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might be having a spot o' trouble with GWX 3 Wilhemshafen,St Naz,Schluese and xtra sh
I might be having a spot o' trouble with the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 mod. For some reason the navigation plots for Keil are, umm , , , borked.
The buttons for inbound and outbound seem reversed, plus the inbound route from Kiel leads me east. :06::huh: Also, the dock at Kiel seem buggered as well, especially since it starts me off on dry land (well, according to the map it does, anyway). Here is the list of mods I'm running. Does anyone have a clue why I'm having this difficulty? ~Albrecht von Hesse GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 LifeBoats&Debris_v4 Wac Animated Sub Pens interior start for GWX GWX - 16km Atmosphere GWX - Integrated Orders GWX - No Medals on Crew New Uboat Guns 1.2 Urfischs_ModStrike_Beta1 Waterstream+Exhaust Combi V2.3 for GWX3 Tikigod's - Engine Order Telegraph (German) Torpedo damage Final ver2.0 torpedo trail and wake fix Depthcharge Shake v2.01 hydrophone depth charge SH3-Fix_SN_2_Stock Fix_UZO_R_stock GWX Gold restricted Bino Mod Q Ship mod GWX3.0 GWX3.0 Additional_Ammo SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default) Searchlights_Removed KJF_Moon_v1.1 KB's Diesel Sound Mod Aces' Combined SH3.SDL Files v2 Pascal_Binoculars_Black sh3_soundmod_maat1 Real Depth Charge GWX - Enhanced Damage Effects Merchant_Fleet_Mod_3.2 Das Realistic Food |
I don't know. It should start you off alongside a tender. As for the plotting, I've never used that thing. I always do my own plots, so I never would have noticed if you hadn't mentioned it. It was bigboywooly who put it together, and he only did it for me. I'm not sure he even wanted it released. At any rate, he's the only one who can answer your question.
Sorry I wasn't any help. :dead: |
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I seem to be having problems with v6 and v7.
I like starting at a tender, but so much else with v7 seems iffy that I think I'll just stick with v6 for now and try that out. ~Albrecht von Hesse |
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i cannot seem to recreate your issue |
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That's another reason I don't use it; I like to motor away from the pier at a stately 1 knot, then keep to the standard 5-knot speed limit until I have entered the Canal. And then there are the working gates on the locks... |
I'm attaching a series of images that shows what I'm experiencing.
The setup for each is a clean SHIII install (it's already pre-patched) which is then subsequently modded by GWX Gold. There are no other mods or changes at that point. These first set of 5 images are with version 5 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships. #1 is a map image; #2 is the outside view; #3 is showing the outbound Kiel pre-plot; #4 shows the inbound Kiel pre-plot (alas, it's shown starting from Kiel, but it shows you the basic path), and #5 is a close-up of Kiel outbound: http://i96.photobucket.com/albums/l1...rvations/1.jpg http://i96.photobucket.com/albums/l1...rvations/2.jpg http://i96.photobucket.com/albums/l1...rvations/3.jpg http://i96.photobucket.com/albums/l1...rvations/4.jpg http://i96.photobucket.com/albums/l1...rvations/5.jpg These next 5 are the same, except with version 6 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships: http://i96.photobucket.com/albums/l1...rvations/6.jpg http://i96.photobucket.com/albums/l1...rvations/7.jpg http://i96.photobucket.com/albums/l1...rvations/8.jpg http://i96.photobucket.com/albums/l1...rvations/9.jpg http://i96.photobucket.com/albums/l1...vations/10.jpg These next 4 are the same, except with version 7 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships, and I didn't bother (for obvious reasons) with a close-up of the outbound: http://i96.photobucket.com/albums/l1...vations/11.jpg http://i96.photobucket.com/albums/l1...vations/12.jpg http://i96.photobucket.com/albums/l1...vations/13.jpg http://i96.photobucket.com/albums/l1...vations/14.jpg Since version 6 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships seemed (mostly) OK, I decided to add the only other mod that had the greatest effect --Wac Animated Sub Pens interior start for GWX-- and this is what happened: http://i96.photobucket.com/albums/l1...vations/15.jpg Anyways, this is what I've been experiencing. ~Albrecht von Hesse |
you have solved your problem all by yourself it is the mods you are running especially that last one as it starts you out in a spposed pen and not where the original "was" designed to to start you at.
the first and second set look more or less like they should and the 3rd well it has done something weird have you looked at the readmes of each of those mods to see if they said anything about this? my solution unfortunatly "if you absolutely want those mods you mentioned in each screenshot set" is to do a manual ploting |
The Kiel in should only be done from the dot before you enter the canal coming home, not when you are leaving Kiel. I believe v7 change log says to do the outbound plot after you go through the locks.
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As for v7 of GWX 3 Wilhemshafen, St Naz, Schluese and xtra ships, I agree that something looks hinky. My posting this, for v7, was in the nature of FYI to the modder, since I'm content with the performance and appearance of v6 at the moment. Quote:
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Just so anyone who wants to know can for sure whether the plots do work or not in v7.
Kiel Outbound http://img.photobucket.com/albums/v6...ilCanalOut.jpg Plot starts where the curser is pointing http://img.photobucket.com/albums/v6...intforPlot.jpg Kiel Inbound http://img.photobucket.com/albums/v6...eilCanalIn.jpg :salute: |
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If you have the time, please look at the following: http://www.youtube.com/watch?v=caO4-4E-F4g http://www.youtube.com/watch?v=FSnEVs7eH1w http://www.youtube.com/watch?v=hWSt5jvMego http://www.youtube.com/watch?v=7C1OJJEFoVc This is a clean install to GWX Gold, with no other mods or changes except the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships and Wac Animated Sub Pens interior start for GWX ones. I'm not exactly worried about the plots, as I can always manually plot the courses. However, usually if one thing is borked that's a fair indication that more stormy weather may lie ahead. :hmmm: Danke. ~Albrecht von Hesse |
Hi Albrecht! I watched the videos(#2 would not play). Number 1 was fine. Numbers 3 & 4 you selected the plots before you were supposed to. You have to pass through the locks, and be near the dot in the canal, on a heading through the canal, when you select the plot. Then it will work right. I suggest using the lock on the right of the 2 available, it will line you up better with the dot in the canal both ways. To sum it up, you self navigate all the way through the locks, then select the plot when you are near the dot. The dot is the one my curser is pointing at in my second picture. I hope this helps you out.
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Hello mates,
there is an known issue with the course patterns - your sub will have to be aligned in a restricted angle to the startpoint of the pattern to plot it correctly. As HW3 wrote correctly, do the locks manually and then set your first waypoint to the green Starting-Point. Then choose the pattern "Kiel Out". Vice versa if you want to get back to Kiel. Maybe have a look at our Autoplot KWK-Manual - though written for LSH3V5.1, the basics should be the same. Regards Blueduck |
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Thank you both for your help. I'll give this a go and see if it works (although it should based upon what you've said :)). However, quick question: I've activated v7 (along with the below-documented mods) and, having just started in base, am now seeing this: http://i96.photobucket.com/albums/l1...hattheheck.jpg :06::o:doh::huh::06: Any idea what I've messed up? ~Albrecht von Hesse currently activated mods: GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 LifeBoats&Debris_v4 Wac Animated Sub Pens interior start for GWX GWX - 16km Atmosphere GWX - Integrated Orders GWX - No Medals on Crew GWX - Enhanced Damage Effects FM30_UpDown_final FM_NewInterior_V1.0 New Uboat Guns 1.2 Waterstream+Exhaust Combi V2.3 for GWX3 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 GWX3.0 Additional_Ammo SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default) Searchlights_Removed KJF_Moon_v1.1 KB's Diesel Sound Mod Aces' Combined SH3.SDL Files v2 TorpedoTubesFfireFinal vGW Urfischs_ModStrike_Beta1 Merchant_Fleet_Mod_3.2 Air Torpedo_mod_v2.0 O2-Gauges v2 Supplement to V16B1 (JSGME) Stiebler4B_Addon_for_V16B1 |
No idea.:06: What is the date? Most of the mods you listed I am familiar with, and they wouldn't cause those to appear like that. They do resemble flak towers though.
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