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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
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Hello BBW !
I´ve two little question: 1.) Do I need the MOD GWX 3 St Naz and Schluese V3 before I enable this MOD ? 2.) Have you Fix some issues with the GWX campaig layers (the aircover of the Bay of Biskay) from this Thread (see first Post from LGN1) ? http://www.subsim.com/radioroom/showthread.php?t=161308 Best regards, Magic Last edited by Magic1111; 03-11-10 at 03:28 PM. |
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#17 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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ATTENTION!!! To all other new posters on this thread...
When leaveing port go 1 knt and 1 tc. Use your Binocs and look around. You won't believe your eyes. ![]() ![]() ![]() ![]() SH5 Lookout!!! It ain't over. ![]() |
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#18 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Esp at load time |
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#19 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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The new mod is all you need And yes those Biskaya changes are in the campaign files of this mod ![]() |
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#20 | |
Silent Hunter
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![]() Best regards, Magic |
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#21 |
Seasoned Skipper
![]() Join Date: Oct 2006
Location: Belgium, mai 1940
Posts: 665
Downloads: 127
Uploads: 0
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great mod BBW i love it
![]() Last edited by mengle; 03-11-10 at 07:34 PM. |
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#22 |
Fleet Admiral
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Great mod BBW. I see you sorted out the floating guy near the Willi locks.
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#23 |
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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#24 | |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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#25 |
GWX Project Director
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Nice work BBW and company!
![]() ![]() ![]() WB, I gotta say that I'm really looking forward to the integration of your modwork! ![]() |
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#26 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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So this mod integrates "St Naz and Schleuse with extra ships V4", thus replacing it altogether?
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#27 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Was gonna do a standalone but as St Naz and Schleuse needed updating for the locks no point |
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#28 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Cool. Thanks mate.
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#29 | |
Fleet Admiral
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Well recommended. ![]() |
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#30 |
Seaman
![]() Join Date: Sep 2007
Posts: 36
Downloads: 77
Uploads: 0
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Hi BBW,
can it happen, that there is a conflict between GWX3 Wilhelmshaven... and FM NewInterior? With a mod-list according to OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc) U-Boat Bases Map with New St Nazaire DFant_subFlag_2010 FM_NewInterior_V1.0 FM_NI_Fix_for_OLC_GUI_001 Rapt0r's Instruments V3.5 Rapt0r's Uniforms V2.0 [Black] Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 there is a CTD on a new patrol of an existing Wilhelmshaven-campaign. Same, when I activate your mod as fourth mod before Anvarts mod. When I deactivate your mod, there is no CTD and everything is ok. When I take out FM NewInterior and activate your mod, everything is ok too. Regards Nuss |
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