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GWX Uboat max range bug
Hello. I have installed GWX 3 Gold from this page: http://www.thegreywolves.com/index.php and i noticed that the mod changed max submarine range to something unrealistic. I have searched for it and type VII B range was around 16 000 km at speed of 10 knots while my VII B sub aftert installing GWX has nearly 30 000 km at 10 knots! Im in second patrol, october 1939 so i dont know if other types are affected but i guess they are...
is there way to fix this? |
Change the settings in the data/Submarine/NSS_Uboat***/NSS_Uboat***.sim file
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Be careful trying to apply real world specs to a game including this one.
- many times the real world specs are "lab" specs vs. "working world" specs. - many times real world specs are justifiably not used because they won't work for game play reasons. I have no idea if this is the case in your GWX example but if it is, you could possibly "break" some intended game play affect by changing the values. Fwiw. |
Thank you for quick response. Looks like i will let it be as it is for i don't want to break the game and second reason is i don't have anything to open .sim file.
Moreover i have found another problem... I have tried later dates 1942 and 1943 to test if other submarines are affected with this too but it crashed every time... no matter if i start the game via SH3 commander or sh3.exe. And i found it is caused by one of installed mods, because when i disable them and start it with only GWX installed, it works. Here is my mod list, so guys if you have any idea which mod could cause this, i will be really grateful.. It looks that after i get back from work i will not cruise the oceans for tonnage but rather test one mod after other to find, which one cause this and why... GWX 16km Atm. GWX Alternate loadscreen - full circle GWX Integrated orders GWX Merged campaign GWX Open hatch mod Widescreen MaGui v 3.4 Widescreen MaGui FIX for GWX German Images for Widescreen Optional - blue recmanual for Widescreen Torpedo solution button Salvo selector labels M.E.P v6 Optional - FSF for MEP v6 Optional - ShipVanishingHull for MEP v6 Optional - Zoomable Free Camera M.E.P v6 VisualSensors for GWX Rbs1 SH4 Effects GWX 30 71 LifeBoats&Debris v3B Rbs3 withlifeboat Rbs2 withbuoyance Rbs10 enhanced oil expl. Moonlight mod New clearsky clouds Sh3 volumetric clouds&fog Rubinis underwater dust and plancton Real depth charge Additional depth charge Thomsen sound pack KB Diesel sound mod Haunting atlantic wind TKSS 18 German uboats compilation German uboats compilation 2 only (VIIB & VIIC by WISE) New uboat guns fix Fix all sub gwx TMT v2 GWX3 Enhanced funnel smoke and thomsens ships Supplement to V16B1 |
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In general, the more mods one has the greater the chance for problems. Here is a program that will allow you to edit the .sim files if desired. |
Hi,
it's not a bug, it's a feature... see page 50+51 in the GWX manual. Living on a flat surface... is sometimes tricky... Best, LGN1 |
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:up: Thanks LGN1. |
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1. Look up OneAlex's GWX rework... as they do great conversion work... with GWX3 & this includes SH3Cmdr in it, as well. Simple download, unzip... drop where you want to (though, NEVER in either of C:\ 's Program file folders... EVER. :yep:) & after that... you're pretty golden. 2. Another GWX set to consider & pretty good, building on & furthering OneAlex's work.. is ToyotaGT86's work. As with OneAlex's, is straightforward fairly simple... d/l, unzip, install (making sure to note above in the 1 Alex notes) & you're pretty much golden. 3. Last, & most definitely NOT least, by any means... is Anvar1061's GWR (Grey Wolves Revisioned) work. This 1, does take a wee bit of making sure of how you install, (initially fer noobs & 1st timers... & maybe 2nd timers... :D) but once you get used to it... :hmmm: it generally becomes 2nd hat to ya... & afterwards, can roll through setting up... relatively pain free. :shucks: As with 1 & 2, (see notes on install...) set up where you desire for it to be.... & pretty much golden. Hope this info helps... as always. :shucks: :yep: :up: :Kaleun_Salute: M. M. |
It is casued by the last enabled mod, Supplement to V16B1. I have activated one mod after another and started camapign in 1943, 2nd flotilla. And it worked until i activated Supplement to V16B1. Why?
And guys i would like to thank each of you for your help. Itīs really nice to see such great and helpful community here. |
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If any aspect of it, is missed or not done right... can & will cause issues... depending on how bad the error was or is. :hmmm: That... is, as I understand the whole process of working with h.sie, stiebler's work &... I also think that relates to Tycho's patch, as well. Which, with those... the order I outlined them, is recommended order to work them in. Others that are more knowledgeable can expand on that further... what I've mentioned, is just the basic bare bones... as I understand it. :Kaleun_Salute: M. M. |
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That is H.sie's patch. Hard to say what the conflict it without seeing what options you have enabled with it. But when you installed it via JSGME, did it overwrite anything ? If so that may be a place to look. Also go over the instructions for his patch and make sure you did it correctly. Good job narrowing it down. |
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Neither of those files matter in terms of ctds. Let us know how it goes. That video is well done, but might be best to also read the instructions H.sie wrought for the patch. I.e., he is the author of the patch, not the video maker. Also, I'm assuming your were able to successfully patch your .exe file with H.sie's patch and it is in the Supplement folder ? If not that is the root of the problem. |
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Good idea M.M. :up: |
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