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I play on a windows XP with a AMD Athlon 64 3700+ 2.40Ghz, 2Gb RAM and a ATI 4650 1Gb
I have removed before instalation the turms files in the object folder ("Turm7b_1_hd.dat" etc...) and the "NSS_Uboat7b.dat" in the submarine folder because i use "Testpilots_Typ_7B_Boot_V3_Beta" Yes I was thinking about a memory problem, because the 7c files are much "heavier" than the stock ones but i dont know if it is the problem... Regards |
Hi mate,
I'm afraid that it is the 2GB ram that's your problem, I had problems with 4GB of RAM with a very big mods list. Also you won't have 2GB of RAM after windows uses and reserves a chunk of it for device drivers etc.. If you only have a total of 2GB of RAM IMO you are doing very well loading all those mods especially the FM interiors/CCom mod!. If you had 4GB of RAM it would help a lot and also you could most probably run the win xp /3gb patch to increase the amount of usable RAM that you have after windows reseves it's share and also make the SH3.exe application large address aware. I think that you have sensibly removed the correct 7b files also I think that your mod install order is sensibly thought out. You've just hit the buffers on memory. Regards Aces |
Unfortunately my pc has just 2 slot with 1Gb each,i have to play without this mod :( but this is not a big problem, I guess the new lightmap for the 7c are a little too heavy for my computer :hmmm:
Again, thank for the quick answer ! |
Sorry that you cannot use it, have fun and thanks for trying it.
Regards Aces |
I removed everything related to super turm V6 (i like it but i have no choice)
reinstall the stock file for each u-boat and still crashing ONLY with the typ7c that weird :hmmm: The other boats seem to work fines... Regards |
It could be the Type 7 FM interiors/CCom torpedo rooms mod as that's very big as well. Just a thought.
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Maybe, but the 7b work, it use the same interior and tespilot1978 7b have a much higher polycount. I hope i will find how to make it work.
Thanks for the help ! Regards. Valentino |
You de-activated Super Turms v6 via JSGME is that correct?
What I always do after installijng a fresh copy of SH3 + v1.4 patch + GWX is to use JSGME'S "take snaphot of game files" feature and then if youm get any problems you can save a profile and then untinstall all mods via JSGME and then compare the game files to the snaphot list ignoring any .txt or readme file you should be abhle to spot any files that are different from the game/gwx3 files and that is a very useful comparison. |
yes, i dont know why it doesnt work
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Sorry I updated my post, please re-read.
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I will see that, thanks for the advice.
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Bonne chance mon ami,
I'll help you if I can, Kind Regards Aces |
@Aces Great work ya have here, :up:
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Thank you my friend, much appreciated,
Cheers Aces |
Great job with this. I hope I can get it, I can-t dl from your links. Is there an alternative dl link somewhere, pls? :oops:
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