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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Captain
![]() Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 497
Downloads: 26
Uploads: 0
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Right. It was the comment in the animated pens thread that made me think it would apply to the Wilhelmshafen mod too.
Thanks for the reply...probably should have read more carefully. |
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#77 | |
Chief of the Boat
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#78 |
Admiral
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Hi BBW,
thanks for this awesome work. Little question: Are the extra ships used only for the german/axis side or for both sides? Greetings, h.sie |
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#79 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Only for Axis
AOTD Max made them specifically as Ge merchants so I kept them as such Besides the German merchant marine werent sailing around in any C or T types Felt they deserved some unique ships of their own Of course there is nothng to stop you dropping them into any other roster of your choice ![]() |
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#80 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Hi there,
Thanks BBW for this awesome mod. It works great with stock GWX3 and most of my mods. However I got problems with IBecomeLife's Merchant Mod. When activating the mod, the only double file is "GermanNames.cfg" which is ok, since I doublechecked the new file three times and it's definitely ok. If I only install the "sea" and "roster" folders of your mod and install the Merchant Mod on top of that everything works perfectly. Both mods alone work perfectly as well, so I'm running out of ideas. Does anyone have this combination running successfully? BTW I'm using a completely naked Windows XP Home 32bit installation with 4GB of Ram and the 3GB switch in the boot.ini activated. Thanks best regards Woof |
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#81 |
Seaman
![]() Join Date: Sep 2006
Location: Deepest, darkest Wales. (Thats the place, not the biological!)
Posts: 42
Downloads: 191
Uploads: 0
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SSS!
Have installed V5 onto a clean and fresh GWX3 install. Getting a repeating CTD about 3/4 of the way through mission load at Wilhemshafen, both in existing career (was docked) and upon creating a new one. Using Commander 3.2 to launch/create career. JSGME shot below shows install order, no conflicts at all detected. (Slightly renamed folder containing it in MODS folder, nothing substantive.) Any ideas anyone? Cheers, Van PS: Thanks for the effort you've put into this, its much apreciated, as is the work of all the other shipyards out there! |
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#82 | |
Eternal Patrol
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#83 | |
Chief of the Boat
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#84 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Well the Wilhelms mod contains the T09 and T13 also which are in the MFM mod so JSGME should have flagged those up too Only flageed the cfgs up first time for me then disabled and flagged up the rest of the folders No difference where it matters though - type= are all the same so shouldnt cause an issue Only just DL the MFM gain so not had a chance to try as yet Cant think of anything that would cause an issue at the mo Will start game and see what happens EDIT Fired up game Aug 39 2nd flotilla Wilhelmshaven and no problems ![]() I know tis a large pic but just to show you it running And SH5 at the same time on 6000+TC No other mods though only those 2 installed Last edited by bigboywooly; 04-15-10 at 11:21 AM. |
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#85 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Just release the roster cfgs for other coutries with the correct names on them Only for users of this mod Sorted lol |
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#86 | ||
Eternal Patrol
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![]() Both of those are strictly American ships (which is why they have the 'A' after the number). In fact, all of IABL's ships are Allied, though some of them were used by everybody (but only the ones with 'B' for 'British'). Quote:
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“Never do anything you can't take back.” —Rocky Russo |
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#87 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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![]() Aye tis true |
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#88 |
Eternal Patrol
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Oh. I thought when you said "Wilhelms mod" that they appeared in the harbor. I thought that was all that mod did, was fix that harbor.
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__________________
“Never do anything you can't take back.” —Rocky Russo |
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#89 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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No it also includes the earlier schleuse and St naz mod ( though now with locks too ) so had the 2 tankers in there as well as the AA ships PLUS the Ge merchants
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#90 | |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Hi BBW, Thanks for the answer. Sorry I forgot to mention that I had already taken the two tankers out of IABL Merchant Mod since they were double. I will play around a little more now that I know it SHOULD work. Frankly I can find no reason either why it shouldn't. |
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