SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-04-09, 07:34 AM   #1
johnm
Navy Dude
 
Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
Default kamikazi ships in Helgoland!

I have a separate copy of SHIII/GWX 2.1 to use the S-boot mod. Because of limited fuel, I use Helgoland as my base after the first patrol.

currently on 11th patrol, Jan 1940.

Every time I depart from the dock, I hear crashing, grinding sounds and spot flames in amongst the warehouses. Up comes two blue sunk ship icons!

I can only assume that these two ships must spawn in a warehouse and wreck themselves, cos it aint me - honest!

Any body else visited helgoland 1939/40?
johnm is offline   Reply With Quote
Old 03-04-09, 08:49 AM   #2
Hanomag
Grey Wolf
 
Hanomag's Avatar
 
Join Date: Jul 2007
Location: LI NY
Posts: 964
Downloads: 13
Uploads: 0
Did you save in port??

Sometimes if you save in port crazy things happen.

For pics and comments check this out...

That Zany Harbor traffic!!
__________________



"Only if I can save first..."
Hanomag is offline   Reply With Quote
Old 03-05-09, 01:28 PM   #3
johnm
Navy Dude
 
Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
Default

No. That's what is so weird. Every one has been a fresh new patrol.

All I did was dock at Helgoland after the first patrol instead of returning to Kiel.
johnm is offline   Reply With Quote
Old 03-05-09, 01:31 PM   #4
gord96
Commodore
 
Join Date: Nov 2002
Posts: 627
Downloads: 57
Uploads: 0
Default

the S-Boot mod had a problem where some of the ports didnt align with the boats, so when the mission started the boats would spawn in the wrong spots, causing collisions. Its been a while since I played the S-Boot mod but I believe someone released a fix that moved the boats.
gord96 is offline   Reply With Quote
Old 03-05-09, 01:33 PM   #5
gord96
Commodore
 
Join Date: Nov 2002
Posts: 627
Downloads: 57
Uploads: 0
Default

that said, how do you install a second copy of SH3? I would like to do some S-Boot missions again.
gord96 is offline   Reply With Quote
Old 03-05-09, 01:35 PM   #6
gord96
Commodore
 
Join Date: Nov 2002
Posts: 627
Downloads: 57
Uploads: 0
Default

here is the link to the thread discussing this...

http://www.subsim.com/radioroom/showthread.php?t=137901
gord96 is offline   Reply With Quote
Old 03-05-09, 02:23 PM   #7
johnm
Navy Dude
 
Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
Default

Quote:
Originally Posted by gord96
that said, how do you install a second copy of SH3? I would like to do some S-Boot missions again.
Install vanilla SH3 as normal. Copy the complete installation giving it a new name. E.g. first one is "Silent hunter III" second say "S-boot". Then apply the mods you want to the second, like S-boot mod.

Then install into your second copy and run "MultiSH3". This will create a second entry in "my documents" with another name and redirect the second SH3 to use it.

Then just run the one you want. Obviously JSGME should be installed into each copy to set-up the various mods.

As you only run one version at any one time, no problems with license.

I actually have 4 versions, GWX3.0, GWX2.1+S-boot mod, Vanilla SH3 and Vanilla SH3 + Uberboat mod. My multiSH3 entries are SH3, GWX, SBT & UBT.

Sorry about vanilla but how else can you describe an SH3 without GWX?

Note MultiSH3 should be installed in every copy BUT not in the original.
johnm is offline   Reply With Quote
Old 03-05-09, 06:20 PM   #8
johnm
Navy Dude
 
Join Date: Mar 2006
Location: North of England
Posts: 173
Downloads: 68
Uploads: 0
Default

Quote:
Originally Posted by gord96
the S-Boot mod had a problem where some of the ports didnt align with the boats, so when the mission started the boats would spawn in the wrong spots, causing collisions. Its been a while since I played the S-Boot mod but I believe someone released a fix that moved the boats.
Thinking about it, I have had earlier versions of S-boot where this problem occurred. When I was using certain of the channel port bases, I was spawned behind the dock!

But this is different, I'm spawned correctly in the dock but these other ships appear to be spawned inside the warehouses, about 50-100 yards (sorry metres) to my right where there is a complex of about a dozen diffenat buildings.
johnm is offline   Reply With Quote
Old 03-05-09, 06:26 PM   #9
gord96
Commodore
 
Join Date: Nov 2002
Posts: 627
Downloads: 57
Uploads: 0
Default

it is a common problem. the fix worked. too bad the links dont anymore.
gord96 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:36 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.