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Old 02-28-10, 04:20 PM   #1
Johann Vilthomsen
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Mr.flakmonkey, I have no words to thank the job you offered.
THANK YOU !!!!!
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Old 02-28-10, 04:29 PM   #2
[SJ]nailz
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Crashed to desktop for my 3 tries, 3 CTD.

All mods used are in my signature, mius the CT_OpenHatch 0.91FM of course.
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Old 02-28-10, 04:30 PM   #3
Rickster1
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Default Fantastic

Installed and working, great mod thankyou so much
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Old 02-28-10, 04:36 PM   #4
dcb
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Hooray! It's here, at last.
Many thanks, FM
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Old 02-28-10, 04:57 PM   #5
Panser
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I've had a play with this mod and it really is a fine effort; it looks truly wonderful and shows that you have a real talent.

Installed it and worked fine, unfortunately JSGME highlighted a few conflicts with two of my preferred mods (GWX Integrated orders and Lifeboats&Debris_v4) so, sadly, it's not a keeper for me right now - though my current career has just moved to a type IX so I guess i'm not losing much with it being for type VII only at present. I will be keeping my eye open for future updates though.

I do have a few suggestions, though how practical they would be to implement I don't know. I appreciate you're busy and that it's far easier for someone like me to make requests than it is for an overworked modder to create them!

- I realise the issues you're having with engine sounds right now, but they're considerably louder in the control room and galley than the engine room itself. If you can find a better solution to the volume vs. engine speed issue, that would be fantastic.

- The vibrations of the diesels are rather uniform at present as the entire engine blocks bounce up and down at the same frequency. I'd also recommend a slightly smaller but faster oscillation than you currently have.

- As nice as the bunks are, they're a bit empty. Would it be possible to include sleeping crew occupying some of the bunks? Given that they're in the bunks they wouldn't need to be animated, either.


Regardless, great work and I look forward to watching the development of this mod
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Old 02-28-10, 05:21 PM   #6
Flopper
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Okay, I have just had a jaw dropping stroll through the sub. Not figuratively, but literally. I noticed my jaw had dropped open.

I did notice the sound frequency issue, some kind of internal doppler effect when I move forward, but my WORD this is a good'n. I just did a quick check of all the stations, and so far everything is a go. I'm currently running this amazingly sweet set of mods:

GWX Gold
DFant_subFlag_2010
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
TMT v2
LifeBoats&Debris_v4
WBNN Mission Orders Lite
FM_NewInterior_V1.0
Bright MaGui 2
FM_NI_Fix_for_OLC_GUI_001

The last thing I did was manually fuss with commands_en.cfg, to get the flag & antenna commands back. Heading out on a patrol... I'll check in later.

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Old 02-28-10, 05:32 PM   #7
coronas
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Excelent work!
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Old 03-01-10, 01:35 PM   #8
raymond6751
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This is great! Thank you for what would seem to be a major piece of work.
The only issue I had was the extra loud sound of that diesel engine.

I found out that it is only loud if you visit the engine room and come out of it. It could be a mistake but after about a half hour I went below again to the control room and it was again reasonable.

I have only just started out in career mode, about 50 km out, but so far all is well.

Again, nice job! SH3 has now pushed ahead of SH4 and might even be better than SH5. But SH5 is another story...
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Old 03-01-10, 01:55 PM   #9
brett25
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as far as CTDS im convinced that some of them are due to commander. I have tested and concluded that when I try to load older careers and try to start a new patrol I get CTD when Commander launches the game. I can create a new career and then don't have the crash. In other words the game engine has no problem loading all the data and handling the memory, however there is some conflict with commander and careers. Can anyone verify this?
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Old 03-01-10, 02:16 PM   #10
brett25
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Quote:
..... So many assumptions and nothing enough reliable about issue.. yet.
its very strange, in my case im getting more convinced it really has to do with mods..but...not any particular mod, rather a "pile on" effect...where at some point having too many, breaks the camels back. In other words my CTDs are mod related (not commander so much) however, not any one mod in particular....

also this is for sure, the hatches do not open in my old career, but in a new career, they open

Last edited by brett25; 03-01-10 at 02:49 PM.
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Old 03-01-10, 02:30 PM   #11
Dronston
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I can only say that with ONLY GWX and the Int. mod it still CTDS when trying to start your career in St. Nazaire. Try Wilhelmshaven and it works like a charm...Didn't try any other ports. Doesn't matter if I start the game using commander or not.

When I found out it does work in wilhelmshaven I started to activate mods again and it still works.
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Old 03-01-10, 03:27 PM   #12
Damo
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This all reminds me of Apollo 13, where they have to work out a way to get the ship to work while staying within a strict voltage limit to avoid it blowing a fuse.



They managed it though...
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Old 03-01-10, 04:07 PM   #13
JCWolf
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Quote:
Originally Posted by brett25 View Post
its very strange, in my case im getting more convinced it really has to do with mods..but...not any particular mod, rather a "pile on" effect...where at some point having too many, breaks the camels back. In other words my CTDs are mod related (not commander so much) however, not any one mod in particular....

also this is for sure, the hatches do not open in my old career, but in a new career, they open

No mate, I am using SH3 Commander and the game loads and runs fine...

More the Commander doesn't change big things over the game, in fact
the commander can be seen as a SH3 Launcher that haves some extra tweaking and options, it does not have direct impact on you game
loading cause it changes files that is already there in the game or Mods,
and it increases campaign situations....

The problem here must be your Machine power, or Graphic card, or
the usual XP memory issue...

I am using the Commander and the game loads fine, yes it takes a
lot more to load, and yes it pushes a lot more for mi machine and
hardware, cause I can ear it...lol
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Old 03-01-10, 04:53 PM   #14
[SJ]nailz
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I got so annoyed with this CTD'ing last night I completely re-installed Win7.

Got SH3 back on, patched, cracked and GWX'ed.

I enabled several mods in JSGME the ones in my signature. CTD again....

So I took aout the only conflicting mod that no fix was supplied for Liferafts&Debris. CTD.

So I took out everything except this mod. CTD.

So what I have is SH3, patched to 1.4b, with the RLD no-DVD crack, and GWX3 gold. CTD.

System Specs;

Intel Quad Core q6700
4GB RAM
nVidia 9700 with 512MB dedi RAM.
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Old 08-17-11, 05:22 PM   #15
Kitzbuell
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Quote:
Originally Posted by JCWolf View Post
No mate, I am using SH3 Commander and the game loads and runs fine...

More the Commander doesn't change big things over the game, in fact
the commander can be seen as a SH3 Launcher that haves some extra tweaking and options, it does not have direct impact on you game
loading cause it changes files that is already there in the game or Mods,
and it increases campaign situations....

The problem here must be your Machine power, or Graphic card, or
the usual XP memory issue...

I am using the Commander and the game loads fine, yes it takes a
lot more to load, and yes it pushes a lot more for mi machine and
hardware, cause I can ear it...lol
Great to know, JC. I am having problems with this MOD working as described and Diving Duck was offering some suggestions but he doesn't use SHIII Commander (which has been an integral part of my SHIII software play for years). I initially tried to incorporate OLC's gui MOD with FlakMonkey's new interior MOD using JSGME and the pennant and antenna (raising/lowering) MOD (s). Those worked and the command room interior seemed to be of higher detail with more "hot button" areas within for operational functions and so forth, but I was unable to see or enter the new engine room animation (I simply entered and moved around in a black void; though able to look back into the command room).

I deactivated all my enabled MOD (s) and then enabled only the FM New Interior v 1 and the same results occurred. In writing between DD and myself, I began to wonder if, somehow, SHIII Commander may have been the culprit (though I didn't see how). I just tried to load SHIII without opening it via SHIII Commander and the same results occurred. Of course, I had just finished m third and extremely successful patrol when I downloaded and enabled OLC's MOD and FlakMonkey's interior MOD, so I am hoping this is not a career killer in order to get the interior MOD to work for me as described in the MOD's "readme" file.

I am now thinking of loading a second full version of SHIII onto this hardrive (Geeewhiz I hope I have enough room ... ); updating it to vers. 1.4; using the StarForce-no disc fix; and try enabling just the interior MOD with JSGME without ever adding SHIII Commander or any other alteration to the original SHIII software and see what happens. If it does work as it is supposed to, I will then use this version of SHIII as the guinea pig to experiment with adding and combining other various MOD and testing for performance issues now and in the future instead of with my "active" game.

I realize that I do have some lmitations using a notebook and its associated graphics card but this one is better than most and has always seemed to run SHIII with few, if any, graphics issues.

Unfortunately, I was messing with MOD (s) a few years ago and drove myself so crazy trying to cope with all of the file changes I was making and then attempting to restore that I had to walk away from SHIII for almost a year in order to maintain some sense of sanity.

Good Hunting,
Kitzbuell
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