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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Evading that Hunter/Killer Group on my Tail
Posts: 584
Downloads: 35
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#2 |
Rear Admiral
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No problem, if no one else can look it up today (or knows of something else to try) I'll do it when I get home and can access my game files. Are you playing stock, or GWX, or...?
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#3 |
Samurai Navy
![]() Join Date: Jun 2009
Location: Evading that Hunter/Killer Group on my Tail
Posts: 584
Downloads: 35
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GWX 3.0 gold with some mods added on that came with it.
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#4 |
Rear Admiral
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Which mods? I don't think any of them would affect starting position, but better to know what all to look at just in case. I've got an umodded GWX3 installation so I'll see if I can find the relevant files.
BTW if anybody else reads this and knows exactly which files to look at, that would be great. I can probably find everything with a little digging but I don't remember offhand exactly where the info in question is located or if it's in more than one place (and they all have to match up). |
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#5 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Evading that Hunter/Killer Group on my Tail
Posts: 584
Downloads: 35
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(16KM atmosphere, Alternate load screen, axis meditteranean aircraft skins, captain america's officer icons, enhanced damage affects, integrated orders, main movie "das boot", no medals on crew, contact color, merged campaign) A single emblems mod, wolfehunters VIIB-83 skin, real depth charge
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#6 |
Seasoned Skipper
![]() Join Date: Jan 2011
Location: Groningen, The Netherlands
Posts: 709
Downloads: 101
Uploads: 6
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The starting locations are in the flotilla.cfg file. It's in the \silent hunter III\data\cfg map. You can just edit it with wordpad.
It's a file with a huge amount of text, so just press ctrl-f and enter the name of the port your flotilla is currently based. A couple of lines below the name of your flotilla's port you'll find these lines: DeparturePointLong0_0=1218360.000000 DeparturePointLat0_0=6521927.000000 (just an example, these are from Kiel) You can edit those figures, but I have no idea how coördinates work exactly, so you'll have to ask someone else about that... Hope this helps a bit. ![]() btw, as far as I can tell, this problem shouldn't be caused by any of the mods you're running. But if you don't mind me asking; why are you running merged campaign? It causes sh3 to take a huge time loading; because you're loading all region's which is only necessary when you're transiting from the Atlantic to the Indian Ocean..
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My sh3 skins : http://www.gamefront.com/files/user/Bakkels Or go to the sh3 downloads section > skins |
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#7 | |
Samurai Navy
![]() Join Date: Jun 2009
Location: Evading that Hunter/Killer Group on my Tail
Posts: 584
Downloads: 35
Uploads: 0
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#8 |
Seasoned Skipper
![]() Join Date: Jan 2011
Location: Groningen, The Netherlands
Posts: 709
Downloads: 101
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Well consider yourself lucky, the game itself loads pretty quick here, but when I want to start a mission I've got to wait 5 minutes or something like that...
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My sh3 skins : http://www.gamefront.com/files/user/Bakkels Or go to the sh3 downloads section > skins |
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#9 | |
Rear Admiral
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![]() If nothing else we can see what the values are in the unmodded GWX install and compare them with what's in the file he's got now, if they're different then they can be changed back and that should move the starting points to their original locations at the subpens. Provided nothing else alters the file afterwards, and certainly none of the mods listed would alter the starting locations AFAIK even if they were disabled and re-enabled and allowed to overwrite stuff again. @ ryanglavin: I wonder was there a time that you had start at sea checked and then for some reason didn't roll back after exiting the game? Not sure if you're using Auto-Rollback or doing it manually. Because if you had 'start at sea' checked and didn't roll back, Commander would've changed the DeparturePoint info when you launched the game, and it would never have gotten changed back when you exited. Then even unchecking the option again wouldn't do anything, since the altered DeparturePoint info would still be in the game files and Commander would have no reason to overwrite it either way. ![]() Anyway - a comparison of the data from your flotillas.cfg and one that hasn't had the DeparturePoint data altered will tell us something. ![]() |
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#10 |
Samurai Navy
![]() Join Date: Jun 2009
Location: Evading that Hunter/Killer Group on my Tail
Posts: 584
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I live by rollback, haha. Always manual so I always remember to do it. So what files do I check?
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