Quote:
Originally Posted by Stiebler
@Anvart:
Lighted ships:
I have found that it is necessary to set the 'CargoExt=2' for your lighted ships in the campaign_RND.mis files. If the 'CargoExt' has some other values, including -1, then I get CTDs when returning to Kiel from patrols in the Baltic.
Of course, your lighted ships have no visible external cargo anyway.{????????}
For example, the KSQ has nodes M01 and M02 for external cargo. Your lighted ship LSQ lacks these nodes. Probably this explains the problem.
There is no problem now with NYGM, provided that the CargoExt remains at 2. I have just checked that GWX uses CargoExt=1 for LSQ, which is (presumably) also acceptable.
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M01 and
M02 are used for
guns or for
platforms (not for external cargo)...
...
My computer is

... therefore i can't see my data or something else...
IIRC, I don't remember exactly where, but I removed
cfg#M... (guns and guns platforms) nodes from some
lit ships (in
*.dat and in
*.eqp) at the request of users, therefore you should not have
M01 &
M02... nodes in
*.eqp file for NLSQ_... for
external cargo cfg#K01 and
cfg#K02 nodes are used in
dat-file only (not in *.eqp file)... and this nodes were left unchanged as in the original ship.
External cargo are in
incarcatura.dat file (and look
CargoDef.cfg). I have no problem with
any external cargo from
incarcatura.dat file.
Quote:
No, it was for Mikhayl's hi-res turms. At least, that was the intention! But we never resolved the conflict between radars on the U-boat with the turms. The radars always appeared in the wrong places on the turms, although I made several changes to the node positions (including changes to the SH3.exe code).
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It's (radar antenna position) stock game errors...
In GWX this problem was solved by changing the geometry of some turms... and FuMO29GEMO antenna was placed into Dummy Container ...
I haven't had time to help you in this regard because my computer

...
Quote:
But I am very grateful for your efforts to help us, anyway. And your lighted ships are fantastic! One of the most important mods ever made for SH3!
Stiebler.
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Good luck,
Alex.