three torps fire fine but three reloads load in tube but just sit there with butttons red--check with weapons officer load screen and when clicked on they state waiting in que no matter how long i go in the game----start in kiel 09/39 in the IIa, many tests for various conditions(even unchecked realistic load times)-no luck:nope: --other subs work fine and reload normally.
kpt. lehman or any other GW gurus---any ideas?
I just re-tested this today so I could get you a screenshot... I have never had a problem loading/re-loading torps in GW...
NOW... that being said, there are times in SH3 (Not just with GW) where the U-boat gets "stuck" and you can enter speed changes with no effect!
I've noticed this happen if I allow the U-boat to reach its final navigation waypoint... the fix is simply to switch to the knot-meter, enter a speed, switch to the telegraph, enter a speed again... and viola... the boat starts moving again.
Something similar may occasionally happen with the torpedo loading...
However FIRST ensure that you are not on silent running... and that your compartment efficiency bar is at half or better. (You need enough men in that compartment) Badly fatigued crew will not reload torpedos either.
From my re-test today...
http://i46.photobucket.com/albums/f117/KptLehmann/TorpReload2.jpg
U-snafu
07-08-06, 04:52 PM
kpt. lehman---thank you for the tests and reply---i figured the problem is on my end or there would be more people having the same result. in my tests silent running was off, fresh "green" crew, fired torps at differnt stages of patrol from beginning to end, torp doors closed,fresh install,etc. a possibility is--even with my compartment full with different fresh configured crews (some with mostly warrant officers and the "green" torp qualified officer)---i still barely have the level of green bar you show in your test. have only tested it on first patrols of a career (although weapons officer does not state "not enough crew"-just "waiting to load"). i'm going to try a few more things then redownload--the files im using might be corrupt. regardless, the other subs seem to work fine, and i think this is a great mod:up: , so i will just start with the VIIB if i can't get it sorted out.
IrishUboot
07-08-06, 06:22 PM
First Post - GW is excellent - I never applied any of the optional features, would it be advisable to go back and apply them? The generic contacts, etc. What exactly would that do and what difference would the other atmosphere mods (ie 16km mods) make? Sorry if this is rookie stuff but that's my position around here. Thanks. :up:
bigboywooly
07-08-06, 06:34 PM
First Post - GW is excellent - I never applied any of the optional features, would it be advisable to go back and apply them? The generic contacts, etc. What exactly would that do and what difference would the other atmosphere mods (ie 16km mods) make? Sorry if this is rookie stuff but that's my position around here. Thanks. :up:
The 16km atsmosphere basically means your vision - and that of the enemy is increased to 16km from 8km
IIRC the generic contacts doesnt tell you the type of ship in scope and uzo
You have to look it up and find out the type
If you want to try them just reinstall over the top of the existing one
When you are back in port of course - not mid patrol
Redwine
07-08-06, 06:43 PM
kpt. lehman---thank you for the tests and reply---i figured the problem is on my end or there would be more people having the same result. in my tests silent running was off, fresh "green" crew, fired torps at differnt stages of patrol from beginning to end, torp doors closed,fresh install,etc. a possibility is--even with my compartment full with different fresh configured crews (some with mostly warrant officers and the "green" torp qualified officer)---i still barely have the level of green bar you show in your test. have only tested it on first patrols of a career (although weapons officer does not state "not enough crew"-just "waiting to load"). i'm going to try a few more things then redownload--the files im using might be corrupt. regardless, the other subs seem to work fine, and i think this is a great mod:up: , so i will just start with the VIIB if i can't get it sorted out.
What happens if Autoloading checkbox is not checked.... i never tryied it, i have it checked by default.
Is the autoloading checkbox (at top left corner) checked on your installation ?
bigboywooly
07-08-06, 06:56 PM
kpt. lehman---thank you for the tests and reply---i figured the problem is on my end or there would be more people having the same result. in my tests silent running was off, fresh "green" crew, fired torps at differnt stages of patrol from beginning to end, torp doors closed,fresh install,etc. a possibility is--even with my compartment full with different fresh configured crews (some with mostly warrant officers and the "green" torp qualified officer)---i still barely have the level of green bar you show in your test. have only tested it on first patrols of a career (although weapons officer does not state "not enough crew"-just "waiting to load"). i'm going to try a few more things then redownload--the files im using might be corrupt. regardless, the other subs seem to work fine, and i think this is a great mod:up: , so i will just start with the VIIB if i can't get it sorted out.
What happens if Autoloading checkbox is not checked.... i never tryied it, i have it checked by default.
Is the autoloading checkbox (at top left corner) checked on your installation ?
If the autoloading checkbox not ticked you have to drag a torp into a free space as you would for external torps
Its to give you opportunity to pick the type of fish you want to load
IrishUboot
07-08-06, 07:50 PM
First Post - GW is excellent - I never applied any of the optional features, would it be advisable to go back and apply them? The generic contacts, etc. What exactly would that do and what difference would the other atmosphere mods (ie 16km mods) make? Sorry if this is rookie stuff but that's my position around here. Thanks. :up:
The 16km atsmosphere basically means your vision - and that of the enemy is increased to 16km from 8km
IIRC the generic contacts doesnt tell you the type of ship in scope and uzo
You have to look it up and find out the type
If you want to try them just reinstall over the top of the existing one
When you are back in port of course - not mid patrol
Thanks, I may give the Generic Contact a go.
Redwine
07-08-06, 08:25 PM
If the autoloading checkbox not ticked you have to drag a torp into a free space as you would for external torps
Its to give you opportunity to pick the type of fish you want to load
What happens if U-Snafu, check and uncheck few times, may be the autoloading become alive another time ....
Try it and comment U-sanfu, i have my friend with the same problem....
U-snafu
07-09-06, 04:35 AM
i think i messed with the autoloader unchecked once--the toprs load into the tubes with no probs either way-they just do not turn green. i m going to try switching back and forth during a patrol to see if i can unstick it. also gonna try to start second patrol after exiting first--(always tested on only 1st patrol). if that don't work il completly reinstall and start from step one with new d/l files--im working this weekend so haven't had time to do the test but should be able to report back on the autoloader tonight redwine.
irish1958
07-09-06, 08:30 AM
I have the same problem as U-snafu and only with type IIa. I just assumed it was a mechanical failure or sabotage and headed back to base. I'm sure things like this happen. It is frustrating to only have three torpedos tho.
irish1958
Redwine
07-09-06, 09:39 AM
I have the same problem as U-snafu and only with type IIa. I just assumed it was a mechanical failure or sabotage and headed back to base. I'm sure things like this happen. It is frustrating to only have three torpedos tho.
irish1958
Good if it can be discovered and solved/fixed ! :up:
Redwine
07-09-06, 09:45 AM
Question about GW Supermod...
Wich is the function of the files :
Leer.tga
TabelleMin.tga
TabelleStd.tga
into folder :
The Grey Wolves Update v1.1\data\Menu\Gui\Layout
I have not them there or mey be they are compressed into
Can some body put an screen shot
And i soupose they are activated by 1024.ini, if posible what the changes in this file .....?
Thanks in advance.
bigboywooly
07-09-06, 09:50 AM
Question about GW Supermod...
Wich is the function of the files :
Leer.tga
TabelleMin.tga
TabelleStd.tga
into folder :
The Grey Wolves Update v1.1\data\Menu\Gui\Layout
I have not them there or mey be they are compressed into
Can some body put an screen shot
And i soupose they are activated by 1024.ini, if posible what the changes in this file .....?
Thanks in advance.
The TabelleMin.tga and TabelleStd.tga are draggable in the top left corner of your screen ( peri view ) and are speed/distance sheets to work out attacks
The leer tga is the narrow pic that runs across screen under the nav map - the backgroung to the text and officer icons
Redwine
07-09-06, 10:45 AM
The TabelleMin.tga and TabelleStd.tga are draggable in the top left corner of your screen ( peri view ) and are speed/distance sheets to work out attacks
The leer tga is the narrow pic that runs across screen under the nav map - the backgroung to the text and officer icons
Many thanks !! :up:
I have nothing in the place of Leer.tga..... just a blnk space if not remember bad.... can i add it via 1024.ini ?
bigboywooly
07-09-06, 10:57 AM
The TabelleMin.tga and TabelleStd.tga are draggable in the top left corner of your screen ( peri view ) and are speed/distance sheets to work out attacks
The leer tga is the narrow pic that runs across screen under the nav map - the backgroung to the text and officer icons
Many thanks !! :up:
I have nothing in the place of Leer.tga..... just a blnk space if not remember bad.... can i add it via 1024.ini ?
It may already be in the menu.ini
The leer.tga is in C:\Program Files\Ubisoft\SilentHunter\data\Menu\Gui\Layout
Make sure pic is in there first
this is my Leer entry in menu.ini
Have a look at yours
[G31 I20]
Name=Target;Neuer Eintrag für Transparentmod Leer.tga
Type=1031;Stat bmp array
ItemID=0x31000006
ParentID=0x31000000
Pos=0,112,1024,130
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/Menu/Gui/Layout/Leer.tga
Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
Redwine
07-09-06, 02:06 PM
Many Thanks BigBoy !
I will try to include it !! :up:
Kpt. Lehmann
07-09-06, 08:03 PM
Many Thanks BigBoy !
I will try to include it !! :up:
Or you can go to Terrapin's server and DL the "GW 1024 Cfg and Bearing Overlay Hotfix."
Just add it over the GW 1.1 update and it will fix your Leer TGA problem! :ping:
Its great to see you back Redwine!
:up: :up: :up:
U-snafu
07-09-06, 08:30 PM
redwine, i tested the autoloader with it on, off, switching back and forth. went as far as three patrols--no difference---even pushed the manual fire button after a day or so game time (in case it was a graphical issue with the red and green torp butttons). when i push it- weps officer tells me the torpedo's loading but it still just sits there "waiting in que". efficiency bar over three quarters. put crew in damage repair and click on bow torp room--states no damage and text shows all torp tubes functional..:damn: :damn: :damn: the only other thing i have is i installed the mod enabler (possible older edition) into the sh3 root file after the Gw instal (but no other mods put into it)l--doubt that is it.
in case my files are corrupt, i downloaded new files from subsim for twg1.1a and going to start over and also make sure my reinstalled stock sh3 does not have the issue. if not ill just start with the viib or ix-works fine.
two questions for anyone that can help:
1. i can't remember but did not the stock IIa only have two torp reloads----GW's has three--could an overlay issue cause isolated problems for some???
2. is the complete twg11a from the subsim site the final install--is there a overlay patch or anything i failed to read in theses forums ???
Redwine
07-09-06, 10:08 PM
Its great to see you back Redwine!
:up: :up: :up:
I never gone ! :up: :up: Many thanks for help Kaptain !
@ U-Snafu :
I have no more ideas, i am interesting in this problem because a friend has it too, but i have no more ideas about it.
Please comment if you can solve it and how you done.
This mod looks very interesting but from the amount of stuff that the mod changes I am guessing that you cannot play online with the mod enabled ?
U-Bones
07-10-06, 07:49 AM
Its great to see you back Redwine!
:up: :up: :up:
I never gone ! :up: :up: Many thanks for help Kaptain !
@ U-Snafu :
I have no more ideas, i am interesting in this problem because a friend has it too, but i have no more ideas about it.
Please comment if you can solve it and how you done.
See this post.
http://www.subsim.com/radioroom/showthread.php?p=277908&posted=1#post277908
Redwine
07-10-06, 09:42 AM
Many thanks U-Bones :up: , i notified my friend about this you found ... :up:
U-snafu
07-10-06, 07:49 PM
thank you U-bones!!!!-----configured like you showed and problem gone!!
Roads88
07-10-06, 11:09 PM
I have been playing GW for awhile now and just want to say thank you. This mod has really made me get back into the game. As far is I can see, this set of mods is an improvement in every way.
Im running near minums on hardware but the slowdowns are not as bad as the unmod version.
if you can figure out how to get rid of the &^%&* black triangle that flashs on the horizan. It would be damn near perfect.
Again Thanks:up: :up: :up:
Redwine
07-11-06, 07:37 AM
thank you U-bones!!!!-----configured like you showed and problem gone!!
Yes ? Good to know !! many thanks to all :up:
if you can figure out how to get rid of the &^%&* black triangle that flashs on the horizan. It would be damn near perfect.
Again Thanks:up: :up: :up:
It's a video card problem, nothing to do with any mod.
Ref
Kpt. Lehmann
07-11-06, 11:59 AM
No one specified which fatigue mod they were using... and I forgot to ask.
There is an issue while using the 24 hour fatigue model and loading torpedos inside the TypeII subs.... Not the default GW 8 hour fatigue model that I was referring to on page five of this thread.
I just spoke with Gouldjg live... and we found the following problem that we thought we had already fixed.
The 24 hour crew fatigue model SHOULD have these entries as follows to be correct.
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
The above values should not be commented out as they are currently in GW.
We missed a step on the 24 hour fatigue mod and we'll get it fixed.
Thank you for bringing it to our attention.:ping: :ping: :ping:
(As a side note... the no go/stuck sub bug... is a stock problem. I addressed this in the same conversation with Cdre Gibs and it was present before GW was released.)
Redwine
07-11-06, 12:44 PM
No one specified which fatigue mod they were using... and I forgot to ask.
There is an issue while using the 24 hour fatigue model and loading torpedos inside the TypeII subs.... Not the default GW 8 hour fatigue model that I was referring to on page five of this thread.
I just spoke with Gouldjg live... and we found the following problem that we thought we had already fixed.
The 24 hour crew fatigue model SHOULD have these entries as follows to be correct.
NumberOfCrew5=10
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=13.7
The above values should not be commented out as they are currently in GW.
We missed a step on the 24 hour fatigue mod and we'll get it fixed.
Thank you for bringing it to our attention.:ping: :ping: :ping:
(As a side note... the no go/stuck sub bug... is a stock problem. I addressed this in the same conversation with Cdre Gibs and it was present before GW was released.)
Thanks, i am one of those who eliminated the fatigue mod, i think so i am not a nurse of my crew :rotfl: , initially fatigue control was a new... and interesting but after 2 or 3 mission i finish to hate it :D .
I will tell my friend how to solve the problem.... thanks a lot for hekp ans support ! :up:
U-snafu
07-11-06, 03:18 PM
i was using the 24 hour fatigue-so that was it. guess i should have covered all bases in my own tests:oops: . anyway, thanks to all involved!! now finally enjoying the GW:up: .
Oh_Heck
07-11-06, 06:29 PM
Are there any other hosts with this mod in the US? The one on the their main page is REALLY slow, with about 3-4 hours per download. The links on Subsim don't seem to be working anymore due to bandwidth problems. I'ld really like to get my hands on this mod.
We are sorting things out mate..should have a few more download sites soon
Oh_Heck
07-11-06, 06:51 PM
Thanks for the quick reply ;). Your mod has made me put SSIII back on my system. Looks great what you folks have done.
MRchristian
07-11-06, 09:30 PM
ok so i install sh3 then patch to 1.4 then install gwmod pack ? can any one help
Ducimus
07-11-06, 09:52 PM
ok so i install sh3 then patch to 1.4 then install gwmod pack ?
Yes. In the exact order you mention. Just make sure you place the executable and the bin files in the same location. Doesnt matter where. It will prompt you for your SH3 install location. Then carefully select the options you want installed.
fredbass
07-12-06, 12:09 PM
I know I've read some sort of explanation on my question. But it didn't seem to help in my case.
Question:
When I install 1.1a to mod/The Grey Wolves v1.1a folder for JSGME (with optional mods) and then activate through it, I don't see the the optional mods listed anywhere. Is that because they are just included within the main files and can't be a separate activation since I used JSGME?
Let me be a little more clean. I looked for the optional mods in my SH3 program folder after I installed, but didn't see them anywhere. Or did I overlook something?
bigboywooly
07-12-06, 12:22 PM
The GW1.1A is a self installer
You dont need the mod installer for this release
Did you download all 5 parts ?
fredbass
07-12-06, 01:12 PM
The GW1.1A is a self installer
You dont need the mod installer for this release
Did you download all 5 parts ?
Well I wanted to use JSGME so I could deactivate/reactivate it if I wanted to. Isn't that the only way without uninstalling/reinstalling SH3?
Let me put it to you this way: If I use the self installer and let it default thru, and then later I want to switch to RUB and then want to switch back to GW. What's the best way to do that without JSGME?
SkvyWvr
07-12-06, 01:15 PM
I believe you have to download the 1.0 version and the additional fix files in order to accomplish what you want.:yep:
U-Bones
07-12-06, 01:53 PM
The GW1.1A is a self installer
You dont need the mod installer for this release
Did you download all 5 parts ?
Well I wanted to use JSGME so I could deactivate/reactivate it if I wanted to. Isn't that the only way without uninstalling/reinstalling SH3?
Let me put it to you this way: If I use the self installer and let it default thru, and then later I want to switch to RUB and then want to switch back to GW. What's the best way to do that without JSGME?
Yes you are correct, 1.1a can be used with JSGME. However, you do not get installed options as discreet modules - they are overlayed into the single install image at installation. Zero granularity after the install. You can reinstall with a different set of options, again into the single image.
If you wish to retain the 16K Atmosphere Mod, or any other GW option, with the granularity of an individual JSGME MOD, you need to use the original 1.0 distribution with the 1.1 patches - as SkvyWvr suggested.
bigboywooly
07-12-06, 02:18 PM
I stand corrected :oops:
fredbass
07-12-06, 02:24 PM
Yes you are correct, 1.1a can be used with JSGME. However, you do not get installed options as discreet modules - they are overlayed into the single install image at installation. Zero granularity after the install. You can reinstall with a different set of options, again into the single image.
If you wish to retain the 16K Atmosphere Mod, or any other GW option, with the granularity of an individual JSGME MOD, you need to use the original 1.0 distribution with the 1.1 patches - as SkvyWvr suggested.
Well thankyou very much. That's what I thought. :know:
So now if I later choose to add or change an optional mod, I would then have to deactivate/delete 1.1a and then reinstall entire mod again with new choices?
bigboywooly
07-12-06, 02:42 PM
Yes you are correct, 1.1a can be used with JSGME. However, you do not get installed options as discreet modules - they are overlayed into the single install image at installation. Zero granularity after the install. You can reinstall with a different set of options, again into the single image.
If you wish to retain the 16K Atmosphere Mod, or any other GW option, with the granularity of an individual JSGME MOD, you need to use the original 1.0 distribution with the 1.1 patches - as SkvyWvr suggested.
Well thankyou very much. That's what I thought. :know:
So now if I later choose to add or change an optional mod, I would then have to deactivate/delete 1.1a and then reinstall entire mod again with new choices?
For other major mods yes but you can just install GW1.1A straight over the top of the install you have now - not checking the bits you want to miss off
Kpt. Lehmann
07-13-06, 02:45 AM
Please note: New download mirror. First post on this thread has been updated to include it.
Filefront Mirror. (FileFront seems to work at a decent speed lately.)
This mirror is a bit different from the others in that the files are zipped when you download them. The reason being is simple... file-sharing sites like Rapidshare and FileFront just don't like BIN files!!! Ack!!!
All you need to do is this...
1) Prepare a fresh/clean installation of Silent Hunter III
2) Patch it to version 1.4b
3) Download and unzip all five segments into a single new folder on your desktop
4) Run the executable.
http://files.filefront.com/TGW11zip/;5239479;;/fileinfo.html (394,733 Bytes)
http://files.filefront.com/TGW11_1zip/;5224092;;/fileinfo.html (178,808,274 Bytes)
http://files.filefront.com/TGW11_2zip/;5237986;;/fileinfo.html (179,347,506 Bytes)
http://files.filefront.com/TGW11_3zip/;5238996;;/fileinfo.html (179,339,626 Bytes)
http://files.filefront.com/TGW11_4zip/;5239442;;/fileinfo.html (179,205,091 Bytes)
IrishUboot
07-13-06, 04:03 PM
Does GW include an explosions/smoke mod? I consulted the readme and never saw anything on it. If not, will pascals smoke mod work with GW? Cheers.
Kpt. Lehmann
07-13-06, 09:12 PM
Does GW include an explosions/smoke mod? I consulted the readme and never saw anything on it. If not, will pascals smoke mod work with GW? Cheers.
GW contain's Marhkimov's "Super Smoke" and is listed in the readme. It is much better looking IMHO and much easier on your FPS. :arrgh!:
IrishUboot
07-14-06, 01:06 AM
That answered my question. Cheers and thanks for all the effort. :up:
Please note: New download mirror. First post on this thread has been updated to include it.
Filefront Mirror. (FileFront seems to work at a decent speed lately.)
This mirror is a bit different from the others in that the files are zipped when you download them. The reason being is simple... file-sharing sites like Rapidshare and FileFront just don't like BIN files!!! Ack!!!
All you need to do is this...
1) Prepare a fresh/clean installation of Silent Hunter III
2) Patch it to version 1.4b
3) Download and unzip all five segments into a single new folder on your desktop
4) Run the executable.
http://files.filefront.com/TGW11zip/;5239479;;/fileinfo.html (394,733 Bytes)
http://files.filefront.com/TGW11_1zip/;5224092;;/fileinfo.html (178,808,274 Bytes)
http://files.filefront.com/TGW11_2zip/;5237986;;/fileinfo.html (179,347,506 Bytes)
http://files.filefront.com/TGW11_3zip/;5238996;;/fileinfo.html (179,339,626 Bytes)
http://files.filefront.com/TGW11_4zip/;5239442;;/fileinfo.html (179,205,091 Bytes)
Is this the 1.1 or the 1.1a version?
Gizzmoe
07-14-06, 04:52 AM
Is this the 1.1 or the 1.1a version?
1.1a.
Okay a furhter question. I went to install GW last night and when reading through the options it offered the alternate 24 hour fatigue model. I read through the GW readme and it didn't give specifics of exactly how it is different. I've read through the NYGM manual and it gives a very detailed explanation of it's fatigue model and even some hints about how to effectively use it. I'm looking for something similar to the NYGM explanation so I can know what makes them different beyond the simple 8 or 24 hour thing. I'm gonna guess that there has been some mention of this before but I tried a search and found little to help me.
Heinz_Warsteiner
07-16-06, 02:08 AM
According to my comp specs when I bought it I was supposed to get 2x512 RAM. My Computer specs it out at a mere 896 megs of RAM. I don't get it. :damn: When I do a system check for the game it confirms the 896 megs, not meeting the recommended specs. All other recommended specs are fine.
I want to install grey wolves but I am concerned about this one and only not meeting of the recommended system specs, which GW warns about.. (I really would like this mod). Will my system run it??
Also, where can I get grey wolves; the simhq (<--?) site download link is apprently not available.
thx, as this is my first post, as I am but a mere newb.
Gizzmoe
07-16-06, 02:18 AM
According to my comp specs when I bought it I was supposed to get 2x512 RAM. My Computer specs it out at a mere 896 megs of RAM. I don't get it. :damn:
You have a shared-memory video card with 128MB (probably onboard), that means the video card uses your system RAM instead of dedicated video RAM. 1024MB-128MB=896MB. Shared-memory video cards are crap, the best thing would be to buy a decent video card with 256MB RAM.
Also, where can I get grey wolves; the simhq (<--?) site download link is apprently not available.
You can also download it here:
ftp://gibbage.mine.nu/Silent%20Hunter%20III/Grey%20Wolves/
Or via Bittorrent:
http://home.arcor.de/gizzmoe/files/Grey_Wolves_1.1a.torrent
Ok guys instead of making a new thread about GW i'l just post it here... I tried this super mod out of peer pressure and thought all the good threads about it meant something...and I have to say I hate it.... even with the recomended system req. it runs like crap, and the amounts of vehicles around ports is to much even so, it didnt seem to change anything but that so it sucks imo, plus the new sub skins look horrid... :down: so excuse me i'm going back to vanilla, the graphics are actually nice in it and it doesnt lag my game.
cya.
Thanks for such constructive criticism. How about you post your system specs?
Buh Bye!:roll:
m8 sorry for the late reply but here:
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 64 Processor 3200+, MMX, 3DNow, ~2.0GHz
Memory: 1534MB RAM
Page File: 830MB used, 5553MB available.
DirectX Version: DirectX 9.0c (4.09.0000.0904)
Video card name: RADEON X550
Manufacturer: ATI Technologies Inc.
Chip type: RADEON X550 (0x5B63)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_5B63&SUBSYS_01541043&REV_00
Display Memory: 256.0 MB
Current Mode: 1024 x 768 (32 bit) (85Hz)
its not the best but she runs pretty nice, and the video card is only a few weeks old :rock:
Guffnuts
07-17-06, 02:11 PM
Excuse the noobishness, but this is the first time I have installed a mod for this game (why did it take me sooo long!), but is there anyway to make the underwater any lighter?
Even during daylight i find it hard to see the sub or sinking ships. :oops:
mr chris
07-17-06, 02:17 PM
Ah it takes ages to download but by god it is great!!:rock:
Excuse the noobishness, but this is the first time I have installed a mod for this game (why did it take me sooo long!), but is there anyway to make the underwater any lighter?
Even during daylight i find it hard to see the sub or sinking ships. :oops:
if you use sh3 commander (if you don't I higkly recommend you use it) there's an option to modify the underwater visibility.
Ref
Roads88
07-17-06, 08:25 PM
Can sh3 commander and greywolves be run together? If so, does it matter which order they are loaded. Thanks.
JScones
07-18-06, 01:36 AM
Can sh3 commander and greywolves be run together? If so, does it matter which order they are loaded. Thanks.
Yes. No - but you must have run SH3 at least once before running SH3Cmdr.
Roads88
07-18-06, 08:56 AM
Ok, thanks...time to download.:)
josephmorra
07-18-06, 10:45 PM
I just can't get over the great job that GW did with this super Mod. Highest of Kudos.
meh I tried it again its aight, just annoys me to now end that all contacts on the friggan map are black >_> How am i supose to know what flags were at war with? lol
otherwise the radio messages are cool... btw is there a map of were the milch cows are? or whatever they are
bigboywooly
07-20-06, 10:09 AM
meh I tried it again its aight, just annoys me to now end that all contacts on the friggan map are black >_> How am i supose to know what flags were at war with? lol
otherwise the radio messages are cool... btw is there a map of were the milch cows are? or whatever they are
You can change the black map contacts back by replacing the contents of the
C:\Program Files\Ubisoft\SilentHunterIII\data\Menu\Gui\Units folder with the originals from the stock game
Press F1 in game and click resupply and will give you all you need to know about milchcows and resupply boats
aight thanks, that shall help a bit...:)
Highbury
07-21-06, 04:33 PM
meh I tried it again its aight, just annoys me to now end that all contacts on the friggan map are black >_> How am i supose to know what flags were at war with? lol
otherwise the radio messages are cool... btw is there a map of were the milch cows are? or whatever they are
F1 > Attack Orders. This will give you a list of when you are at war with each country represented on the oceans in game. Then you just have to get close enough to tell what it is. Adds realism.
THE_MASK
07-22-06, 03:32 AM
I installed GW1.1a but this time with comander . The weather is always heavy fog and 15m/s wind about a week after leaving base . The weather dosnt ever change from bad . Is there a fix .
F1 > Attack Orders. This will give you a list of when you are at war with each country represented on the oceans in game. Then you just have to get close enough to tell what it is. Adds realism.
I dont play this game for realism m8... I play to have fun, realism to me is for the people on actuall submarines
Sailor Steve
07-22-06, 02:37 PM
Then I strongly recommend not using any supermods which claim to improve realism. If you made a backup of the original Data folder before adding mods you can restore the original map tools.
Then I strongly recommend not using any supermods which claim to improve realism. If you made a backup of the original Data folder before adding mods you can restore the original map tools.
errm I didnt say I hated realism, and I dont play at Zero realism (40% I play at) Its just I don't play for the realism, I just play cause I'm a gamer and treat this as a game not a simulation
Kpt. Lehmann
07-22-06, 08:29 PM
Ok guys instead of making a new thread about GW i'l just post it here... I tried this super mod out of peer pressure and thought all the good threads about it meant something...and I have to say I hate it.... even with the recomended system req. it runs like crap, and the amounts of vehicles around ports is to much even so, it didnt seem to change anything but that so it sucks imo, plus the new sub skins look horrid... :down: so excuse me i'm going back to vanilla, the graphics are actually nice in it and it doesnt lag my game.
cya.
Well Rilder, considering how "kind" you were to us in your first post on this thread... I'm going to echo what Sailor Steve has said. Stay away from mods that cultivate simulator aspects of SH3...
... and as you say, maybe going back to vanilla would be a good thing for you.
It has been described to you how you can modify your game the way you want. I suggest you do exactly that.
We can't be expected (nor are we going to) to build a variant mod for every single user... especially if it takes away from the "simulator" aspect.
oh well if your all gonna be "ass holes" I'l just ignore this thread, I like the mod now that ive played a bit on it, had to mod it to my liking despite my lack of knowledge on the subject so everythings going fine so
"buh-bye", spose since Im a gamer i could almost throw out an ol' fasioned "Noob" your way but nah dont feel like it...:p
Ducimus
07-23-06, 12:54 AM
http://www.baldheretic.com/albums/Blogpics/l33tkeyboard.jpg
Kpt. Lehmann
07-23-06, 08:42 AM
I installed GW1.1a but this time with comander . The weather is always heavy fog and 15m/s wind about a week after leaving base . The weather dosnt ever change from bad . Is there a fix .
Hi Sober,
I'm not sure what to tell you about the bad weather other than it is bad luck.
We didn't modify the weather parameters mate. :sunny:
Is The GW Freeware Expansion included in v 1.1a or is it something extra ?
And also please .... with u-boot.realsimulation.com having their probs is
it available anywhere else ?
Apologies if this has been asked before :)
bigboywooly
07-23-06, 02:19 PM
Also, where can I get grey wolves; the simhq (<--?) site download link is apprently not available.
You can also download it here:
ftp://gibbage.mine.nu/Silent%20Hunter%20III/Grey%20Wolves/
Or via Bittorrent:
http://home.arcor.de/gizzmoe/files/Grey_Wolves_1.1a.torrent
Yes has been mentioned before - on previous page in fact - try sites above for download
The GW1.1A is all you need
It has GW1.0 and 1.1 and bearing overlay fix - its also a very andy self installer
SteamWake
07-23-06, 05:21 PM
Hi all,
Where does one go for support on the GW mod.
I installed it once and it ran fine but I decided I dident like a few of the "features" did a complete un-install of SH3 deleted the residual folders.
Did a new install of SH3 and made sure it ran okay.
Patched up and made sure it ran okay.
Installed GW and now it hangs up at the loading screen and gives an error message "Menu ID not found at :................." and it gives some hexidicimal address.
IrishUboot
07-23-06, 07:09 PM
In Greywolves, will the boat emblems automatically activate or do I have to do something extra to get them on the boat?
Kpt. Lehmann
07-23-06, 10:58 PM
Hi all,
Where does one go for support on the GW mod.
I installed it once and it ran fine but I decided I dident like a few of the "features" did a complete un-install of SH3 deleted the residual folders.
Did a new install of SH3 and made sure it ran okay.
Patched up and made sure it ran okay.
Installed GW and now it hangs up at the loading screen and gives an error message "Menu ID not found at :................." and it gives some hexidicimal address.
Most likely you've forgotten to delete or re-name the "SH3" folder in "MY DOCUMENTS."
Try doing that and then run GW.
If you have installed other mods on top... there can be incompatabilities.
Kpt. Lehmann
07-23-06, 10:59 PM
In Greywolves, will the boat emblems automatically activate or do I have to do something extra to get them on the boat?
Just go to the U-boat upgrades menu in the office and click on "Specials." Just double click on the emblem you want. You can scroll through more than 100.
In Greywolves, will the boat emblems automatically activate or do I have to do something extra to get them on the boat?
Just go to the U-boat upgrades menu in the office and click on "Specials." Just double click on the emblem you want. You can scroll through more than 100.
I just wish you could scroll through them faster. I mean it can take 10 minutes to look at them all and it'll take another 10 minutes to go back and pick one you saw about 65 emblems ago.:hmm:
IrishUboot
07-24-06, 09:29 AM
In Greywolves, will the boat emblems automatically activate or do I have to do something extra to get them on the boat?
Just go to the U-boat upgrades menu in the office and click on "Specials." Just double click on the emblem you want. You can scroll through more than 100.
Thanks. I'll have the crew paint the old black cat when we're back in harbor.
Murdock
07-24-06, 10:33 AM
ok i have a question
I love the external views of my boat but i dont like being peanalized in reknown for having this option selected is there any way that this option can be turned off so i can have the views.
and keep the reknown. Sorry if this has been asked before.
Thanks in advance for any help.
Safe-Keeper
07-24-06, 12:32 PM
Yup. Find the appropriate .cfg file and modify it.
I just installed the Grey Wolves mod and started a brand new career with my Type II out of Kiel. When I loaded up the game my socks were literally blown clear off by the visual difference to the original SH3...one word...WOW! :o. If the visual experience was this stunning, I can't wait to see the realism aspect of it. I was also very pleased to see the Kiel canal as it will save alot of time compared to having to go around Denmark like before. I have already plotted a safe course down the middle of the canal but I am annoyed that I am restricted by the time compression due to being so close to land. Is there a way to disable the minimum time compression when close to land ? Thanks and hats off to the makers of the GW mod! :D
bigboywooly
07-24-06, 02:50 PM
I just installed the Grey Wolves mod and started a brand new career with my Type II out of Kiel. When I loaded up the game my socks were literally blown clear off by the visual difference to the original SH3...one word...WOW! :o. If the visual experience was this stunning, I can't wait to see the realism aspect of it. I was also very pleased to see the Kiel canal as it will save alot of time compared to having to go around Denmark like before. I have already plotted a safe course down the middle of the canal but I am annoyed that I am restricted by the time compression due to being so close to land. Is there a way to disable the minimum time compression when close to land ? Thanks and hats off to the makers of the GW mod! :D
Do you use SH3commander ?
If not I recommend you do - its a great program
Apart from all the loads of great tweaks you can do it can be used to alter time compression when close to land as well as all the other time compression settings
There is a sticky thread in the mods forum - read the readme as has important info
GW only gets better:up:
Great mod so far! I managed to encounter a C2 Cargo or "Medium cargo" and got three solid hits in the engine room (I liked the shouting in the background when I got the hits too) but now my guys are not reloading the tubes. I have the entire bow torpedo filled, even with an officer and all three tubes are saying "Torpedo waiting to be loaded" well I've waited almost two hours under water and 30 minutes of the surface with no change. Any idea how to fix this or is there something I missed ? (I hope they aren't have a party in there like in Das Boot! :shifty: )
VonHelsching
07-24-06, 11:44 PM
Have you enabled silent running? If yes, disable it.
Have you checked the automatic loading of torpedos in the torpedo screen?
If all of the above fail, and you're using SH3 Commander, try loading another crew fatigue scheme (e.g. the stock one) and report back.
Thanks for the quick reply. I am not running at silent running, I have tried loading with auto checked and unchecked (no difference) and I am currently using GW's default fatigue modeling and not from SH3 Commander. I'll troubleshoot in the game somemore.
Well I did some quick testing in a single player mission I made to see whether or not the torpedo not reloading was a bug overall or just in the campaign. I used: Type II A 1939, Type IIA 1945, and Type VIIC 1945. I got the same message for my torpedos with my 1939 crew and even got it with my 1945 crew which is really wierd. I also noticed, despite the bow torpedo room being filled to capacity in my type II, the "Green meter" at the top was 1/4 full. It was the same with my 1945 crew with two torpedomen versus the one I had in 1939. In my Type VIIC I had two Torpedomen and a filled compartment with Matrosen's and the torpedo showed a reload time of 11 minutes (the Green meter was also 3/4 full). I think it has to do with the green meter not being filled to a certain point in my Type II which is rather disappointing consider I saved 700m away from my almost dead C2 cargo. Is there a way to fix this without having to restart my career ? I also never encountered this problem before the Grey Wolves mod.
EDIT: My crew in my career as well as the single player mission were well rested and had full stamina.
Edit 2: Maybe I should have picked a crew from 1942-43 instead of the end of the war when they don't want to fight anymore versus a crew from 1939 on their first patrol who don't know how to fight.
bigboywooly
07-25-06, 12:30 AM
Well I did some quick testing in a single palyer mission I made to see whether or not the torpedo not reloading was a bug overall or just in the campaign. I used: Type II A 1939, Type IIA 1945, and Type VIIC 1945. I got the same message for my torpedos with my 1939 crew and even got it with my 1945 crew which is really wierd. I also noticed, despite the bow torpedo room being filled to capacity in my type II, the "Green meter" at the top was 1/4 full. It was the same with my 1945 crew with two torpedomen versus the one I had in 1939. In my Type VIIC I had two Torpedomen and a filled compartment with Matrosen's and the torpedo showed a reload time of 11 minutes (the Green meter was also 3/4 full). I think it has to do with the green meter not being filled to a certain point in my Type II which is rather disappointing consider I saved 700m away from my almost dead C2 cargo. Is there a way to fix this without having to restart my career ? I also never encountered this problem before the Grey Wolves mod.
EDIT: My crew in my career as well as the single player mission were well rested and had full stamina.
Try this link
http://www.subsim.com/radioroom/showthread.php?t=95549
That fix did it! Thank you for your help and patience :). This C3 cargo took over five torpedo hits on the starboard side before finally exploding. Thats realism for you! :D
Hidalgo
07-25-06, 03:03 AM
Will be the Anvart´s lights ships included in the next GW expansion?.
Thanks.
I have played vanilla for a while, since I have been making vids. (recording with fraps and GW crashed my computer)
Now I am back in campaign modus and running GW. I looks and feels SO good compared to the vanilla. A big thanks from Stabiz to all involved in this awesome project.
*bowing*
I have played vanilla for a while, since I have been making vids. (recording with fraps and GW crashed my computer)
Now I am back in campaign modus and running GW. I looks and feels SO good compared to the vanilla. A big thanks from Stabiz to all involved in this awesome project.
*bowing* sorry to hear about the crash :(
Many thx for your kind words :) the GW team are happy you like it...wait till you get aload of the next version ;)
We have alot more DEV team members now so the next release will be bigger and better.
Just one small thing...be prepared to be suprised VERY suprised :smug:
Regarding downloading GW 1.1a...we are working very hard on getting as many mirrors up and running a.s.a.p, sorry for the inconvienance, we are well aware of the problem and are on top of things, thank you all for your kind words and patience.
Farside
07-25-06, 04:29 PM
i was using GW 1.0 (was outta the community for a while) and was playing fine and thought that i'd upgrade to 1.1a. after doing so i started a new mission with my remaining career and noticed that every single ship had the name... ' contact ' now i know that sometimes people use the periscope lock button to find the juiceist targets in the dark first. but i rather liked the random name coming up (with the help of SH3 Commander (HMS Rodney etc) how can i return the game so that i can see the type of ship instead of ' contact' this is the only problem i have with the mod i love it in every other sense but if you could assist me with my query i'd be much obliged.
bigboywooly
07-25-06, 04:43 PM
i was using GW 1.0 (was outta the community for a while) and was playing fine and thought that i'd upgrade to 1.1a. after doing so i started a new mission with my remaining career and noticed that every single ship had the name... ' contact ' now i know that sometimes people use the periscope lock button to find the juiceist targets in the dark first. but i rather liked the random name coming up (with the help of SH3 Commander (HMS Rodney etc) how can i return the game so that i can see the type of ship instead of ' contact' this is the only problem i have with the mod i love it in every other sense but if you could assist me with my query i'd be much obliged.
Just reinstall the GW1.1A over the top of your existing installation
Make sure generic contacts is unticked
Thx for replying to this bbw :up: i'm trying to cover a million and one things at the moment..you sir are a gent.
bigboywooly
07-25-06, 04:49 PM
Thx for replying to this bbw :up: i'm trying to cover a million and one things at the moment..you sir are a gent.
No worries
les green01
07-25-06, 07:24 PM
I just install it and say what i have seen so far as been hot:up: but right now i got a one heck of a problem,my escort out to sea hit a mine and is sinking i got the sub stop in time but now i don't know if i'm in the middle or on the edge:rotfl: :hmm: and the crew don't like my idea about sending some out in the water to find the mines in the dark.keep up the good work guys,i'm having a ball now:sunny:
I have played vanilla for a while, since I have been making vids. (recording with fraps and GW crashed my computer)
Now I am back in campaign modus and running GW. I looks and feels SO good compared to the vanilla. A big thanks from Stabiz to all involved in this awesome project.
*bowing*
sorry to hear about the crash :(
:D No worries, it didn`t damage my computer, or anything, it just CTD`ed every time.
Looking foreward to this surprise in the next GW.
Kpt. Lehmann
07-26-06, 11:29 AM
NOTE TO ALL!!!
GW 1.0 was designed/compiled and ran smoothly (Including Tanker IV's seafloor mod.) on the following system:
MSI K7 Motherboard Nvidia optimized
AMD 3200+ Processor
Nvidia FX5700LE Gfx card
2x512mb DDR 3200 RAM sticks (generic brand)
That was my setup less than six months ago.
I think you'd agree that by today's standards it is not a powerful set-up. It does however minimally meet the "recomended specs" for SH3.
There are MANY other things that can affect PC performance... such as spyware and viruses... feeble drivers... programs/ internet running in the background/fragmented hard-drive... etc etc etc.
Even now... as we continue to intensively test inclusions and scout for issues in suspected areas... we keep the recommended specs as an important "signpost" that states "Thou shalt not go beyond this point!"
It is entirely possible as well... to have problems running program extensions and/or modifications that are by FAR less demanding than GW... and STILL naturally have problems... if you have other "unseen" intrinsic problems associated with your PC.
NOTE TO ALL!!!
GW 1.0 was designed/compiled and ran smoothly (Including Tanker IV's seafloor mod.) on the following system:
MSI K7 Motherboard Nvidia optimized
AMD 3200+ Processor
Nvidia FX5700LE Gfx card
2x512mb DDR 3200 RAM sticks (generic brand)
That was my setup less than six months ago.
I think you'd agree that by today's standards it is not a powerful set-up. It does however minimally meet the "recomended specs" for SH3.
There are MANY other things that can affect PC performance... such as spyware and viruses... feeble drivers... programs/ internet running in the background/fragmented hard-drive... etc etc etc.
Even now... as we continue to intensively test inclusions and scout for issues in suspected areas... we keep the recommended specs as an important "signpost" that states "Thou shalt not go beyond this point!"
It is entirely possible as well... to have problems running program extensions and/or modifications that are by FAR less demanding than GW... and STILL naturally have problems... if you have other "unseen" intrinsic problems associated with your PC.
All the DEV team members of GW have various PC's low end, and top end, we EXTENSIVELY test graphic settings on all our pc's, if we find anything at fault IE:- fps drops due to some reason or another we as a team find the cause and test it thoroughly..and change it.
mikaelanderlund
07-27-06, 07:38 AM
Dear GW devteam,
Are you adding CB/segobut's ideas for uboats reporting convoys and wolfpacks in appropriate convoys into the next GW version? I have test CB's ideas and it's working great. I think it's time for wolfpacks in GW. Don't you think so?
Keep up the good work:up: .
Regards
Mikael
Onkel Neal
07-27-06, 10:55 AM
There are MANY other things that can affect PC performance... such as spyware and viruses... feeble drivers... programs/ internet running in the background/fragmented hard-drive... etc etc etc.
Even now... as we continue to intensively test inclusions and scout for issues in suspected areas... we keep the recommended specs as an important "signpost" that states "Thou shalt not go beyond this point!"
It is entirely possible as well... to have problems running program extensions and/or modifications that are by FAR less demanding than GW... and STILL naturally have problems... if you have other "unseen" intrinsic problems associated with your PC.
well said :up:
THE_MASK
07-27-06, 04:30 PM
I have been saying all along that SH3s minimum pc requirements was outrageous :yep:
Kpt. Lehmann
07-27-06, 10:47 PM
Dear GW devteam,
Are you adding CB/segobut's ideas for uboats reporting convoys and wolfpacks in appropriate convoys into the next GW version? I have test CB's ideas and it's working great. I think it's time for wolfpacks in GW. Don't you think so?
Keep up the good work:up: .
Regards
Mikael
Unfortunately no, I don't think so. Sergbuto made an excellent effort with the tools and restrictions he had to work with... but until the use of torpedos by the AI is somehow enabled... there will be no Wolfpacks in GW.
mikaelanderlund
07-28-06, 01:39 AM
Hi Kpt. Lehmann,
No problem, I like GW very much:up: and I can modifie the campaign RND file my self. Just to add this at the end of convoys you would like to be uboat reporting convoys or to be attacked by wolfpack, getting the group unit number right. You need Sergbuto's wolfpack mod.
[RndGroup x.RndUnit x]
Name=Type VIIA#1
Class=SSTypeVIIA
Type=200
Origin=German
Side=2
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
No=2
Escort=false
SpawnProbability=100
CrewRating=4
Mikael
IrishUboot
07-28-06, 05:31 PM
I have the contacts hidden (so I only get "contact" on any ship contacts) - but how do I stop the ship being identified in the manual? Once I raise the periscope and consult the manual the ship is already ticked, kind of defeating the purpose. Thanks.
macstu23
07-29-06, 03:40 PM
Great work you guys. I had a long absence from SH3 because like many others, I found the original campaign game tedious after around the 500th kill. Plus I'd become fed up of having to re-install and start my campaign yet again after experiencing numerous inexplicable system crashes. GW has rekindled my interest, and it looks and sounds superb. When I read the readme before installing I was delighted to see some of my own aircraft reskins had been included. Nice to know somebody else likes them.
I was also very happy to see a correct model for the Fiji class light cruiser on the Canadian side, with gun turret number 3 removed and replaced with anti-aircraft guns, as was the case with HMCS Uganda, the RCN's largest warship and only Fiji class of ww2. I had released a mod long ago which added the Fiji class light cruiser to the Canadian nationality but it only used the stock British model, so a big thumbs up there for whoever took the time to do some re-modelling and make it more historically accurate.
I had released an improved Ju-88 skin a while back, which isn't included in the current version of GW. If you like, I'll work on it a little more and try to improve the textures around the cockpit and forward cupola for the next GW version.
Keep up the good work,
macstu23.
MobyGrape
07-29-06, 09:50 PM
Greywolves Team, Aloha, and Thank you,,a fine addition to SH3
I have just completed my full campaign in a type 9
If anyones interested they can see some screenshots of my progression though campaign
Mahalo
link to shots..Look for MobyGrape as starter
http://www.screenshotart.com/index.php?showforum=60
most of all my posts theres are GW 1.1a
I use 32 inch LCD TV res is 1360 x 768
shots are small to start, if you click on photos they resize to large, then use expander icon in shot for full size.
Glad you like GW ,very nice screenies mate :up:
thecaptain
07-30-06, 01:39 AM
GW is great! But can someone tell me how the reassignment to the French flotillas works? I recall in the vanilla version that reassignment usually took place in the late summer or early fall of 1940. I'm in Oct. of 1940 now, but have not received any such orders yet, so I'm beginning to wonder if there is a problem.
The Captain
cdrsubron7
07-31-06, 11:41 PM
First off, let me add my compliments to the GW Dev Team. Good job, guys. :up:
Now for a couple of questions. Is there a way to keep getting the Radio Messages, but keep them from knocking the time compression back to 1x everytime you get a message? The other question has to do with taking screenshots. Ctrl+F10 doesns't seem to work anymore since I installed the GW 1.1a mod? Keep up the great work. :yep:
cdrsubron7 :rock: :rock: :rock:
mr chris
08-01-06, 11:59 AM
Hi cdrsubron,
think you will find CTRL +F11 works to take screenshots in GW.
Hope this helps.
Happy hunting:arrgh!:
MobyGrape
08-01-06, 12:32 PM
I just use print screen key,,this puts all screenshots in sh3 main folder. i use GW
So does the CTRL+F11 :up:
Von Hinten
08-01-06, 06:22 PM
Does anyone else have this 'problem'? My crew seems to be standing a little too close to the uzo camera and the view I get now scares me to death. I literally nearly went overboard when I first looked around up there.
Now I'm all for realism but I do like to remain seated when sailing the seas. ;) I'm currently sailing an IXD2, maybe that helps.
http://img360.imageshack.us/img360/5131/sh3img182006151453578st1.th.jpg (http://img360.imageshack.us/my.php?image=sh3img182006151453578st1.jpg)
[edit - Just realised that I made a mistake. It wasn't the uzo cam of course, but just the normal binaculars.]
kapitanfred
08-01-06, 07:23 PM
I take my hat off to the GW team. Job well done:up: Everything is working ok for me. The only small issue I have is with the interior ambient sound. After a while the external noices (wave specific) continues to be heard whilst submerged and won't disappear unless I end the game and re-load it. It appears to go into a loop.
Any way to fix that issue?
I look forward to the next release.
Not sure what is happening there mate, i'm sure one of the guys can help you, on a different note i'm sorry fellow GW dev's i'm out of action for a bit...had an accident and now my arms in a sling :oops::mad:
MobyGrape
08-02-06, 12:55 PM
Does anyone ever get short watch crew,,sometimes my main WO is a little guy compared to the others on deck..this isnt just related to GW ..I've seen it in Vanilla ver as well?
Sailor Steve
08-02-06, 03:05 PM
Does anyone ever get short watch crew,,sometimes my main WO is a little guy compared to the others on deck..this isnt just related to GW ..I've seen it in Vanilla ver as well?
Using the F12 key, maneuver yourself right over the boat, and look down. The guys on the starboard side are standing on a platform that makes them a few inches higher than the officer and the other guy on the port side. That simple.
kapitanfred
08-02-06, 07:51 PM
I ran my 1st GW Mission thru SH3 Commander 2.6 and had a great time at sea. Sunk 2 ships for 4600 GT and returned to base only to find out that once I docked, My patrol summary showed the start date as 0/0/0, that no ships were sunk and no tonnage/Renown scores were given. However, My kapitan's log showed the ships sunk and tonnage total and my Renown had increased from 780 to 1278.17:-?
Any ideas?
EDIT:
Never mind, I found the response in the FAQ on the GW website. :)
MobyGrape
08-02-06, 11:01 PM
Douh!:arrgh!: :sunny:
kapitanfred
08-03-06, 10:34 AM
Douh!:arrgh!: :sunny:
:rotfl:
bigboywooly
08-03-06, 04:38 PM
Dear GW devteam,
Are you adding CB/segobut's ideas for uboats reporting convoys and wolfpacks in appropriate convoys into the next GW version? I have test CB's ideas and it's working great. I think it's time for wolfpacks in GW. Don't you think so?
Keep up the good work:up: .
Regards
Mikael
Unfortunately no, I don't think so. Sergbuto made an excellent effort with the tools and restrictions he had to work with... but until the use of torpedos by the AI is somehow enabled... there will be no Wolfpacks in GW.
Pity that :nope:
So I take it there wont be any of Sergs great S class either
The surfaced one does attack you with deckgun and is quite lethal with it - would have been handy to have as a convoy escort early years
Ping Jockey
08-03-06, 07:32 PM
Thanks to all who worked on GW. Have been running it for two days and it's just awesome.Just did a resupply in Cadiz from the S.S. Thalia and two Dolphins swam by.The graphic detail is wonderful. KEEP UP THE OUTSTANDING WORK!!!!!:up: :up:
U-snafu
08-04-06, 02:22 AM
KPT.
"Unfortunately no, I don't think so. Sergbuto made an excellent effort with the tools and restrictions he had to work with... but until the use of torpedos by the AI is somehow enabled... there will be no Wolfpacks in GW."
New Developement--latest post on- http://www.subsim.com/radioroom/showthread.php?t=84480
Deimos01
08-04-06, 04:46 PM
I know there was a thread around here somewhere for suggestions to the next GW installment, I just cant find it now. Not sure if its a lack of nicotine?(just quit smoking) or to much beer? or a combination....:doh: Anyway...
One thing I would like to see is smarter escorts. Right now they seem kinda dumb, as in they have no ability to find and track you unless you pop up to the surface and wave at em. Or something else equally dumb.
Dont know if this is something that can be adjusted or not. But hey, if I fire off a couple steam torps it might be nice if the escorts were smart enough to be able to follow those wakes right back to my boat.
BTW, this is not a dig at the GW team. You guys have done a great job. I realize this was a problem from release with this game.
As it stands now im finding a bit to easy to evade the escorts.
I am only in 1942 tho. Maybe it gets tougher.
supposedtobeworking
08-04-06, 05:48 PM
I have noticed that after I strike a torp hit on a lone merchant in the campaign, that the merchant only starts evasive maneuvers for a short time (5 min I think) and then gets right back on course and is plodding along with no worries (besides the raging fires on deck)--is it just me or is this normal? if so is that realistic? I like the easy kill but it would be a little more convincing if the merchant took more elaborate precautions or seemed a little more worried about the possibility of a second torpedo attack....using GW 1.1a
I have noticed that after I strike a torp hit on a lone merchant in the campaign, that the merchant only starts evasive maneuvers for a short time (5 min I think) and then gets right back on course and is plodding along with no worries (besides the raging fires on deck)--is it just me or is this normal? if so is that realistic? I like the easy kill but it would be a little more convincing if the merchant took more elaborate precautions or seemed a little more worried about the possibility of a second torpedo attack....using GW 1.1a
The ships AI is hard coded, there's no way to improve it, hopefully Ubi will improve it on SH4.
Ref
magpie90
08-04-06, 09:21 PM
Hi people of the U-boat world!
I'm ready and waiting to install GW. The download page still says the server limit is reached etc. Is there another way to get it?
:arrgh!: Jason
VonHelsching
08-05-06, 12:55 AM
Try the alternative location. Click on my sig and you'll find the alternative download site at the bottom (right) of the page.
Gizzmoe
08-05-06, 01:10 AM
It´s also available via Bittorrent:
http://home.arcor.de/gizzmoe/files/Grey_Wolves_1.1a.torrent
And Filefront:
http://files.filefront.com/TGW11zip/;5239479;;/fileinfo.html
http://files.filefront.com/TGW11_1zip/;5224092;;/fileinfo.html
http://files.filefront.com/TGW11_2zip/;5237986;;/fileinfo.html
http://files.filefront.com/TGW11_3zip/;5238996;;/fileinfo.html
http://files.filefront.com/TGW11_4zip/;5239442;;/fileinfo.html
magpie90
08-05-06, 06:43 AM
Thanks for that guys. I'll give it a go!
Jason:up:
mr chris
08-05-06, 04:22 PM
Am on my fourth patrol with GW. I also run SH3 Commander and SH3 Gen with GW. Before starting my fourth patrol i installed 3 new ships. During this patrol when i go to identify ships prior to attack instead to the classaficion of the ship coming up all i get is just a few letters like KLS or KQS coming up. Just wondered if i had done something wrong with the installing of the new ships. Or will just revert back to normal at the start of the next patrol?
Thanks for any help.
bigboywooly
08-05-06, 05:06 PM
Am on my fourth patrol with GW. I also run SH3 Commander and SH3 Gen with GW. Before starting my fourth patrol i installed 3 new ships. During this patrol when i go to identify ships prior to attack instead to the classaficion of the ship coming up all i get is just a few letters like KLS or KQS coming up. Just wondered if i had done something wrong with the installing of the new ships. Or will just revert back to normal at the start of the next patrol?
Thanks for any help.
Did you add the names in the EnglishNames.dcg in the Data\Sea folder
Thats the names you get shown
CVArkRoyal=Ark Royal Fleet Carrier
BBRodney=Rodney Battleship
FishBoatL=Small Coastal Vessel L
DDLClass=L/M AA Class Destroyer
LSQ=Coastal Merchant L
LTMS=T3 Tanker L
HSL=Hospital Ship L
mr chris
08-05-06, 05:14 PM
Am on my fourth patrol with GW. I also run SH3 Commander and SH3 Gen with GW. Before starting my fourth patrol i installed 3 new ships. During this patrol when i go to identify ships prior to attack instead to the classaficion of the ship coming up all i get is just a few letters like KLS or KQS coming up. Just wondered if i had done something wrong with the installing of the new ships. Or will just revert back to normal at the start of the next patrol?
Thanks for any help.
Did you add the names in the EnglishNames.dcg in the Data\Sea folder
Thats the names you get shown
CVArkRoyal=Ark Royal Fleet Carrier
BBRodney=Rodney Battleship
FishBoatL=Small Coastal Vessel L
DDLClass=L/M AA Class Destroyer
LSQ=Coastal Merchant L
LTMS=T3 Tanker L
HSL=Hospital Ship L
Yes i did add the names in the EnglishNames.dcg in the Data\Sea folder.
The 5 ships i have added are:
BBRoma=Battleship Roma,
CVGrafZeppelin=Aircraftcarrier Graf Zeppelin
BCGneisenau=Battleship Gneisenau
BBHood=Battlecruiser Hood
CAPrinzEugen=Heavy Cruiser Prinz Eugen
Have checked the museum on my game and all the merchants are listed under the abrivated format, instead of the full names beging used.
Tryed adding the Graf Zeppelin and Gneisenau to my home port for eye candy. using the step by step insructions you posted in the new ships thread without any luck.
bigboywooly
08-05-06, 06:49 PM
Am on my fourth patrol with GW. I also run SH3 Commander and SH3 Gen with GW. Before starting my fourth patrol i installed 3 new ships. During this patrol when i go to identify ships prior to attack instead to the classaficion of the ship coming up all i get is just a few letters like KLS or KQS coming up. Just wondered if i had done something wrong with the installing of the new ships. Or will just revert back to normal at the start of the next patrol?
Thanks for any help.
Did you add the names in the EnglishNames.dcg in the Data\Sea folder
Thats the names you get shown
CVArkRoyal=Ark Royal Fleet Carrier
BBRodney=Rodney Battleship
FishBoatL=Small Coastal Vessel L
DDLClass=L/M AA Class Destroyer
LSQ=Coastal Merchant L
LTMS=T3 Tanker L
HSL=Hospital Ship L
Yes i did add the names in the EnglishNames.dcg in the Data\Sea folder.
The 5 ships i have added are:
BBRoma=Battleship Roma,
CVGrafZeppelin=Aircraftcarrier Graf Zeppelin
BCGneisenau=Battleship Gneisenau
BBHood=Battlecruiser Hood
CAPrinzEugen=Heavy Cruiser Prinz Eugen
Have checked the museum on my game and all the merchants are listed under the abrivated format, instead of the full names beging used.
Tryed adding the Graf Zeppelin and Gneisenau to my home port for eye candy. using the step by step insructions you posted in the new ships thread without any luck.
What are the entries for KLS,KQS etc in your EnglishNames.cfg
mr chris
08-05-06, 07:11 PM
Am on my fourth patrol with GW. I also run SH3 Commander and SH3 Gen with GW. Before starting my fourth patrol i installed 3 new ships. During this patrol when i go to identify ships prior to attack instead to the classaficion of the ship coming up all i get is just a few letters like KLS or KQS coming up. Just wondered if i had done something wrong with the installing of the new ships. Or will just revert back to normal at the start of the next patrol?
Thanks for any help.
Did you add the names in the EnglishNames.dcg in the Data\Sea folder
Thats the names you get shown
CVArkRoyal=Ark Royal Fleet Carrier
BBRodney=Rodney Battleship
FishBoatL=Small Coastal Vessel L
DDLClass=L/M AA Class Destroyer
LSQ=Coastal Merchant L
LTMS=T3 Tanker L
HSL=Hospital Ship L
Yes i did add the names in the EnglishNames.dcg in the Data\Sea folder.
The 5 ships i have added are:
BBRoma=Battleship Roma,
CVGrafZeppelin=Aircraftcarrier Graf Zeppelin
BCGneisenau=Battleship Gneisenau
BBHood=Battlecruiser Hood
CAPrinzEugen=Heavy Cruiser Prinz Eugen
Have checked the museum on my game and all the merchants are listed under the abrivated format, instead of the full names beging used.
Tryed adding the Graf Zeppelin and Gneisenau to my home port for eye candy. using the step by step insructions you posted in the new ships thread without any luck.
What are the entries for KLS,KQS etc in your EnglishNames.cfg
These are the entries for most of my merchants in my EnglishNames.cfg.
KLS=Medium Cargo
KSQ=Tramp Steamer
KSS=Small Merchant
LL=Liberty Cargo
VV=Victory Cargo
C3Cargo=Large Cargo
OTMS=Large Tanker
OTMST2=Medium Tanker
OTSF=Small Tanker
PPL=Passenger Liner
KGN=Large Merchant
PTR=Transport
NHOS=Hospital Ship
NLOL=Old Liner
TR=Troop Transport
Thanks very much for you replies and help on this BBW.:up:
bigboywooly
08-05-06, 07:30 PM
:hmm: Most odd
I just got the same as you did in the museum ( KSQ etc ) - but only after I removed the EnglishNames.cfg completely from C:\Program Files\Ubisoft\SilentHunterIII\data\Sea
Put it back and the names are back :hmm:
And all you did was add those 5 ships to the bottom of it?
mr chris
08-05-06, 07:40 PM
:hmm: Most odd
I just got the same as you did in the museum ( KSQ etc ) - but only after I removed the EnglishNames.cfg completely from C:\Program Files\Ubisoft\SilentHunterIII\data\Sea
Put it back and the names are back :hmm:
And all you did was add those 5 ships to the bottom of it?
Yes thats all i did i even checked after installing each ship that the game still loaded up and played without it ctd'ing. Then when i started a new patrol all i got was KSQ ect when i came across a target. The abeavated names are in the recon manual as well. Just seemed a little odd to me.:hmm:
bigboywooly
08-05-06, 07:44 PM
:hmm: Most odd
I just got the same as you did in the museum ( KSQ etc ) - but only after I removed the EnglishNames.cfg completely from C:\Program Files\Ubisoft\SilentHunterIII\data\Sea
Put it back and the names are back :hmm:
And all you did was add those 5 ships to the bottom of it?
Yes thats all i did i even checked after installing each ship that the game still loaded up and played without it ctd'ing. Then when i started a new patrol all i got was KSQ ect when i came across a target. The abeavated names are in the recon manual as well. Just seemed a little odd to me.:hmm:
Yes the recon manual uses the same data as the museum to get the names
Ok leave it with me I will have a fiddle around
Bit of luck someone will appear with the answer of the top of their heads
Oh not that I think it makes a difference but did you rollback commander before adding new ships ?
Wild stab in the dark lol
mr chris
08-05-06, 07:48 PM
:hmm: Most odd
I just got the same as you did in the museum ( KSQ etc ) - but only after I removed the EnglishNames.cfg completely from C:\Program Files\Ubisoft\SilentHunterIII\data\Sea
Put it back and the names are back :hmm:
And all you did was add those 5 ships to the bottom of it?
Yes thats all i did i even checked after installing each ship that the game still loaded up and played without it ctd'ing. Then when i started a new patrol all i got was KSQ ect when i came across a target. The abeavated names are in the recon manual as well. Just seemed a little odd to me.:hmm:
Yes the recon manual uses the same data as the museum to get the names
Ok leave it with me I will have a fiddle around
Bit of luck someone will appear with the answer of the top of their heads
Oh not that I think it makes a difference but did you rollback commander before adding new ships ?
Wild stab in the dark lol
AHH did not roll back commander will try that out now. ive been a "bloody fool":damn:
mr chris
08-05-06, 08:17 PM
Have uninstalled SH3 Commander and all the new ships. But merchants are still in the few letter format. and when i load up the game it still say it was loaded via SH3 commmander which is weird as i have uninstalled it. :hmm:
When i loaded the new ships back on the game ctd when i went to view the museum. So i uninstalled them again.
Am thinking of uninstalling everything and then starting a fresh. If i do uninstall everything would it be best to install all mods before installing SH3 commander again or install commander first then mods over the top?
bigboywooly
08-05-06, 08:25 PM
Have uninstalled SH3 Commander and all the new ships. But merchants are still in the few letter format. and when i load up the game it still say it was loaded via SH3 commmander which is weird as i have uninstalled it. :hmm:
when i loaded the new ships back on the game ctd when i went to view the museum. So i uninstalled them again.
Not having much luck there are you
Its odd it CTD this time when last time was ok
mr chris
08-05-06, 08:33 PM
Have uninstalled SH3 Commander and all the new ships. But merchants are still in the few letter format. and when i load up the game it still say it was loaded via SH3 commmander which is weird as i have uninstalled it. :hmm:
when i loaded the new ships back on the game ctd when i went to view the museum. So i uninstalled them again.
Not having much luck there are you
Its odd it CTD this time when last time was ok
Am thinking of uninstalling everything and then starting a fresh. If i do uninstall everything would it be best to install all mods before installing SH3 commander again or install commander first then mods over the top?
bigboywooly
08-05-06, 08:56 PM
Have uninstalled SH3 Commander and all the new ships. But merchants are still in the few letter format. and when i load up the game it still say it was loaded via SH3 commmander which is weird as i have uninstalled it. :hmm:
when i loaded the new ships back on the game ctd when i went to view the museum. So i uninstalled them again.
Not having much luck there are you
Its odd it CTD this time when last time was ok
Am thinking of uninstalling everything and then starting a fresh. If i do uninstall everything would it be best to install all mods before installing SH3 commander again or install commander first then mods over the top?
Dont forget to delete the folder in my documents as well
If you want to save your current career remove it from that folder to someplace else and then add it back after reinstall
I usually add all my mods first before commander just to be safe but it probably doesnt matter
mr chris
08-05-06, 09:04 PM
Thanks for your help bigboywooly.:up:
Have started to install everything from fresh again. Fingers crossed:doh:
bigboywooly
08-05-06, 09:06 PM
Thanks for your help bigboywooly.:up:
Have started to install everything from fresh again. Fingers crossed:doh:
Yep same as
Good luck :yep:
mr chris
08-05-06, 09:18 PM
When installing the roma do you have to delete the italian BB file and folder that is already in the sea and roster folders?
JScones
08-05-06, 09:38 PM
Have uninstalled SH3 Commander and all the new ships. But merchants are still in the few letter format. and when i load up the game it still say it was loaded via SH3 commmander which is weird as i have uninstalled it. :hmm:
When i loaded the new ships back on the game ctd when i went to view the museum. So i uninstalled them again.
Am thinking of uninstalling everything and then starting a fresh. If i do uninstall everything would it be best to install all mods before installing SH3 commander again or install commander first then mods over the top?
Seems that not only did you forget to rollback SH3Cmdr prior to installing the new ships, but you also forgot to rollback SH3Cmdr prior to uninstalling it, hence the files SH3Cmdr *last* copied into SH3 were left in the game, as demonstrated by the continued "Loaded via SH3 Commander" text! ;)
Before installing SH3Cmdr again (and it doesn't matter at what stage you install SH3Cmdr as it only interacts with SH3 when you run it and press the "Launch SH3!" button), make sure that you have TOTALLY deleted all remaining files under the SH3 Commander install folder, especially any in a sub-folder called "!BACKUP", otherwise you will only re-contaminate your new SH3 installation the very next time you run SH3Cmdr.
You can save yourself a LOT of hassle by following the Help file's guidance and simply remembering to rollback SH3Cmdr prior to making ANY game file changes. :up:
mr chris
08-05-06, 09:43 PM
Have uninstalled SH3 Commander and all the new ships. But merchants are still in the few letter format. and when i load up the game it still say it was loaded via SH3 commmander which is weird as i have uninstalled it. :hmm:
When i loaded the new ships back on the game ctd when i went to view the museum. So i uninstalled them again.
Am thinking of uninstalling everything and then starting a fresh. If i do uninstall everything would it be best to install all mods before installing SH3 commander again or install commander first then mods over the top?
Seems that not only did you forget to rollback SH3Cmdr prior to installing the new ships, but you also forgot to rollback SH3Cmdr prior to uninstalling it, hence the files SH3Cmdr *last* copied into SH3 were left in the game, as demonstrated by the continued "Loaded via SH3 Commander" text! ;)
Before installing SH3Cmdr again (and it doesn't matter at what stage you install SH3Cmdr as it only interacts with SH3 when you run it and press the "Launch SH3!" button), make sure that you have TOTALLY deleted all remaining files under the SH3 Commander install folder, especially any in a sub-folder called "!BACKUP", otherwise you will only re-contaminate your new SH3 installation the very next time you run SH3Cmdr.
You can save yourself a LOT of hassle by following the Help file's guidance and simply remembering to rollback SH3Cmdr prior to making ANY game file changes. :up:
Thanks JScones i really buggered up:damn: hopefuly now i have sorted it out have nearly finshed installing everything again. Will never make these mistakes again i hope:roll: .
JScones
08-05-06, 09:51 PM
Thanks JScones i really buggered up:damn: hopefuly now i have sorted it out have nearly finshed installing everything again. Will never make these mistakes again i hope:roll: .
My suggestion, and apologies if this has already been mentioned, but once you've re-installed SH3 and applied the 1.4b patch, make a copy of the whole SH3 installation (you may even want to do this after you've installed GW if you know that you want to continue having it as your base mod).
That way, if you do bugger something up, you can just delete the whole SH3 installation and make a copy of the "clean" SH3 installation again, thus avoiding the need to re-install SH3, then 1.4b, then GW...
mr chris
08-05-06, 10:02 PM
Have just started up and everything seems to be as it should the full names are now back:D And everything seems to be running ok no ctd's. Thanks bigboywooly for your help much aprecatied.:up:
JScones Thanks for your advice in your last two posts. Will be taking you up on your suggestion of a backup install. Also thankyou for SH3 commander adds so much you the game.:up:
Now back to some patroling:arrgh!:
bigboywooly
08-06-06, 12:31 AM
When installing the roma do you have to delete the italian BB file and folder that is already in the sea and roster folders?
Yes you can delete the generic ItalianBB but you will have to alter the .scr
Open your SCR in notepad and find "Class=ItalianBB"
Change that to "Class=BBRoma"
I believe there are around 6 entries to change
Make a back up before you do and only while in port
Oh and remember to rollback SH3commander if you have already used it :oops:
Fat Bhoy Tim
08-06-06, 03:50 AM
I'd like to give me deepest thanks to Kpt. Lehmann, JScones, and everyone who contributed to GW and SH3 Commander. I've been playing SH III since the day it was released, however being very poor when it comes to modding I've toiled away with a variety of mods cobbled together - albeit rather fruitlessly. I've most recently been using RuB 1.45, which I appreciated but often found vexing (especially the fatigue modelling) so after hearing about GW a few days back I went and installed that along with SH3.
Gentlemen you've practically developed a new game, and certainly breathed more life into the old girl than I thought possible. And upon seeing you're doing a further expansion for the Far East ... you're out doing yourselves.
Lets hope they look your ways for helping develop the sequel.
mr chris
08-06-06, 09:17 AM
When installing the roma do you have to delete the italian BB file and folder that is already in the sea and roster folders?
Yes you can delete the generic ItalianBB but you will have to alter the .scr
Open your SCR in notepad and find "Class=ItalianBB"
Change that to "Class=BBRoma"
I believe there are around 6 entries to change
Make a back up before you do and only while in port
Oh and remember to rollback SH3commander if you have already used it :oops:
Though i heard somewhere you had to delete the generic ItalianBB.
SCR which file is this?
Thanks for your help:up:
bigboywooly
08-06-06, 09:22 AM
Ah Mr Chris
The Campaign.scr is located in C:\Program Files\Ubisoft\SilentHunterIII\data\Campaigns\Campa ign
Open with notepad and make the changes above
Then you can delete the ItalianBB :up:
Hope you get to see the Roma after all you have been thru :up:
mr chris
08-06-06, 09:25 AM
Ah Mr Chris
The Campaign.scr is located in C:\Program Files\Ubisoft\SilentHunterIII\data\Campaigns\Campa ign
Open with notepad and make the changes above
Then you can delete the ItalianBB :up:
Hope you get to see the Roma after all you have been thru :up:
Thanks for your fast replie.:up:
I hope i get to see all the new ship i have installed even the ones i have tryed to add to my home port:huh: . Do i have to ativevate all new ships in the SCR file to see them in the game?
bigboywooly
08-06-06, 09:31 AM
Ah Mr Chris
The Campaign.scr is located in C:\Program Files\Ubisoft\SilentHunterIII\data\Campaigns\Campa ign
Open with notepad and make the changes above
Then you can delete the ItalianBB :up:
Hope you get to see the Roma after all you have been thru :up:
Thanks for your fast replie.:up:
I hope i get to see all the new ship i have installed even the ones i have tryed to add to my home port:huh: . Do i have to ativevate all new ships in the SCR file to see them in the game?
Which new ships are you talking about MC ?
mr chris
08-06-06, 09:37 AM
The other ships i was talking about are:
CVGrafZeppelin=Aircraftcarrier Graf Zeppelin
BCGneisenau=Battleship Gneisenau
BBHood=Battlecruiser Hood
CAPrinzEugen=Heavy Cruiser Prinz Eugen
bigboywooly
08-06-06, 09:49 AM
The other ships i was talking about are:
CVGrafZeppelin=Aircraftcarrier Graf Zeppelin
BCGneisenau=Battleship Gneisenau
BBHood=Battlecruiser Hood
CAPrinzEugen=Heavy Cruiser Prinz Eugen
Well the Zeppelin is ok for putting in a port as eye candy
Search thru the scr the same as the Roma for the other 3
Taking the names from the englishnames.cfg
IE
[Group 5]
GroupName=Hood (Revenge7) <-------- Delete the bracketed stuff
CommandUnitName=Hood
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=true
[Group 5.Unit 1]
Name=Hood
Class=BBRevenge <--------- Change to BBHood
Type=11
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
mr chris
08-06-06, 09:51 AM
Thanks bigboywooly you help have been fanstasic with problem of mine.:up:
I owe you.
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