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Old 03-10-07, 07:28 PM   #1
raduz
Engineer
 
Join Date: Sep 2006
Location: Slovakia
Posts: 205
Downloads: 3
Uploads: 0
Default Hydrophone hunting tutorial for GWX - D/L links here

ahoy, mates

there were many questions about the hydrophone use to intercept the enemy.

Since I play the SH3, I am fascintated by the hydrophone, too, and I used it frequently in the stock game. As you certainly know, till present day the RPM count was not possible in the GWX, due to the different sound files and lack of the chart.
So I decided to make a small "mod" allowing use of passive sonar in the GWX way we did it in the stock game.

Now, after one month of hard work, I humbly present to the community my hydrophone MERCHANT hunting tutorial including the original game propeller sound files, 4 training missions, GWX RPM chart and a detailed guide explaining some stuff that may interest you. I hope you will like it

D/L here:
http://rapidshare.com/files/20422865...orial.rar.html
or here:
http://files.filefront.com/Hydrophon.../fileinfo.html

possible solution of crashing training missions (Kudos to Pisces )

I installed your hydrophone mod and tried playing the missions that go with it. But 2 didn't work correctly and crashed SH3 GWX1.03 when loading the mission. Namely "Training Proppellers" and "Training range to target". Before the "not so long ago" message (or maybe for you the german equivalent sentance) appears the game crashes to desktop. The other work ok, as far as loading goes anyway.

When I open those 2 crashing misisons in the mission editor, and try to open the properties window for the Amnunition ships (Pyro??) the editor also crashes. All other ships do not crash. This suggest me that the issue lies in the mission itself with these ammo ships and not a bad mod or SH3/GWX install on my part.

Since you didn't mention in the readme what specific version of GWX your mod is based on I am not totally sure, but in the changelog section in the GWX 1.03 manual it says for changes done in GWX1.02 that the ammo ships got a different database number or something (became 100). In your mission files the ammo ships have number 102:

Proppeler mission opened with text editor:
Quote:
...
[Unit 3]
Name=Fleet Auxilary Ammunition#1
Class=AMM
Type=102
Origin=British
...

When I added another instance of the same ship-type to the mission (chosen from roster) and saved, I get in the text editor:

Quote:
...
[Unit 7]
Name=Fleet Auxilary Ammunition#1_MyTest
Class=AMM
Type=100
Origin=British
...

Last edited by raduz; 12-29-07 at 04:19 AM.
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