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03-28-20, 01:46 PM | #211 | |
GWX Project Director
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Or, maybe I'm just getting old. That is all. Carry on. |
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03-28-20, 07:58 PM | #212 | |
Sailor man
Join Date: Jun 2005
Location: Bangers, Kingdom of Smiles
Posts: 44
Downloads: 68
Uploads: 0
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I'm only able to start a career starting from Kiel (in a Type II). SH3 Commander doesn't allocate any type for Flotillas starting from Wilhelmshaven and when I try to start a career from Wilhelmhaven in a Type VII, I get the dreaded 'SH3 Has Stopped Working' at the loading screen. Hawkers |
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03-28-20, 11:19 PM | #213 | |
GWX Project Director
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Did you install the SH3 Commander files for GWX 3.0? If yes, the problem lays with some other modification added to GWX 3.0. The solution for you will be to backtrack and remove modifications until you find the culprit. Last edited by Kpt. Lehmann; 03-28-20 at 11:30 PM. |
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03-29-20, 04:51 AM | #214 | |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,400
Downloads: 864
Uploads: 0
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03-29-20, 11:40 AM | #215 |
Sailor man
Join Date: Jun 2005
Location: Bangers, Kingdom of Smiles
Posts: 44
Downloads: 68
Uploads: 0
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Thanks for the feedback
I've been running a bunch of mods, so it seems there is a conflict somewhere and after some investigation the FM New Interiors Mod is the culprit, which is a shame as I really like this mod and it works with Anherbe Wide GUI mod with no problems. So - is anybody running the New Interiors mod with the ARB mod with no problems? Hawkers |
03-29-20, 12:27 PM | #216 | |
Ocean Warrior
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,400
Downloads: 864
Uploads: 0
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03-31-20, 09:53 AM | #217 | |
Sailor man
Join Date: Jun 2005
Location: Bangers, Kingdom of Smiles
Posts: 44
Downloads: 68
Uploads: 0
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Quote:
Hawkers |
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04-01-20, 03:22 PM | #218 | |
Seaman
Join Date: Jun 2005
Location: Minnesota
Posts: 37
Downloads: 55
Uploads: 0
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04-05-20, 01:06 PM | #219 |
Grey Wolf
Join Date: Sep 2011
Posts: 955
Downloads: 247
Uploads: 0
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Rediscovering SH3 with this GUI Mod
So I've re-discovered gameplay in SH3 GWX - ARB's 1920x1080 is the only widescreen mod that I can get to display on my entire screen (MaGUI, Ahnenerbe are both great mods too, they just won't fill my whole screen).
Couple of questions regarding using this mod. My mod list as follows: GWX - Alternative Flotillas GWX - Axis Mediterranean Aircraft Skins GWX - Enhanced Damage Effects GWX - Late War Sensors Snorkel Antennas GWX - Merged Campaign GWX - No Medals on Crew GWX Turm Lights fix OLC's Modified Searchlight Beams for GWX3 Torpedo damage Final ver2.0 M.E.P v6 Optional - FSF for MEP v6 Optional - ShipVanishingHull for MEP v6 M.E.P v6- VisualSensors for GWX3 Waterstream+Exhaust Combi V2.3 for GWX3 Waterstream+Exhaust Combi - Single Exhaust for TypeII Tribal Class Mod Southampton and Fiji Dido Class Hunt I-III A_to_I_class_mod J to Z Class Mod J_to_Z_Class_visual_fix Torpedo_HAHD_1024_GWX TMT v2 with EFS (GWX3 version) Convoy-Routes on Map - BL!TZKR!EG Edition LifeBoats&Debris_v4 GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 WAC4.1 SubPen_animated_18.02.2010 New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7 Q Ship mod GWX3.0 GWX_DFa-Flag&Pens_2010 TKSS18 German U-Boats Compilation No Eagle New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) German U-Boats Compilation FuMO_Fix_SNS German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) FixAllSubGWX TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 Conus' Historically Accurate U-boat Emblems 1.0 Conus' Historically Accurate U-boat Emblems 1.1 Conus' Historically Accurate U-boat Emblems 1.2 Conus' Historically Accurate U-boat Emblems 1.3 Destroyers&Corvette Thomsen's Sound Pack V3.2cg Evan82's Uniforms II ARB WideGui 1920x1080 Color Dials with Dark Compass Adaptation for English & Deutsch ARB WideGUI 1920 x 1080 v0.3.1 HotFix MFM-Improved (v3.3) MFM v3.3 Silhouettes by Izgud Ship Names S3H-H.sie-Patch-V16B1 MFM-v3-US+UK_Skins19390901 1. How much zoom is the attack scope supposed to go to? I have 1.5x and 6x. Is there a 12x? Should I be able to CTRL-mousewheel to zoom or just normal mousewheel and two zoom levels? 2. I assume the observation scope has the same zoom levels? 3. When using the RAOBF wheel, I'm consistently getting incorrect ranges and AOBs. What zoom level should I be using? How many horizontal tick marks should I be counting when determining AOB (i.e. do I need to double the count or not)? 4. When opening up the RAOBF, it defaults to selecting an AOB on the scratchpad. Is the RAOBF in this mod designed to *just* do AOBs? Or can I line up the quantity of vertical ticks to 90 degrees and read off the range at the point where it lines up with the mast height? I see no other way of entering a range into the scratchpad other than using the stadimeter. 5. An ideas if using Tribute to Manual targeting followed by the MFM and Izgud's new silhouettes could be throwing off my measurements? I note that most of the silhouettes are missing reference marks to indicate whether the mast or the funnel is the intended reference height. 6. What's the division of the tick marks on the UZO to determine range? Likewise on the scopes? Does it work out to be H * 50/ticks (x1.5) or H * 200/ticks (6x) to give a rough estimate of range? Last edited by 3catcircus; 04-07-20 at 11:56 AM. |
04-13-20, 03:07 PM | #220 |
Medic
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When you click on an officer Chief engineer, Navigator, Weapons, there;s a small set of order that pop up over the top of them. using 1024 768 ini is it possible to edit those graphics\orders making them larger. say the same size as the second set of commands ie, Depth under keel, Range to cores end...
I'm looking to make them larger and easier to see. but before I start tinkering with it I wanted to ask if im looking in the right place. 1024 ini file. thanks |
04-19-20, 05:22 PM | #221 |
Commodore
Join Date: Apr 2007
Location: Augsburg / Germany
Posts: 631
Downloads: 203
Uploads: 0
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Nevermind, found out what to do.
Last edited by Kongo Otto; 04-19-20 at 06:53 PM. |
04-29-20, 05:20 AM | #222 |
Swabbie
Join Date: Apr 2020
Posts: 11
Downloads: 5
Uploads: 0
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I tried installing this mod but when i run the TychoSh3Patch.bat it says that it failed.
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04-30-20, 01:15 PM | #223 |
Swabbie
Join Date: Apr 2020
Posts: 11
Downloads: 5
Uploads: 0
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I was able to get the SH3.exe to patch but now when I launch the game it says "cannot initialize 3D engine."
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05-04-20, 08:54 PM | #224 |
Ensign
Join Date: Jan 2002
Location: Indiana, USA
Posts: 221
Downloads: 200
Uploads: 0
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Awesome GUI - SH3 is great again!
I decided to go back to subsims during the lockdown, and since my PC won't run SH5, I decided to try out SH3 with the 1920x1080 GUI. All I can say is WOW and a big thank you to the many modders who contributed.
I know many people aren't into sims from 2005, but the HD GUI is amazing. I'm two missions in to a new career and loving it. It's like finding an old friend. |
05-05-20, 12:56 AM | #225 | |
GWX Project Director
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Quote:
In my opinion, the toughest part is dealing with Windows 10 quirks and adjusting NVIDIA gfx settings. Once that's sorted.... splish-splash, a hunting we will go! Sink'em ALL! |
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