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-   -   My SH3 Warship MOD (https://www.subsim.com/radioroom/showthread.php?t=146587)

Easy_Eight65 08-06-09 12:14 AM

Step-by-Step readme instructions for enabling WSM 2.0 for GWX Gold?
 
Could someone...anyone...using this mod please post some step-by-step enabling intstructions? There really aren't any to speak of in the very brief readme that Mickey117 included with the download for Chinese U-47...frankly there are so many sub folders here (many of which are called MOD within folders also called MOD) that I'm a bit confused about how to enable this exciting, playable surface ship behemoth through JSGME. I'm not asking for anyone to hold my hand on this (I have a fair amount of experience with mod-enabling) but a little "road-map" help would certainly be appreciated!

Easy_Eight65

Easy_Eight65 08-07-09 11:18 PM

WSM 2.0 for GWX Gold
 
Well, I got all impatient and decided to try a "blind" JSGME installation (no readme included... just a brief disclaimer) of Chinese U-47's mod. Couple of questions I have / issues I've discovered:

1. I've enabled the GermanPart I portion of the mod and have been on sea trials in the various classes & types: from TB to Bismarck....(just to make sure I'm working in the right direction). The ships look GREAT, but all of my big guns (Deck Guns...and sometimes flak) are missing! A completely toothless pack of sea wolves. Anyone have the same problem? If so, please tell me how to make the correction.

2. I noticed the ship type and skin mini-mods kept wanting to overwrite the basic cfg files of the main mod in JSGME (GermanPart I)...Is this normal? What am I doing wrong?

3. What are the Germanpart II, GermanPart III and ItalyPart mods? What do they do? Anybody have a clue here? Should I have enabled them as well?

I'm a little worried that I don't see too many posts of problems getting solved here lately ...is Chinese U-47 in touch with anyone on the thread or by PM? Or are folks just giving up and moving on? This is a GREAT mod (don't get me wrong)...I just need someone who's in the loop on this tweaking / enabling this stuff. Any help would be appreciated -- thanks!

Easy_Eight65

Easy_Eight65 08-08-09 11:55 AM

WSM 2.0 Documentation for GWX 3.0 (or the closest thing to it)...FINALLY
 
I finally found some decent instructions for enabling this mod -- it's not specially written for the GWX 3.0 version (but I was curious and downloaded the stock 1.4 version at BTS....sure enough: two...not one, but TWO big, fat, juicy readme files). I love directions, what can I say...

So, in the interest of saving anyone intending to use this mod an inordinate amount of head-srcatching and thread queries, I'm taking the liberty of posting both README files below. I'm not the author, so any major mod-enabling questions should be directed to Chinese U-47 or maybe Lord FLB (since he did in-game and README translations).

Obviously, I'll be posting in-game issues / questions that are unique to GWX if anyone wants to follow this thread.

That is all.

Easy_Eight65
________________

Silent Hunter III

Warship MOD V2.0 - German Version / from Chinese U-47

--General--

As the name suggests, my latest development, Warship Mod (WSM) V2.0, will bring the player in the situation, to play over-water units in Silent Hunter III. In this version of the mod German surface units are available. The following types of submarine were replaced by German surface units:

U-Boat Type VIIB = type 34 destroyer
U-Boat Type VIIC = Heavy cruiser Admiral Hipper
U-Boat Type IXB = "Pocket" Schlachtiff Lützowplatz
U-Boat Type IXC = battle cruiser Scharnhorst
U-Boat Type IXD2 = battleship Bismarck

--Installation--

Using of the WSM is very easy:
- Download the zip file
- If available, unpack into the MODS folder in Silent Hunter III main folder and acitvate WSM with the Generic Mode Abler (JSGME) by Jonesoft
- If no JSGME - just copy the data folder in the root directory of SH3
See also the homepage of the Chinese U-47:
http://u-47.5d6d.com/thread-118-1-1.html (Note: Only in Chinese language)
This mod is certainly not perfect, because I had to handle some of difficulties to create it. So please, do not be surprised if there might come some mistakes come. So excuse, I've tried to reduce the bugs out of the mod to zero, but some bugs can sometimes slip through the net. Absence of a tutorial for the handling of over-water units lacking, it is "learning by doing." To acitvate the Mod, the easiest way is with the JSGME. See also the thread on my site: http://u-47.5d6d.com/thread-150-1-1.html (Note: Only in Chinese)
After the mod is enabled, the game can start normaly. That should not now say, that you really like to get started. It's best you try once to be familiar with these new units.

--The units--

For example type 34 destroyer:
This unit is certainly no a strong surface unit - compared to a battle ship or cruiser. Less powerful, less armor and smaller size! Nevertheless, I advise the player,try with this unit the first test runs , It's really a huge difference to the handling of a submarine. It opens up the player completely new possibilities. New Attack-/Defense-Tactics, combat damage handling (primary fire), etc. Thanks to its agility and speed, this unit can not be underestimated. Even with these smaller units, they must be tactically wise act. It makes no sense, against a larger opponent to operate alone. You will very quickly have to painfully learn that your opponent is not such a growth, and then you will be very quickly sunk!
I have the damage performance of the individual units held as historically correct as I can. that means that you will be not invulnerable - even you have the armoring of a battleship. Against an elite unit like a Nelson battleship - for example, it is more dangerous to fight than against an inexperienced Unit.

--Other--

The war against merchant shipping (against civilians) is a sensitive issue. Should such a thing in a game show? Surely you can fight only against Warships. Nevertheless, the war on water as was seen a "war against merchant shipping". So each player themselves - has to decide his priorities.
To survive, you must sometimes proceed against port facilities. Be careful! Coastal fortifications could be strong. Which is not fun and can sometimes develop into a nightmare.
Air strikes against surface units are a nightmare for any captain. In comparison to the anti-aircraft weapons of the U-boats in SH3 - I have create a greater firepower in the units of WSM. Nevertheless, don't underestimate the KI-Power of the Aircrafts.So do not be disappointed, if you don't bring down all the enemy aircrafts... it's a hard job. Finally, the Bismarck, had massive Flak Weapons - but where sunk by enemy planes.
Unfortunately, it's not possible to coordinate allied AI units with radio messages. In fact that AI is sometimes a bit "stupid" - this is well known. This problem, unfortunately I could not fix. Nevertheless, I was able to fix in the last minute the range of radar of the units. Instead of the low range of the submarine radar devices, with WMS the player has a radar system with higher performance. For this opinion I have to cancel the Radar-Warning Systems and the smaller machine guns.
The anti-aircraft weapons, I have made more powerful. Equally, ammunition available is higher too. If you want - take battle stations at the Flak - you know the AI guys are still no snipers.
As for the primary armament is concerned, I personally suggest that you trust your team. However you can of course handle it by yourself. Especially under adverse weather conditions, the ki guys would be not the worsest choice.
Still I have problem with the artillery weapons of the units. It means, that you can only have the crosshair and zoom levels with the first primary deckgun. The rest of the deckguns you have to handle with the automatic fire modus - remember - for SH3 it's still a Submarine! But attention - don't hit friendly units ;D
An old chinese man said: Caution is the mother of the porcelain box - even my mother said. Therefore, it is no shame to find his salvation in running away - especially if the oppenent will be harder than you.
The armor / hull should be handle carefully - As th hull of Subs , your crew can't fix it... unfortunately - at 0% you're dead.
Also I have problems with the graphic of the damage-/Crew Screen (F7). It's still Submarine! Maybe I will fix it in future.

--Tactics--

As the tactics of a U-boat is completely different to surface units , you have to rethink. The water was the protection of the submarine - for over-water units, the course quite different. For example - even with a 320mm thick armor of the hull - along the water line - you are not invulnerable.
Together we are strong - this is my suggestion: In the mixed association of destroyers, cruisers or heavy battleship - attack the enemy. You should try the accompanying vessels away from the convoy - and then you will be able to attack the convoy without risks. So it could be the best way! Not to be wanton, beat time is the secret! Take advantage of the strengths of its units from and cheer them when possible broadsides.
Air attacks by the AI are sometimes really extreme in SH3. Especially in GWX 3.2 mod you will ever again have to do with air attacks. So you have to avoid coasts, unless your hull is not fully intact. Against coastal batteries and aircrafts it's hard to fight.

--Solo Campaign - Equipment / Crew--

1. Equipment selection is limited, such as Battery charger, which one is not needed.
2. Crew for torpedo weapon has been abandoned in favor of the machine and Flak Crew.
3. Please, don't choose not U-boat types: VIIC/41 u. 42 or IXC/40. These ones have not changed!

Last but not least a few basic things:

1. Radio telegrams to other units (as in the SH3 Subs) can not be sent or received. I have tested - but I am never concluded.
2. Partially, the twin 105-Flak not operate correctly. This depends on the field of view of the graph together. However, this is not with all anti-aircraft weapons of this type - it probably depends on the placement of these weapons in different units. Unfortunately, I still not solved this problem.
3. The orientation of Primary weapons takes a little bit - not like Fire at will (Like the deckgun of U-Boats). Some Flak arms can't fire immediately, if the AI handle this staions. However, this is a temporary problem and does not always occur.
4. Under certain circumstances you can no longer be on the bridge - if it is damaged. The hull of the units can not be repaired.
5. If the machine does not respond - then "press back" command - usually it runs then normaly (there are also problems with the stock version of SH3 to the U-boats)
6. Battleships to build was not easy, simply because too few U-boat types are available. Also I had to estrict armament - but still sufficient.
7. By the seat of the elevated bridge, the player now has a better sight.
I wish all players, a lot of fun with this mod and hoping to found resonance in the community.

Your Chinese U-47

--Legal Notice--
You are not allowed to use this mod in a commercial way - for example a expansion pack. You can use or modify this mod to non-commercial freeware mods for SH3, as long as it is marked for example in a readme file. I am not responsible for damage to your PC or hardware, which possibly will come from using this Mod!
Copyright:
Chinese U-47 - http://u-47.5d6d.com/bbs.php
Free translation into English by:
Lord, www.flotttenbasis.de

and the file descriptions:

Hi guys,I'm here bring my Warship Mod V2.0,my English isn't very well,so forgive me.
This mod is for SH3 V1.4 English Version.
As its name,this mod makes a lot of warships playable,as this list showed:

German Part I

SSTypeIIA=M-1935 Minesweeper
SSTypeIID=TB-1937 Torpedo Boat
SSTypeVIIB=Type 36A Z-28 Destroyer
SSTypeVIIC=Commerce Raider
SSTypeIXB=Hipper Class Heavy Cruiser
SSTypeIXC=Deutschland Class Pocket Battleship
SSTypeIXD2=Bismarck Battleship
SSTypeXXI=Dithmarschen Class Depot Ship

German Part II

SSTypeIIA=Vorpostenboot
SSTypeIID=Sperrbrecher
SSTypeVIIB=Type 36A(MOB) Destroyer
SSTypeVIIC=Konigsberg Class Light Cruiser
SSTypeIXB=Lutzow Heavy Cruiser
SSTypeIXC=Scharnhorst Class Battle Cruiser
SSTypeIXD2=Tirpitz Battleship
SSTypeXXI=Seydlitz Light Fleet Carrier

German Part III

SSTypeIIA=S-Boat
SSTypeIID=TB-1937 Torpedo Boat
SSTypeVIIB=Flottenbegleiter
SSTypeVIIC=TB-1924 Torpedo Boat
SSTypeIXB=Type 34 Destroyer
SSTypeIXC=Type 36A Z-28 Destroyer
SSTypeIXD2=Type 36A(MOB) Destroyer
SSTypeXXI=XXI(havn't been changed)

Italy Part

SSTypeIIA=MAS-Boat
SSTypeIID=Minelayer
SSTypeVIIB=Soldati Class Destroyer
SSTypeVIIC=Duca degli Abruzzi Class Light Cruiser
SSTypeIXB=Zara Class Heavy Cruiser
SSTypeIXC=Caio Duilio Class Battleship
SSTypeIXD2=Vittorio Veneto Class Battleship
SSTypeXXI=San Giorgio Armored Cruiser
Warning:Don't use VIIC/41,VIIC/42 or IXC/40 in game.
Take documentation,MODS and JSGME.exe in this folder to your SH3 folder.
Open JSGME,install "WarshipModV2.0".
Close it.
Reopen JSGME.
OK,now you can see 4 parts of Warship Mod as the list showed before.Choose the one you like,install it.
In German Part I,if you want to use VIIB,VIIC or IXB,you can enter game now,without any other operation.
If you want to use IXC or IXD2,you should install IXC&IXD2 in the list of JSGME.exe.So do the other parts.
After this if you want to paly VIIB/C again,uninstall IXC&IXD2.
IIA,IID or XXI could be use both in VIIB&VIIC&IXB and IXC&IXD2.
Don't choose any equipment in career,as I have fixed them to your ship yet,if you choose again,none of them would work.
When the game begin,you'll see CE tell you that a lot of things are desteryed,like radar,torpedo tube or engine,
sth like that,don't warry about this,you can contrl your ship as well as U-Boat before.
Special thanks to Lord,who support me all the time,without him,I won't finish these German warships so exact.
Thank to my girl friend,without her,I can do nothing.
I am not responsible for the damage to your computer that may be caused by this MOD.
If you stll have some questions of operation.Please read readme_en.txt/readme_ge.txt which translated by
Lord in documentation(they are translated from Chinese readme of WSM1.0,so there are some details different
from the version you see here).
Welcome to my personal bbs:http://u-47.5d6d.com/
But I'm afraid most of you don't know Chinese lol
My E-mail:3050603115@163.com,if you wan to post me a message,use simple English please.
Good game.

dannyboiere2 02-24-10 05:33 PM

Quote:

Originally Posted by Easy_Eight65 (Post 1147287)
I finally found some decent instructions for enabling this mod -- it's not specially written for the GWX 3.0 version (but I was curious and downloaded the stock 1.4 version at BTS....sure enough: two...not one, but TWO big, fat, juicy readme files). I love directions, what can I say...

So, in the interest of saving anyone intending to use this mod an inordinate amount of head-srcatching and thread queries, I'm taking the liberty of posting both README files below. I'm not the author, so any major mod-enabling questions should be directed to Chinese U-47 or maybe Lord FLB (since he did in-game and README translations).

Obviously, I'll be posting in-game issues / questions that are unique to GWX if anyone wants to follow this thread.

That is all.

Easy_Eight65
________________

Silent Hunter III

Warship MOD V2.0 - German Version / from Chinese U-47

--General--

As the name suggests, my latest development, Warship Mod (WSM) V2.0, will bring the player in the situation, to play over-water units in Silent Hunter III. In this version of the mod German surface units are available. The following types of submarine were replaced by German surface units:

U-Boat Type VIIB = type 34 destroyer
U-Boat Type VIIC = Heavy cruiser Admiral Hipper
U-Boat Type IXB = "Pocket" Schlachtiff Lützowplatz
U-Boat Type IXC = battle cruiser Scharnhorst
U-Boat Type IXD2 = battleship Bismarck

--Installation--

Using of the WSM is very easy:
- Download the zip file
- If available, unpack into the MODS folder in Silent Hunter III main folder and acitvate WSM with the Generic Mode Abler (JSGME) by Jonesoft
- If no JSGME - just copy the data folder in the root directory of SH3
See also the homepage of the Chinese U-47:
http://u-47.5d6d.com/thread-118-1-1.html (Note: Only in Chinese language)
This mod is certainly not perfect, because I had to handle some of difficulties to create it. So please, do not be surprised if there might come some mistakes come. So excuse, I've tried to reduce the bugs out of the mod to zero, but some bugs can sometimes slip through the net. Absence of a tutorial for the handling of over-water units lacking, it is "learning by doing." To acitvate the Mod, the easiest way is with the JSGME. See also the thread on my site: http://u-47.5d6d.com/thread-150-1-1.html (Note: Only in Chinese)
After the mod is enabled, the game can start normaly. That should not now say, that you really like to get started. It's best you try once to be familiar with these new units.

--The units--

For example type 34 destroyer:
This unit is certainly no a strong surface unit - compared to a battle ship or cruiser. Less powerful, less armor and smaller size! Nevertheless, I advise the player,try with this unit the first test runs , It's really a huge difference to the handling of a submarine. It opens up the player completely new possibilities. New Attack-/Defense-Tactics, combat damage handling (primary fire), etc. Thanks to its agility and speed, this unit can not be underestimated. Even with these smaller units, they must be tactically wise act. It makes no sense, against a larger opponent to operate alone. You will very quickly have to painfully learn that your opponent is not such a growth, and then you will be very quickly sunk!
I have the damage performance of the individual units held as historically correct as I can. that means that you will be not invulnerable - even you have the armoring of a battleship. Against an elite unit like a Nelson battleship - for example, it is more dangerous to fight than against an inexperienced Unit.

--Other--

The war against merchant shipping (against civilians) is a sensitive issue. Should such a thing in a game show? Surely you can fight only against Warships. Nevertheless, the war on water as was seen a "war against merchant shipping". So each player themselves - has to decide his priorities.
To survive, you must sometimes proceed against port facilities. Be careful! Coastal fortifications could be strong. Which is not fun and can sometimes develop into a nightmare.
Air strikes against surface units are a nightmare for any captain. In comparison to the anti-aircraft weapons of the U-boats in SH3 - I have create a greater firepower in the units of WSM. Nevertheless, don't underestimate the KI-Power of the Aircrafts.So do not be disappointed, if you don't bring down all the enemy aircrafts... it's a hard job. Finally, the Bismarck, had massive Flak Weapons - but where sunk by enemy planes.
Unfortunately, it's not possible to coordinate allied AI units with radio messages. In fact that AI is sometimes a bit "stupid" - this is well known. This problem, unfortunately I could not fix. Nevertheless, I was able to fix in the last minute the range of radar of the units. Instead of the low range of the submarine radar devices, with WMS the player has a radar system with higher performance. For this opinion I have to cancel the Radar-Warning Systems and the smaller machine guns.
The anti-aircraft weapons, I have made more powerful. Equally, ammunition available is higher too. If you want - take battle stations at the Flak - you know the AI guys are still no snipers.
As for the primary armament is concerned, I personally suggest that you trust your team. However you can of course handle it by yourself. Especially under adverse weather conditions, the ki guys would be not the worsest choice.
Still I have problem with the artillery weapons of the units. It means, that you can only have the crosshair and zoom levels with the first primary deckgun. The rest of the deckguns you have to handle with the automatic fire modus - remember - for SH3 it's still a Submarine! But attention - don't hit friendly units ;D
An old chinese man said: Caution is the mother of the porcelain box - even my mother said. Therefore, it is no shame to find his salvation in running away - especially if the oppenent will be harder than you.
The armor / hull should be handle carefully - As th hull of Subs , your crew can't fix it... unfortunately - at 0% you're dead.
Also I have problems with the graphic of the damage-/Crew Screen (F7). It's still Submarine! Maybe I will fix it in future.

--Tactics--

As the tactics of a U-boat is completely different to surface units , you have to rethink. The water was the protection of the submarine - for over-water units, the course quite different. For example - even with a 320mm thick armor of the hull - along the water line - you are not invulnerable.
Together we are strong - this is my suggestion: In the mixed association of destroyers, cruisers or heavy battleship - attack the enemy. You should try the accompanying vessels away from the convoy - and then you will be able to attack the convoy without risks. So it could be the best way! Not to be wanton, beat time is the secret! Take advantage of the strengths of its units from and cheer them when possible broadsides.
Air attacks by the AI are sometimes really extreme in SH3. Especially in GWX 3.2 mod you will ever again have to do with air attacks. So you have to avoid coasts, unless your hull is not fully intact. Against coastal batteries and aircrafts it's hard to fight.

--Solo Campaign - Equipment / Crew--

1. Equipment selection is limited, such as Battery charger, which one is not needed.
2. Crew for torpedo weapon has been abandoned in favor of the machine and Flak Crew.
3. Please, don't choose not U-boat types: VIIC/41 u. 42 or IXC/40. These ones have not changed!

Last but not least a few basic things:

1. Radio telegrams to other units (as in the SH3 Subs) can not be sent or received. I have tested - but I am never concluded.
2. Partially, the twin 105-Flak not operate correctly. This depends on the field of view of the graph together. However, this is not with all anti-aircraft weapons of this type - it probably depends on the placement of these weapons in different units. Unfortunately, I still not solved this problem.
3. The orientation of Primary weapons takes a little bit - not like Fire at will (Like the deckgun of U-Boats). Some Flak arms can't fire immediately, if the AI handle this staions. However, this is a temporary problem and does not always occur.
4. Under certain circumstances you can no longer be on the bridge - if it is damaged. The hull of the units can not be repaired.
5. If the machine does not respond - then "press back" command - usually it runs then normaly (there are also problems with the stock version of SH3 to the U-boats)
6. Battleships to build was not easy, simply because too few U-boat types are available. Also I had to estrict armament - but still sufficient.
7. By the seat of the elevated bridge, the player now has a better sight.
I wish all players, a lot of fun with this mod and hoping to found resonance in the community.

Your Chinese U-47

--Legal Notice--
You are not allowed to use this mod in a commercial way - for example a expansion pack. You can use or modify this mod to non-commercial freeware mods for SH3, as long as it is marked for example in a readme file. I am not responsible for damage to your PC or hardware, which possibly will come from using this Mod!
Copyright:
Chinese U-47 - http://u-47.5d6d.com/bbs.php
Free translation into English by:
Lord, www.flotttenbasis.de

and the file descriptions:

Hi guys,I'm here bring my Warship Mod V2.0,my English isn't very well,so forgive me.
This mod is for SH3 V1.4 English Version.
As its name,this mod makes a lot of warships playable,as this list showed:

German Part I

SSTypeIIA=M-1935 Minesweeper
SSTypeIID=TB-1937 Torpedo Boat
SSTypeVIIB=Type 36A Z-28 Destroyer
SSTypeVIIC=Commerce Raider
SSTypeIXB=Hipper Class Heavy Cruiser
SSTypeIXC=Deutschland Class Pocket Battleship
SSTypeIXD2=Bismarck Battleship
SSTypeXXI=Dithmarschen Class Depot Ship

German Part II

SSTypeIIA=Vorpostenboot
SSTypeIID=Sperrbrecher
SSTypeVIIB=Type 36A(MOB) Destroyer
SSTypeVIIC=Konigsberg Class Light Cruiser
SSTypeIXB=Lutzow Heavy Cruiser
SSTypeIXC=Scharnhorst Class Battle Cruiser
SSTypeIXD2=Tirpitz Battleship
SSTypeXXI=Seydlitz Light Fleet Carrier

German Part III

SSTypeIIA=S-Boat
SSTypeIID=TB-1937 Torpedo Boat
SSTypeVIIB=Flottenbegleiter
SSTypeVIIC=TB-1924 Torpedo Boat
SSTypeIXB=Type 34 Destroyer
SSTypeIXC=Type 36A Z-28 Destroyer
SSTypeIXD2=Type 36A(MOB) Destroyer
SSTypeXXI=XXI(havn't been changed)

Italy Part

SSTypeIIA=MAS-Boat
SSTypeIID=Minelayer
SSTypeVIIB=Soldati Class Destroyer
SSTypeVIIC=Duca degli Abruzzi Class Light Cruiser
SSTypeIXB=Zara Class Heavy Cruiser
SSTypeIXC=Caio Duilio Class Battleship
SSTypeIXD2=Vittorio Veneto Class Battleship
SSTypeXXI=San Giorgio Armored Cruiser
Warning:Don't use VIIC/41,VIIC/42 or IXC/40 in game.
Take documentation,MODS and JSGME.exe in this folder to your SH3 folder.
Open JSGME,install "WarshipModV2.0".
Close it.
Reopen JSGME.
OK,now you can see 4 parts of Warship Mod as the list showed before.Choose the one you like,install it.
In German Part I,if you want to use VIIB,VIIC or IXB,you can enter game now,without any other operation.
If you want to use IXC or IXD2,you should install IXC&IXD2 in the list of JSGME.exe.So do the other parts.
After this if you want to paly VIIB/C again,uninstall IXC&IXD2.
IIA,IID or XXI could be use both in VIIB&VIIC&IXB and IXC&IXD2.
Don't choose any equipment in career,as I have fixed them to your ship yet,if you choose again,none of them would work.
When the game begin,you'll see CE tell you that a lot of things are desteryed,like radar,torpedo tube or engine,
sth like that,don't warry about this,you can contrl your ship as well as U-Boat before.
Special thanks to Lord,who support me all the time,without him,I won't finish these German warships so exact.
Thank to my girl friend,without her,I can do nothing.
I am not responsible for the damage to your computer that may be caused by this MOD.
If you stll have some questions of operation.Please read readme_en.txt/readme_ge.txt which translated by
Lord in documentation(they are translated from Chinese readme of WSM1.0,so there are some details different
from the version you see here).
Welcome to my personal bbs:http://u-47.5d6d.com/
But I'm afraid most of you don't know Chinese lol
My E-mail:3050603115@163.com,if you wan to post me a message,use simple English please.
Good game.

where is this root file new to this please pm me!

maxedout00 06-06-10 10:11 AM

hi
 
does any one know if ocean wolf mode v3.3 is getting released or has it been stoped or something

Admiral Von Gerlach 06-06-10 03:36 PM

Has anyone succeeded in runningt this mod sucessfully? and is there a download link? his website is all in chinese and i could not find any download sectoin.

Plissken_04 06-06-10 06:21 PM

Quote:

Originally Posted by Admiral Von Gerlach (Post 1413423)
Has anyone succeeded in runningt this mod sucessfully? and is there a download link? his website is all in chinese and i could not find any download sectoin.


Download here:
http://www.mediafire.com/?sharekey=c...328c9cace34742


So Long

Maik

fender44 06-13-10 07:29 PM

Chinese U-47 you have created a whole new game! Excellent job i really enjoy using the new Battleships!!

Alpha Von Burg 06-15-10 06:26 AM

Is this only for multiplayer?

Noor 06-15-10 12:02 PM

No, this is for single player too.

irisheyes 06-23-10 11:39 PM

Excellent work, U-47! You have not just added a new dimention to this game, you have made it a whole new game.

Sluggin it out with HMS Hood and POW from the decks of Bismark in The Battle of the Denmark Strait was really cool. With the help of Prinz Eugen both British "Men O' War" were sunk as well as their six escorts but at the cost of the Prinz.

Thanks for your fine work, Im looking foreward to your next additions.

irisheyes

Alpha Von Burg 06-24-10 07:46 AM

Thanks, this is a great mod. As Irish said, excellent work, U-47.

Just came back from my first patrol using this mod and I'm very pleased.
Ran a blockade in Dover strait and in Scapa flow and destroyed an intier convoy.

Like I said, this excellent. Thanks U-47. :salute:

Schwieger 07-22-10 11:27 PM

I'm having a hard time with the no guns issue... I've been to chinese u47's site... chinese threw me off (lol, even with a translaotr) any ideas anyone?

Jimbuna 07-23-10 11:27 AM

Quote:

Originally Posted by Schwieger (Post 1451191)
I'm having a hard time with the no guns issue... I've been to chinese u47's site... chinese threw me off (lol, even with a translaotr) any ideas anyone?

What de he throw you off for? :hmmm:

Schwieger 08-02-10 09:18 PM

Ok, this is really uncool, could someone please help me with the no guns issue? I still have not figured it out and am really frustrated at not being able to use this mod...


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