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View Full Version : ship mods that work with gw1.1a and sh3 commander


Oosel
09-08-06, 09:16 AM
so far so good ive come back after a very long lay off from sh3 and downloaded these 2 must have mods and now i need to ask is there a compiled list of ship mods/skins etc that will work in conjunction with these 2 or does the gw1.1a have all the ships already in it as it seems to be quite a large mod in itself

cheers in advance gents

bigboywooly
09-08-06, 09:48 AM
so far so good ive come back after a very long lay off from sh3 and downloaded these 2 must have mods and now i need to ask is there a compiled list of ship mods/skins etc that will work in conjunction with these 2 or does the gw1.1a have all the ships already in it as it seems to be quite a large mod in itself

cheers in advance gents

Gw1.1A containes all the ships that were released at the time
As you can guess there are a lot since
If you check this thread out http://www.subsim.com/radioroom/showthread.php?t=97328 you can look in the sea folder and check which ones are not in there

AFAIK they will all work no problem as most are types use ingame

The specific ships ie Roma\Hood will need an amendment to the scr layer to replace the entries already listed for those ships

Example

[Group 5]
GroupName=Hood (Revenge7) <-------- remove the yellow text
CommandUnitName=Hood
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=true

[Group 5.Unit 1]
Name=Hood
Class=BBRevenge <------ change the green text to BBHood
Type=11
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false

And so on