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Can someone help clarify the installation process for GW, using JSGME? After downloading all six parts of the mod, I have six data folders. Where and how do I 'merge' these? Do I simply create a 'GW Ver 1' directory, copy all six data folders into that directory (do these overwrite?), then copy this directory into the Mods section of SH 3 root folder? I could not find any detailed instructions in the readme. I'm clear on the rest of the process to enable the mod through JSGME. It's just how to unify the six parts of the mod that has me confused.
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All you have to do then is enable the mod. Ref |
Just like to say thanks to the Grey Wolves team, the mod is outstanding. :rock:
I have two copies of SHIII now, one patched to Grey Wolves and the other to Teddy Bar's NYGM Tonnage mod. I have one question:- Reference the Kiel canal in Grey Wolves Am I suppose to see the canal on the map when I zoom in? Because I don't see it in Grey Wolves, but I do when using the tonnage mod I thought the tonnage mod was incorporated into Grey Wolves. Have I missed something? Thanks in advance. dik_splash |
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Double checked and zoomed in on Kiel and no canal :down: Is there any specific file I can look for to see if it's there? Thanks in advance dik_splash |
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Ref Edit: file sizes : Terraindata.bfd : 247,370,226 bytes Terraindata.bfi : 3,564,004 bytes |
Sorted, thanks for the help ref :up:
dik_splash |
I found a weird behavior in my crew. :o
They are blind, inclusive at medium range, clear sky and without time compresion. :hmm: :hmm: :hmm: This is pretty dangerous if I find a destroyer. Or worst, an airplane. :dead: Can be the following to be fixed? Any idea? :hmm: http://img433.imageshack.us/img433/2...65636ep.th.jpg http://img162.imageshack.us/img162/4...92670hv.th.jpg http://img433.imageshack.us/img433/4...58137mk.th.jpg http://img433.imageshack.us/img433/1...49707ij.th.jpg http://img88.imageshack.us/img88/517...77049wd.th.jpg UPDATE: The detection indicator by enemy looks red http://img101.imageshack.us/img101/2...48780jj.th.jpg The cargo ship now appears on the map at 2300 meters, but the crew remains quite. http://img101.imageshack.us/img101/7...08901na.th.jpg Blind, blind, blind... :nope: :nope: :nope: http://img238.imageshack.us/img238/1...51561rw.th.jpg Just after ask to my watch officer for contacs he awakes!!! :huh: http://img101.imageshack.us/img101/8...14684vs.th.jpg |
Type IIA Hydrophone bug
I'm not sure if this is my fault, a general fault of SH3 or something with the GW mod. Maybe someone could be kind enough to either verify it for me or point me into the right direction of fixing it.
I am currently using GW and SH3 with realistic Uboot availability dates. The hydrophone appears to be broken. I can't hear any props using it but my sonar man does. I am also using the early model hydrophones. I've tried maxing out the volume and it still doesn't work. I have tested other Uboots and their hydrophones function normally. Other than that issue I love the mod. |
it stilla crashes to desktop... :/
hello!
i have a problem with GW 1.0, no matter what i try it keeps quiting to desktop after "not so long ago..." no errors, no logs - just a desktop instead of a harbour :P this happens when starting a campaign patrol... single missions and naval academy works well with the GW campaign in stosk sh3 also works fine (i am not loading saved games, so it's not an issue of saves compatibility) i got to the point where i need to ask 4 help... ;) ps. 1 GB RAM, nForce4, GF6600GT 128, Athlon XP 3000+, MS Windows 2000 proffesional, (i play with stock seabed textures, and 1.4b installed of course) |
I was looking through the files and noticed that the Large Old Liner(NLOL) has two .zon files in the folder.
One called NLOL.zon and the other called Copy of NLOL.zon Do I have to delete the extra copy version? |
@ CWorth,
Yes you can delete "Copy of NLOL.zon." It is apparently an extraneous file. |
Ok, this i just need clarified.
When I dlded, I put both optional mods and the original folder into a "grey wolves folder" and installed it with JGSME. Did all the optional mods come along when I did that? |
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All you need to do to activate an optional mod is right click its folder... for example the "Generic Contacts Mod" then select "copy." All you need to do then is "paste" it into your JGSME Mods folder and enable as usual. :ping: |
Re: it stilla crashes to desktop... :/
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