Thread: GWX3 SpySat
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Old 03-17-09, 02:49 PM   #4
danlisa
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@ Lt.Fillipidis

Step 1) As rightly suggested, check the order of your mods.

Step 2) Ensure the Folder tree of the Spy Sat is correct after extracting the archive. It should be C:\.....\MODS\GWX3.0 SpySat\data\Campaigns\Campaign. Sometimes extraction can create an additional folder.

Step 3) Because it's not clear in the mods readme, the GWX 3.0 Spy Sat, found here, is for use over the Standard Campaign files and NOT the Merged Campaign, which you have listed in your activated mods. However, if you activated the SpySat after the Merged Campaign, it shouldn't matter. You can check this by file size, the Mod & Standard Campaign RND is 8574kb, while the merged RND layer is 10039kb.

@ kdv

There are 2 aspects of any SpySat mod which could/can hog resources. The first is the additional graphics rendering on screen of all the tracked convoy & ship icons (globally), the second, and more pertinent in this situation, is the increased Spawn Rate of Convoys & Ships. A simple file compare shows all the increased Spawns esp the ones @ 100% chance. These additional items are all loaded & tracked by SH3 as you are playing, so the possibility that they drag your system down are increased aswell as the chance that it could overload your PC's memory and cause SH3 to CTD.

The previous versions of SpySat only changed the Report Occurance (as well as the report distance) of convoys/ship to 100%, not the likelyhood that they would load into the game.
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