Hello everyone!
I've been on the shore since winter due to real life obligations but I am planing to go out to sea soon. This mod looks fantastic and I cannot wait to try it out. I just have one question - does it work with these two mods: "GWX 3 St Naz and Schluese and other units V4" and "WB's GWX campaign with 34 additional ships"? |
Yes it does.
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It still works just fine. No problems whatever. Useing XP Pro sp2.
I still go with the mustard theory Steve. :D :rotfl2: |
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That's my installation and it works fine.
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 Extras for the Wilhelmshaven campaign v2.4c IBL Merchant Fleet Mod 3.2 GWX - Merged Campaign Contact Lines_for GWX2.0 Conus' Historically Accurate U-boat Emblems Colored Map Dowly's Hurricane Skin Foam Mod Grass and Bottom of the Sea (Full version) GWX - 16km Atmosphere GWX - No Medals on Crew GWX 3.0 Additional Ammo GWX 3.0 Light Flags OLC's Modified Searchlight Beams for GWX3 Pascal's Port People NMS_1935 Fix Rockets fix for GWX 3.0 16km Atm SH4 Effects for GWX 3.0 v7.1 SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default) Sub Image mod Torpedo damage Final U-Boat Aces Faces WBNN Messages Aces' Combined SH3.SDL Files v2 Yammato's Extra ships TexSh42010 LibSh42010 Wooden Lifeboats Mod Remove Searchlights from Merchants Remove Searchlights from Warships (Optional) Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4 Compatibility Remove SL from Warships+WBs ExtraShipsV2.4 Wolfehunter U-82 VIIC |
So far mine looks like:
MFM-Interim-Beta Rbs1_SH4_Effects_GWX_30_71 Rbs2_Forsoundandstarshells Rbs6-LRT Rbs8-optional smoke Rbs10-enhancedoilexplosion Torpedo damage Final ver2.0 Deeper Launch depth_Realistic Crush Depth_All Weather Guns V1.0 OLC's Modified Searchlight Beams for GWX3 GWX3.0 Additional_Ammo OLC GUI 1.2.7 Core Files BritishAsdicMkIFinal Combat Radio Frequency MFM-v3-US+UK_Skins19390901 I'm still adding mods and I will update later |
This is my mods' list. The mod works fine with "St. Nazaire etc. v4" mod and with Wb's ships v2.7. There are some conflicts but the museum loaded successfully with the first try. I did not try the mod on a fresh install. It takes up to 4 or 5 minutes for the museum to load.
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@ melniobonian, what system are you running, XP Pro, Win 7 64bit?:hmmm:
Looking at your list though you don't have many of the big mods such as: FM's Interior Aces Super turms Open hatch mod Sub flags and pennants SubPen Animated These are a big drain on memory! |
I can't seem to get FM's New interiors working with it, it always crashes. I don't see why it would crash either, it does not overwrite any on the same files
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That is probably down to insufficient system resources.
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Ran one patrol with MFM-lite and it worked great. CTD starting 2nd patrol of career. Running Win 7 64 bit. Dell XPS 720 3.0 MHZ,4 GB RAM, 2 Nvidia 9800 GT in SLI. The ships look just great IABL!!!!
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I edited the val files to include spawning of Life Boats and did a test, worked fine, the ship I tested was the M30B, it took 4 torpedoes to sink it but I noticed that there was no torpedo damage, the hulls were unmarked, anyone confirm this and have any ideas what the problem may be? :hmmm:
Edit: I replaced the Expl_mask01_a.tga file and the damage is now shown, for some reason the stock 1.4b one doesn't show! |
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