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 08-29-11, 08:21 PM   #1
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default CTD everytime i enable GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6

Ok so im trying to add some new ships and since this seems to be the only ship addon that i can find im trying to get it to work.GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 adds a bunch of stuff but the read me isnt clear on installation method. Theres a main Data folder containing the ships and 3 seperate mod folders containing GWX-alantic and east,GWX-LIte ATL and Northsea, GWX lite harbor and GWX merged campaign. Now am i supposed to add these seprately or leave them where they are in the folder. Any help would be appercaited thanks again Sub Sim crew.
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-29-11, 08:35 PM   #2
Fish In The Water
Prince of
the Sea


SUBSIM
Welcome
Committee

 
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
Default

Here's a pretty good post that helps clear up the read me:

http://www.subsim.com/radioroom/show...77&postcount=2

As for the CTD's, I'd hold off until you're sure the mod is properly installed. Once we're over that hurdle, we can address the CTD's (if they're still around)...
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell.


Fish In The Water is offline   Reply With Quote
Old 08-29-11, 08:38 PM   #3
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

gonna try to install it the way it says there. Fish other than this mod are there any other ship mods addon's. Besides Jim's Q-ship mod...
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-29-11, 08:44 PM   #4
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

did u enable the merged campaign on this? I have the GWX merged campagin already active, do i need to disable that one in order to activate the merged campaign with this mod?
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-29-11, 08:45 PM   #5
Fish In The Water
Prince of
the Sea


SUBSIM
Welcome
Committee

 
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
Default

Quote:
Originally Posted by theroc44 View Post
gonna try to install it the way it says there. Fish other than this mod are there any other ship mods addon's. Besides Jim's Q-ship mod...
I'd say the Merchant Fleet Mod is probably the best:

http://www.subsim.com/radioroom/showthread.php?t=170741

It adds a ton of hi-res textures, graphic enhancements and new ships.

One word of caution though... It's quite memory intensive, (and as I don't know your specs), I'll just advise that most people need at least 4GB of ram (plus the patch) to get it to run.
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell.


Fish In The Water is offline   Reply With Quote
Old 08-29-11, 08:50 PM   #6
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

Quote:
Originally Posted by Fish In The Water View Post
I'd say the Merchant Fleet Mod is probably the best:

http://www.subsim.com/radioroom/showthread.php?t=170741

It adds a ton of hi-res textures, graphic enhancements and new ships.

One word of caution though... It's quite memory intensive, (and as I don't know your specs), I'll just advise that most people need at least 4GB of ram (plus the patch) to get it to run.

I got a good system and 4gigs of ram, shouldnt be a problem. Maybe i wont even use the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 and just use this instead. What you think?
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-29-11, 08:55 PM   #7
Fish In The Water
Prince of
the Sea


SUBSIM
Welcome
Committee

 
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
Default

Quote:
Originally Posted by theroc44 View Post
did u enable the merged campaign on this? I have the GWX merged campagin already active, do i need to disable that one in order to activate the merged campaign with this mod?
Yes disable, as (IIRC) the two are not compatible...

Matter of fact, here's the answer right from the horses mouth, (the creator of the mod):

http://www.subsim.com/radioroom/showthread.php?t=162292

PS. AFAIK the 'fix' was never released... But even if it was, you don't need the extra scripted traffic for a theatre you have no intention of sailing into. Just eats up system resources and adds to the load time for no real gain.
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell.


Fish In The Water is offline   Reply With Quote
Old 08-29-11, 09:01 PM   #8
Fish In The Water
Prince of
the Sea


SUBSIM
Welcome
Committee

 
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
Default

Quote:
Originally Posted by theroc44 View Post
I got a good system and 4gigs of ram, shouldnt be a problem. Maybe i wont even use the GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 and just use this instead. What you think?
Ya, personal preference...

If it was me and I only had enough memory to run one, I'd go with the Merchant Fleet Mod. You should take a look at the screens, they're pretty awesome!

__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell.


Fish In The Water is offline   Reply With Quote
Old 08-29-11, 09:02 PM   #9
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

Quote:
Originally Posted by Fish In The Water View Post
Ya, personal preference...

If it was me and I only had enough memory to run one, I'd go with the Merchant Fleet Mod. You should take a look at the screens, they're pretty awesome!

Fish as usual your opinion is most apperciated, you the man
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-29-11, 09:06 PM   #10
Fish In The Water
Prince of
the Sea


SUBSIM
Welcome
Committee

 
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
Default

Quote:
Originally Posted by theroc44 View Post
Fish as usual your opnion is most apperciated, you the man
You're very welcome, enjoy!
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell.


Fish In The Water is offline   Reply With Quote
Old 08-29-11, 09:19 PM   #11
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

wow that merchant fleet mod is insane. 3 gigs of tgas and 3,207 variations of shipping. Thats gotta be the best ship addon for SH3 hands down, the question is can i get it running lol with my other mods
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-29-11, 11:46 PM   #12
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by Fish In The Water View Post
If it was me and I only had enough memory to run one, I'd go with the Merchant Fleet Mod. You should take a look at the screens, they're pretty awesome!
I would certainly be running it if I had the machine to handle it, but alas I don't.

Two things: If you are running it and using Commander, you'll want the latest Ship Names mod.
http://www.subsim.com/radioroom/down...o=file&id=3124

And What the Wilhelmshaven mod adds is much more accurate harbors, including the locks for those harbors (with working gates) and the locks with gates for the Kiel Canal.








Quote:
Originally Posted by theroc44
wow that merchant fleet mod is insane. 3 gigs of tgas and 3,207 variations of shipping. Thats gotta be the best ship addon for SH3 hands down, the question is can i get it running lol with my other mods
I watched it being made over a period of a couple of years, all the while researching historical names for all the ship types. And I can't even use it!
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 08-30-11, 06:03 AM   #13
danasan
Elite Spam Hunter
 
Join Date: Dec 2009
Location: Flensburg / Germany
Posts: 1,141
Downloads: 39
Uploads: 0
Default

Quote:
Originally Posted by theroc44 View Post
wow that merchant fleet mod is insane. 3 gigs of tgas and 3,207 variations of shipping. Thats gotta be the best ship addon for SH3 hands down, the question is can i get it running lol with my other mods
Wasn't there a "light" version of this mod?

http://www.gamefront.com/files/16730...nterim-Beta.7z

for some slower rigs...
__________________

"I invite you to go inside this submergible hole in the water where you can nicely hide from destroyers."
danasan is offline   Reply With Quote
Old 08-30-11, 01:07 PM   #14
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

Quote:
Originally Posted by Sailor Steve View Post
I would certainly be running it if I had the machine to handle it, but alas I don't.

Two things: If you are running it and using Commander, you'll want the latest Ship Names mod.
http://www.subsim.com/radioroom/down...o=file&id=3124

And What the Wilhelmshaven mod adds is much more accurate harbors, including the locks for those harbors (with working gates) and the locks with gates for the Kiel Canal.









I watched it being made over a period of a couple of years, all the while researching historical names for all the ship types. And I can't even use it!
I cant run it either steve freezes on load bunch of times already for me.
__________________
"A few stood against many that is all that matters"
theroc44 is offline   Reply With Quote
Old 08-30-11, 03:48 PM   #15
theroc44
Lieutenant
 
Join Date: Aug 2011
Location: New York City
Posts: 261
Downloads: 101
Uploads: 0
Default

do i need another name addon for the name.cfg folder in commander for GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. I added the name cfg from Jim earlier for MFM do i need one as well for the extra ships in this mod?
__________________
"A few stood against many that is all that matters"
theroc44 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 10:56 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.