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-   -   might be having a spot o' trouble with GWX 3 Wilhemshafen,St Naz,Schluese and xtra sh (https://www.subsim.com/radioroom/showthread.php?t=199126)

Albrecht Von Hesse 10-19-12 02:38 PM

December 17, 1939.

HW3 10-19-12 03:59 PM

I'll work on it tonight and see if I can duplicate it. It is Kiel I assume?

:salute:

Albrecht Von Hesse 10-19-12 08:18 PM

Quote:

Originally Posted by HW3 (Post 1950184)
I'll work on it tonight and see if I can duplicate it. It is Kiel I assume?

:salute:

:oops: That would have been helpful to have added, wouldn't it? :oops: Yes, it is Kiel.

Out of curiosity, why has the port and docks changed so radically from v6 to v7?

From: http://i96.photobucket.com/albums/l1...rvations/5.jpg
To:

http://i96.photobucket.com/albums/l1...vations/11.jpg


~Albrecht von Hesse

HW3 10-19-12 10:55 PM

V7 was imported by BBW from LSH, and as I understand it, is more accurate.

HW3 10-20-12 08:30 AM

Still testing but, I can tell you Wac Animated Sub Pens interior start for GWX is not totally compatible with V7. It removes some of the eye candy like the bridge just past the locks, besides changing your start location away from the sub tender. I can tell you the sounds from Wac Animated Sub Pens interior start for GWX are included in V7, and the sub pen start is there at St. Nazaire. I still have not managed to get those round things to show up in the water. I will do some more testing tonight.

HW3 10-23-12 10:37 AM

I have tested and tested but, have not been able to get the round things to show up. I would uninstall Wac Animated Sub Pens interior start for GWX if it was me. I think that might be where the problem lies being that it changes the harbor.dat files. Most everything in it is in V7, plus there is a ton of eye candy in V7. Take the free cam and have a look around on your way through the canal. Maybe someone else will have a better idea what it might be for sure.

Albrecht Von Hesse 10-23-12 06:52 PM

Quote:

Originally Posted by HW3 (Post 1951737)
I have tested and tested but, have not been able to get the round things to show up. I would uninstall Wac Animated Sub Pens interior start for GWX if it was me. I think that might be where the problem lies being that it changes the harbor.dat files. Most everything in it is in V7, plus there is a ton of eye candy in V7. Take the free cam and have a look around on your way through the canal. Maybe someone else will have a better idea what it might be for sure.

I cannot begin to thank you enough for your time and effort in this. :salute:

I deactivated everything, dumped the folders than copied over from my fail-safe back-up and started anew. The current activated mod list is below, and it (so far, anyway :O:) seems to be working. I shifted about the activation order of several of the mods (most notably the Wac Animated Sub Pens interior start for GWX and the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 ones), plus I waited until the very end before merging the sound files of h.sie's hardfixes (which was run after all these mods).

So far, so good. No floating flak towers, at any rate! :D

Thanks again!

~Albrecht von Hesse


Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
KJF_Moon_v1.1
KB's Diesel Sound Mod
GWX3.0 Additional_Ammo
LifeBoats&Debris_v4
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Merchant_Fleet_Mod_3.2
Racerboy_SH4_Effects_for_SH3_2_03
Urfischs_ModStrike_Beta1
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)

Sailor Steve 10-23-12 07:01 PM

Quote:

Originally Posted by Albrecht Von Hesse (Post 1951947)
GWX - Enhanced Damage Effects
Racerboy_SH4_Effects_for_SH3_2_03

Those two mods change the same files. Whichever one you installed last is likely overwriting the other one.

Albrecht Von Hesse 10-23-12 09:41 PM

Quote:

Originally Posted by Sailor Steve (Post 1951950)
Those two mods change the same files. Whichever one you installed last is likely overwriting the other one.

Racerboy_SH4_Effects_for_SH3_2_03's does overwrite some (maybe all) of GWX - Enhanced Damage Effects. But I've never seen distress flares until I'd used Racerboy_SH4_Effects_for_SH3_2_03, so I thought I'd give it a longer trial.

Alfred Keitzer 02-24-15 03:34 PM

This may have already been discovered, but something a little odd about "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7".


If you start a new campaign at 1st U-Flotilla in Kiel in 1939 or 1940, start a patrol and immediately exit the patrol, it will ask "Dock at: Kiel" and everything is fine.

But if you start a new campaign at 1st U-Flotilla in Kiel in 1941, start a patrol and immediately exit the patrol, it will ask "Dock at: Moltenort". If you exit and go to the Briefing Room, you can do noting -- like you are at a foreign port. Start a second patrol, the assigned patrol area is NULL, and if you start anyway, you will find your U-Boat beached on land across the harbor from Kiel.:arrgh!:

This is GWX with just "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" installed -- nothing else. When initially discovered, I had many more MODs installed; but eventually got down to just the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" MOD installed and still seeing the issue.

This issue has been confirmed by several users.

Alfred Keitzer 02-25-15 05:49 PM

Quote:

Originally Posted by Alfred Keitzer (Post 2290802)
This may have already been discovered, but something a little odd about "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7".


If you start a new campaign at 1st U-Flotilla in Kiel in 1939 or 1940, start a patrol and immediately exit the patrol, it will ask "Dock at: Kiel" and everything is fine.

But if you start a new campaign at 1st U-Flotilla in Kiel in 1941, start a patrol and immediately exit the patrol, it will ask "Dock at: Moltenort". If you exit and go to the Briefing Room, you can do noting -- like you are at a foreign port. Start a second patrol, the assigned patrol area is NULL, and if you start anyway, you will find your U-Boat beached on land across the harbor from Kiel.:arrgh!:

This is GWX with just "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" installed -- nothing else. When initially discovered, I had many more MODs installed; but eventually got down to just the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7" MOD installed and still seeing the issue.

This issue has been confirmed by several users.

Found the problem. The Kiel departure point, next to the U-Boat tender is only good through 31-Dez-1940. After that, the departure point is from KIEL_2 (a.k.a. Holtenau).

PROBLEM IS ... GWX knows nothing about KIEL_2 -- purely a LSH3 thing. There is a fix, but it involves manipulating the Campaign_LND.mis file.

NOTE: If you use NEW LORIENT for GWX3 or GWX3 Merged Campaign + "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7", this problem has been fixed.


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