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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Posted this as a WIP a couple of weeks ago
Mod adds the new port of Wilhelmshaven by thfue58 from the ubi.de forums and is based on my previous mod ( St Naz and Schleuse with extra ships V4 ) ![]() Port feature locks which open and close ![]() ![]() As well as a host of other features such as moving cranes, vehicles and trains The locks have a set of lights outside that contain a green and red lamp Green and ok to enter as lock is open and red obviously closed lol New port and terrain changes by thfeu58 further terrain changes by me. I have moved all the docked and moving traffic at Wilhelmshaven and merged the 2 different .sdls as well as applying all terrain changes As the mod was close to release was given permission by Rowi58 to use his opening locks he made for LSH3 He also kindly intergrated them into the Kiel canal schleuse and St Naz port that I already had so didnt need to use the new versions in LSH Thanx Rowi mate ![]() ![]() ![]() ![]() The locks at the Schleuse and St Naz have a different light and signal system ( am gonna steal the below shamelessly from the LSH3 manual ) ![]() The picture shows a ‘choice’ of these animated objects and how they can be found at the sluice Holtenau; in the foreground, the closed lock gates and in the background the open lock gates, each with the "form light signal" as well as also in the foreground the signal mast. The flags at the signal mast show the Captain and how long he still has to wait or sail into the sluice. Here in the picture, the red and the green-yellow flag mean that the gates are still closed, less than 4 but more than 2 minutes. Been tested extensively over in the GWX lair and for that I have to thank Irish1958 , Tarjak , Melnibonian and Wreford Brown Thanx guys but WB deserves an extra mention as he pointed out a couple of errors in the original mods campaign which have been tracked and fixed One that would have CTD in 43 using merged campaign and another in Lite traffic Also included in the mod is an Atlantic\US east coast set of campaign files ![]() Traffic outside the red ring has been removed unless enters or leaves that location ONLY to enabled while in an atlantic French base and will need to be disabled if leave the atlantic French ports for Norway etc Does decrease load times as file size reduced considerably So heres the file http://www.filefront.com/15819511/GW...a-ships-V6.7z/ Enjoy If you have the previous St Naz,Schleuse and extra ships mod pls disable that before adding this Is JSGME ready Ideally the Wilhelmshaven mod should be enabled first on top of an unmodded GWX install - no need for a reinstall just disable all current mods As the Wilhelmshaven mod replaces some of the default GWX optional mods this way you know when you enable those they are the latest and up to date verions Then add your mods back in WB is already at work to intergrate his Von Dos ship mod into this one so something else to look forward to ----------------------------------------------------- New Wilhelmshaven remains the property of thfue58 and permission is needed to use his work in any other mod Locks at St Naz and Schleuses remain property of Rowi58 and his permission is needed for use anywhere else GWX campaign files remain property of GWX Original permissions still apply from previous mod in respect of ships and port additions Last edited by bigboywooly; 05-02-10 at 09:28 AM. |
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#2 |
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
Uploads: 0
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Fantastic! Thanks, BBW!
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#3 |
Gunner
![]() Join Date: Sep 2007
Location: Lost
Posts: 94
Downloads: 94
Uploads: 0
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Thanks BBW. This will be great, so now all I do is create new game w/GWX again so that will make 4 games/careers (1 game 1 career on each) 1940, 1942 w/XXI and the one that kicks my butt everytime coming out of port, Jan 1945
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"Patience is a virtue" Loose Lips Sink Ships |
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#4 |
Chief of the Boat
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Nice one BBW.....but is it mandatory to download the traffic mod?
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#5 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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I guess if we want to go outside the Red ring we have to enable the Traffic mod...? ![]() If not the first one above is the right download... ![]() Mi question is if we want both should we enable both mods or just the traffic mod? Second question to enable the first mod, we have to disable St Naz and Schleuse with extra ships or not? Another question: it seems that you have included a .sdl file for the new sounds nut that overwrites the FM Interior .sdl file, I have installed FM interior at last, but I guess this way I will loose some of your new sounds, can a compat version of this .sdl file be made with FM Interior .sdl ?? ...Pleeeeaaaasssseee! Thanks BBW...wounderfull job mate as always... ![]() Last edited by JCWolf; 03-10-10 at 07:20 PM. |
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#6 | |
Navy Seal
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#7 | |
Chief of the Boat
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#8 |
Seasoned Skipper
![]() Join Date: Mar 2001
Location: cape cod mass.
Posts: 678
Downloads: 59
Uploads: 0
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WOW No need for mod enabler this mod goes in to stay!!! great job awesomely thought out ,,,chug chug train noises !!!!ship bells and sirens!! locks!!!ships everywhere!! trucks etc etc etc.. takes some seamanship to get out now great job and thank you
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#9 |
Frogman
![]() Join Date: Jul 2005
Location: Ipswich, England
Posts: 302
Downloads: 281
Uploads: 0
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Hi Everyone,
I D/ld and installed this mod but when I run it my boat is on dry land. Where did the water go? RR |
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#10 |
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
Uploads: 0
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OK i will do GWX then thanks appreciate the reply.
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Erlaubnis an Bord zu kommen.
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#11 |
Nub
![]() Join Date: Jun 2010
Posts: 3
Downloads: 21
Uploads: 0
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Hi everybody
I've a question about this mod: if i enable the mod without pressing F5, does the "MODS" included are activated too (merged campaign, lite harbor,...) or must I enable those mods with JSGME? In other words, if I enable Wilhem and press F5,"new' Lite Harbor trafic, Merged campaing,... are enabled too?? Thanks Dan (English is not my mother langage, so I did'nt understand that point in another thread) |
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#12 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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They are automatically copied into the relevant folders so you should be OK but, just to be sure, I'd press F5.
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![]() All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
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#13 |
Nub
![]() Join Date: Jun 2010
Posts: 3
Downloads: 21
Uploads: 0
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Thanks WB. But even if they are copied in the relevant folder, they are still not enabled? that's the meaning of my question....
So if I want to play Merged campaing with Willem, I still must enable GWX Merged campaign after enabling Wilhem? Sorry if it's seem stupid, but I'm not expert with mods (and computer in general ![]() |
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#14 |
Frogman
![]() Join Date: Apr 2010
Posts: 306
Downloads: 17
Uploads: 0
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oooh. didnt read that one!
thanks again! |
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#15 |
Frogman
![]() Join Date: Apr 2010
Posts: 306
Downloads: 17
Uploads: 0
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