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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1261 |
Grey Wolf
![]() Join Date: Aug 2007
Location: ...somewhere in the swamps of Jersey.
Posts: 911
Downloads: 157
Uploads: 0
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It is a small thing really compared to all the new ships so I have no problem living with it as is. Only wondered if it was a glaring error on my part.
Thanks for quick reply Steve. Z
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...I fought in many guises, many names, but always me. Patton
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#1262 |
Watch
![]() Join Date: May 2015
Posts: 17
Downloads: 1365
Uploads: 0
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#1263 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
Downloads: 178
Uploads: 4
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"I would rather have questions that can't be answered than answers which can't be questioned." - Richard P. Feynman [1918/1988] "I've missed more than 9000 shots in my career. I've lost almost 300 games. 26 times, I've been trusted to take the game winning shot and missed. I've failed over and over and over again in my life. And that is why I succeed." - Michael Jordan "You don't even care. That's how much an impact the three-point shot has and it's evidenced by how everybody plays... There's no basketball anymore, there's no beauty in it. It's pretty boring. But it is what it is and you need to work with it." - Greg Popovich Mods for SH3 |
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#1264 |
Sea Lord
![]() Join Date: Jul 2012
Posts: 1,690
Downloads: 30
Uploads: 0
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EDIT: SOLVED. The ship's sil.tga was twice the size it should have been. Converted it and edited it in Paint to regular size. Converted it back and voila.
Original post: Thought I might post this in the relevant thread: I have the MFM+ skins working with GWX3 + J to Z Destroyers + fixes + MaGui + WS fix. There is only a small issue with the ship AK01A which has a super magnified image in the rec manual (a section with a mast and chimney, blown up in size), making it impossible to see what the ship looks like. Is there a known issue either with that ship or with the mod coworking with other mods? ![]() Last edited by Von Due; 04-13-16 at 05:57 AM. |
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#1265 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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i have improved the charts of caws 1.6.1 for gxw and magui ws, from b/w reco manual, and some other stuffs, for me its more usefull looking in the pages this way than manual stock. Anyway in manual stock there are other type of units too.
http://www.mediafire.com/download/27...for_gwx3_1.rar you may instal caws 1.61 first, later this. it gets 2 error until sailing screen, but i didn found how to fix and i didnt found any kind of issue. mybe in future would be posible move old manual to the center too. |
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#1266 |
Sea Lord
![]() Join Date: Jul 2012
Posts: 1,690
Downloads: 30
Uploads: 0
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Wondering here. Looking at the T15B folder and it only contains
T15B_T01.tga T15B_T02.tga T15B_T03.tga T15B_T04.tga No other data files or cfg. Was this ship scrapped? EDIT: Also wondering about MLaunchB1 MLaunchB2 Q01B SLaunch01 There are no references to them in either EnglishNames or ShipNames and the sil.tga files are all the same small trawler. Any insight on these? Last edited by Von Due; 04-15-16 at 02:08 PM. |
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#1267 | |
Watch
![]() Join Date: Apr 2016
Location: UK
Posts: 27
Downloads: 131
Uploads: 0
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Hi all!, I was wondering if anyone is using this mod with Tribute to Manual Targeting for GWX3?
http://www.subsim.com/radioroom/showthread.php?t=153937 I am slowly modding my GWX install and when I try to activate TMT using JSGME it says: Quote:
Thanks for your time. |
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#1268 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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:can I revert if i get crashes?
I think it will not crashes Last edited by ivanov.ruslan; 04-24-16 at 02:35 PM. |
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#1269 |
Grey Wolf
![]() Join Date: Apr 2004
Posts: 786
Downloads: 254
Uploads: 0
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I've tried everything with this mod and no matter what I get a crash before a mission/patrol
Based on my current mod list without using Subcommander where would I put this mod? ![]() |
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#1270 | |
Eternal Patrol
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=212462 On the other hand, check your system specs. You need at least 4 Gigs of RAM for it to work. My 2005 XP rig just couldn't run it.
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“Never do anything you can't take back.” —Rocky Russo |
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#1271 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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Yes,and 64 bit system too
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#1272 | |
Sonar Guy
![]() Join Date: Oct 2013
Posts: 382
Downloads: 64
Uploads: 0
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#1273 |
Eternal Patrol
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Like many people I could not run the MFM. it would always crash on loading. With the 4-Gig patch I can run it just fine. I don't know how much it actually uses. I only know it works for me.
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“Never do anything you can't take back.” —Rocky Russo |
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#1274 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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Thanks
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#1275 | |
Sonar Guy
![]() Join Date: Oct 2013
Posts: 382
Downloads: 64
Uploads: 0
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If you are curious about its usage, use Task Manager, and look under the processes tab for sh3.exe. It should reach no more than 3,800,000 K or so, before it crash. This number changes depending on many variables, but it will be somewhere in that ball park. War Elite mod, latest edition will ctd the game because of too many units for example. |
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