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-   -   [REL]SH3 Warship Mod V3.0 (https://www.subsim.com/radioroom/showthread.php?t=157060)

Rothwell white 12-02-09 01:01 AM

Quote:

Originally Posted by Brasi (Post 1211967)
So what's the process, say if I want to man the Scharnhorst and the HMS Hood comes over the horizon? How do you use all the different gun turrets and range the guns for that matter?

Just click on man the deckgun and all the turrets will take aim at any ship the gunners see

Brasi 12-02-09 10:30 AM

So no one has the link for the latest version of the Warships mod?

Lipud U-107 12-02-09 11:02 AM

Quote:

Originally Posted by Brasi (Post 1211807)
Has anyone recorded video of this mod in action? I'm really interested in doing some Jutland style WWI battles. Would love to get my hands on the Scharnhorst and go against the home fleet.

characteristics such Fraps full version videos I did have a link here
http://www.speedyshare.com/554313659.html

Rothwell white 12-02-09 11:03 AM

Quote:

Originally Posted by Brasi (Post 1212380)
So no one has the link for the latest version of the Warships mod?

Look at post No1 on this thread there's two links there

Lipud U-107 12-02-09 11:06 AM

Quote:

Originally Posted by Brasi (Post 1211967)
So what's the process, say if I want to man the Scharnhorst and the HMS Hood comes over the horizon? How do you use all the different gun turrets and range the guns for that matter?

Unfortunately, not all of the (maybe not yet)

Gaz2 12-02-09 04:13 PM

Sorry to be a noob, but what do you do with the Rar file once you have downloaded it to make it work?

Tirpitz96 12-02-09 06:11 PM

Warship Mod 3.0
 
Quote:

Originally Posted by Lipud U-107

hmm, unfortunately I could not find what you looking for but I'll tell you why your game has crashes because WSM 3.0 is not an official mod taken with the fans of the game and everything is not predictable and it is possible that in some places will not tightened.
I think the mod is great, and belong to its creators a huge round of applause for the effort and time that spent on this and that game can not save it for me no problem, such as the satisfaction that a U-boat emerged from the depths and got a good antyreligie.
P.S. I wish you successful hunts:salute:
Hmm....well I don't mean to be rude or anything but if you can't go through a campaign, load a campaign or single mission file with the Silent Hunter 3 warship mod v3.0 then why even release it? I'm kinda looking for an official warship mod where I can go through a campaign and load saved files with a warship. I have the warship mod 2.0 for SH3 v1.4 but I noticed that the forward most 15" gun turret on the Bismarck is smaller than the others and I don't know how to fix this so if there's a fully-functional, official version of the warship v3.0 mod, that would be nice.

Thanks!

Wreford-Brown 12-03-09 03:59 AM

Quote:

Hmm....well I don't mean to be rude or anything but if you can't go through a campaign, load a campaign or single mission file with the Silent Hunter 3 warship mod v3.0 then why even release it? I'm kinda looking for an official warship mod where I can go through a campaign and load saved files with a warship.
There are plenty of people who are using the WSM successfully with their installs, so we need to work out what your problem is.

Have you installed the correct version of WSM 3.0 - either GWX (if you're using GWX as a base for WSM) or the vanilla SH3 1.4b? If you are using the wrong version, it will cause CTDs.

Tirpitz96 12-03-09 09:39 AM

Quote:

Originally Posted by Wreford-Brown

There are plenty of people who are using the WSM successfully with their installs, so we need to work out what your problem is.

Have you installed the correct version of WSM 3.0 - either GWX (if you're using GWX as a base for WSM) or the vanilla SH3 1.4b? If you are using the wrong version, it will cause CTDs.
Yup! I have the stock version of Silent Hunter 3 installed (without GWX) and I verified to make sure I was using the correct version of WSM 3.0. As for the vanilla version of SH3 v1.4b, well I did install the version 1.4 update but it doesn't indicate that it is version 1.4b so whether or not it is v1.4b, who knows. And might I also add that when I go to activate, for example, GeI, I get a pop up box that tells me that activating GeI (or GeII or GeIII) will alter some files and may have adverse effects on the game but if I hit the "no" button, the mod doesn't work.

Lipud U-107 12-04-09 09:47 AM

Quote:

Originally Posted by Tirpitz96 (Post 1213062)
Yup! I have the stock version of Silent Hunter 3 installed (without GWX) and I verified to make sure I was using the correct version of WSM 3.0. As for the vanilla version of SH3 v1.4b, well I did install the version 1.4 update but it doesn't indicate that it is version 1.4b so whether or not it is v1.4b, who knows. And might I also add that when I go to activate, for example, GeI, I get a pop up box that tells me that activating GeI (or GeII or GeIII) will alter some files and may have adverse effects on the game but if I hit the "no" button, the mod doesn't work.

1
you have Silent Hunter 3 1.4 v
2
you have to decide whether you'll play on normal or on the SH3 GWX 3.0 is very important.
3
A -
if you simply do not install GWX else will crash
* First you need to have JSMGE and War Ship Mod 3.0 stock version.
* Installing JSMGE in foldeże Silent Hunter 3 elsewhere (located next to the folders powiny be "Date", "Documentation", "Support")
* after installing JSMGE open it and should open a window that asks you whether you want to create a folder "MODS" click "OK."
* to this folder "MODS" paste WSM 3.0 stock 1.4V (unpacked with winrar) and close the folder "MODS".
* JSMGE open and activate the "WSM3.0SH3stock1.4v"
whereupon close JSMGE (always), open and activate again JSMGE "WSM3.0 and close again (I recommend to do it every time) do not worry about messages in August and always click on" YES ".
* Choose one of the parts (post no. 1) you can activate only one! no more because the game will crash.

b -
WSM GWX 3.0 & 3.0
Installation is similar to that which is switched above differs only those that emerge after the installation of SH3 GWX 3.0 and install it so the rest WSM3.0GWX3.0 same.

at a glance

a 3.0-WSM Stock

instal

SH3 1.4V

JSMGE

WSM 3.0 SH3Stock1.4v

b -

instal

SH3 1.4V

GWX 3.0

JSMGE (if you mute)

WSM 3.0 GWX 3.0

I hope that everything was well explained and everything will work beautifully, and I also sincerely hope that no one move this thread installation. :doh:

Successful hunts:arrgh!:

Wreford-Brown 12-04-09 05:29 PM

A small mod for U-47s WSM
 
WB's mod for U-47s WSM (GWX 3.0) makes the following changes to U-47s WSM mod:

1. Adjusts ship ranges to their historical values. No more running out of fuel.
2. Gives you back the various types of round (AP, HE, SS) taken out by GWX.
3. Adjusts the number of rounds of each type carried to a historical value of 150 rounds per gun, roughly split as 1/3 AP and 2/3 HE with a small number of SS shells.
4. Adds Fuel Economy. If you use the 'Ahead One third' ("2" key) then you will cruise at the most economical speed.
5. Removes all unused commands (e.g. surface, dive etc.).
6. Replaces the names of GWX submarines (e.g. Type VIIC/41)
7. Amends the 'Short Range' firing distance to 2000m - less wastage of shells.

Fully JSGME compatible, full details are contained in the Readme

difool2 12-05-09 05:59 PM

Appreciate it W-B, but what is a "Ge# mod"? [From your readme]

Now, if only someone would mod the rangefinders, both in the guns and high on the tower, and give us control of at least one big gun, I'd be perfectly content.

Wreford-Brown 12-05-09 06:46 PM

It's the number of the Ge mod you're using - either I, II or III.

Rothwell white 12-06-09 12:56 AM

Quote:

Originally Posted by Wreford-Brown (Post 1213847)
WB's mod for U-47s WSM (GWX 3.0) makes the following changes to U-47s WSM mod:

1. Adjusts ship ranges to their historical values. No more running out of fuel.
2. Gives you back the various types of round (AP, HE, SS) taken out by GWX.
3. Adjusts the number of rounds of each type carried to a historical value of 150 rounds per gun, roughly split as 1/3 AP and 2/3 HE with a small number of SS shells.
4. Adds Fuel Economy. If you use the 'Ahead One third' ("2" key) then you will cruise at the most economical speed.
5. Removes all unused commands (e.g. surface, dive etc.).
6. Replaces the names of GWX submarines (e.g. Type VIIC/41)
7. Amends the 'Short Range' firing distance to 2000m - less wastage of shells.

Fully JSGME compatible, full details are contained in the Readme

Nice thanks WB well done :salute:

MaelstromT26 12-21-09 01:54 AM

First off, Chinese U47...your mod shi hen hao!! There have been a couple of very minor glitches but the overall it's excellent.

Pardon me if this a repeat question guys but has anyone had instances where the crew starts shelling friendly vessels despite the presence of enemy vessels? And a possible work around to the problem?

Thanks once again for an excellent addition to SH3 GWX :rock:

Von Talon 12-23-09 01:34 PM

I can't wait for WSM 3.1! I hope you release it soon.

But if you are not going to resease it soon, I have some suggestions:

- We (well at least I) want MORE ships! I mean this is a warship mod, leave the subs! Im always bored becouse there isn't enough ships, so it would be nice to have many ships like in Warship mod 2.0.

- Single missions especially denigned for surface ships, hypotetical and historical, like Battle of the Denmark strait and KGV, Rodney and cruisers vs Bismarck.

- More harbors (for warship bases) LIKE Narvik and that port in northern France.

- More detailed warships. Example, the wooden deck on the ships look very crappy. (The wooden deck itself isn't ugly, but the texture is)

- There is a annoying glitch at Scharnhorst's bridge. I dont want to command Scharnhorst becouse its soo annoying. FIX IT!!!1111!

- More stuff to bridges (espeacially Bismarck's). It would be nice if there would be stuff like tables, maps and sailors.

- It would be nice too if the enemy would hit something

- And a big one: escort ships! I know its VERY hard to make, but it would be rrreeaally cool if you could order destroyers to escort you.

And you better release it soon or I'll get angry! :stare:

Fuzzyhead12 01-10-10 01:36 PM

ähm one i can take out u can only tranform subs with deckguns to dd-cl-ca couse subs without deckgun cant fire bzw aim per order. he need to make moar part for it. the ungly deck mhh ok its not detailed how in sh4 but for sh3 its ok the sharnhorst glitch yes i know what u mean the guys can only see targets from -90°-+90° (9 o clock-3 o clock) the tabels and dekor in the comand tower will be nice,

i have one question can u make that u can order planes if u drive a cv?
and u make nice work iam unworthly.


audessy 02-01-10 10:24 PM

I request there be more upgrades for the ships. Other than that it's a wonderful mod.

I noticed you can change the guns on scharnhorst to duals from triples and my mouth started to water. :smug:

miner1436 02-01-10 11:15 PM

Something happened to their website.:06:

audessy 02-03-10 12:47 AM

I've been doing some tests and making some adjustments. One thing I suggest is reducing armor levels of the bigger ships and increasing their hit points.

I tried a suicide run into Rosyth with the Deutschland like this and took major damage from the shore artillery. Compartments flooded, equipment got destroyed, crew died, and finally I got the "You're Dead" screen when she finally took 20,000 hit points. I'm going to try more hitpoints and see if I can actually see her sink. :DL

This makes for a epic battle with other warships and even DD's can be a nuisance.
I can't wait to see the punishment that GWX planes will deliver in later years. :haha:

I also played with the gun accuracy a bit. I noticed even with triple 11's at near point blank range it sometimes takes the gunners over 6 volleys to even land 1 shell. I think I've got it to the point where at 1-2000 meters if you "Fire at will" you'll 1 shot most merchants.


Very fun mod. I can't thank you enough!!!!


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