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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#241 |
Argentinian Skipper
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This is an "experimental" JSGME list I use. I have another installation of GWX with SuperTurms v6, and without CCom Interiors and FM NewInteriors v2. This instalkation works fine.
But the "experimental" have some problems, because SuperTurmsv7 "Taster" is a work in progress, not finished. And if you use Hsie and Stiebler´s `patches, you will have more problems... Generic Mod Enabler - v2.6.0.157 [F:\SH3\MODS] WAC4.1 SubPen_animated_18.02.2010 GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 Extras for the Wilhelmshaven campaign v2.4c GWX - Merged Campaign LifeBoats&Debris_v4 New Uboat Guns 1.2 Waterstream+Exhaust Combi V2.3 for GWX3 GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior_V1.0 Conning Tower open Hatch TestFMfood Depthcharge Shake v2.01 Aces' Multimod compatability fix release v1.3 public beta Aces' Super Turms v6 for GWX CCoM_8.x_Bug_Hecktorpedoraum_V1.0 Aces' Super Turms v7 Taster MaGui 3.4 Widescreen MaGui v3.4 optional-blue recmanual for Widescreen MaGui v3.4 optional-stopwatch with speed lines for Widescreen MaGui v3.4 TorpedoSolutionButton for WideScreen MaGui v3.4 Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat) Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3 Rapt0r's Das Boot Interior Rapt0r's Instruments V3.5 Low Contrast Instruments Flags_enlighten Pascal_Port_People BMW-R75 v.1 by TP Dönitz Aces - Custom Emblems Dönitz Picture With Fly Merchant_Fleet_Mod_3.2 TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships Add TMT ThomsonsShips fix Q Ship mod GWX3.0 Combat Radio Frequency Thomsen's Sound Pack V3.2cg GWX Speech Torpedo_HAHD_1024_GWX Rapt0r's Uniforms V2.0 [Black] No Medals On Crew [Patch] Compulsory U-boat Headdress - GWX 2.0 OLC's Modified Searchlight Beams for GWX3 Rbs1_SH4_Effects_GWX_30_71 Rbs2withbuoyance Rbs3withlifeboat b25_SF_Grass_Full_V2 Aces' Modified Headphones Type VII salvo selector B25_Deck_Crew_Ambient Haunting Atlantic Wind Karle's_Crash_Dive_Mod Scirè-Tikigod- repeated order Real Depth Charge TiefeMkI(German) TorpedoTubesFfireFinal vGW _LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal _LSH3_V5.1_SLS_Spezialeffekte-Gross MFM3.2 displacement correction mod pascal_map Aces' Combined SH3.SDL Files v4 Sub Image mod DD_VisibleMines_V1.0 Dunkle_Torpedos Water Drops Blur Effect MaGUI v3.4 Widescreen Compat Ultimate ObjectView Camerav1.0 KJF_Moon_v1.1 Diesel Startup Sequence for FM Engine Room beta 1 Wolfehunters_VIIC_U408_2048 Wolfehunters_U-82_VIIC Decks TMO Smoke Mod M.E.P v3 M.E.P v3-Patch FSF for M.E.P v3-Patch M.E.Pv3 VisualSensors-GWX3 Improved Wave Textures sobers B25_MEP_Das_Boot_Green Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#242 |
Eternal Patrol
Join Date: May 2012
Location: mod soup bar and grill
Posts: 1,756
Downloads: 998
Uploads: 0
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wish the turms worked directly with NYGM.
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#243 |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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@ fitzcarraldo: Thanks! Wow, your mod list is quite long! All kinds of goodies on there.
I still have some general questions about the Super Turms Mod listed above (e.g. the meaning of some add-ons etc.). Can you shed some light on those for me, please?
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#244 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,520
Downloads: 110
Uploads: 0
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Is there a incompatibility with aces turms and the type II? I ask because I enable v6 and 7 taster, but instead of going to may type VIIB campaigh I went to my type II and got ctd.
After going to the single missions, if I select a mission with type VIIs all ok, if I select a type II, CTD. |
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#245 | |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Paris
Posts: 134
Downloads: 245
Uploads: 0
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Quote:
Nop. Typ II A & B are not compatible with this list mods and the guilty file is...Aces' Super Turms v7 Taster. #@%£#$ ! Sorry ![]() So, I have to try again with a more stable list. ![]() Try agai-ain ! ![]()
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![]() << "Quod me non necat me fortiorem facit"... Last edited by Jochem; 03-27-14 at 04:46 PM. |
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#246 |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Paris
Posts: 134
Downloads: 245
Uploads: 0
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OK,
I found the cause of the CTD. ...\SilentHunter3\Data\Submarine\NSS_Uboat2B. So, the only thing, for the while, (because it only resolves the problem halfway) to make the v7 to work correctly is to remove the directory "NSS_Uboat2B". I'll investigate more deeply later what file cause the trouble. Let's go to reactivate all the gas machine... ![]()
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![]() << "Quod me non necat me fortiorem facit"... Last edited by Jochem; 03-27-14 at 06:58 PM. |
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#247 |
Canadian Wolf
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Nice.
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#248 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Ahoy fellow kaleun's!
Bit of a noob 'round these parts. What is a "turm"? |
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#249 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
Uploads: 0
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In laymans terms the conning tower, and welcome aboard shipmate
![]() Best regards. Fubar2Niner |
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#250 |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Paris
Posts: 134
Downloads: 245
Uploads: 0
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What's the.....
![]() Shift+F. That's it ? ![]()
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![]() << "Quod me non necat me fortiorem facit"... |
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#251 |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Paris
Posts: 134
Downloads: 245
Uploads: 0
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Problem resolved but I had to manipulate the Turm v7 to completely remove crew on deck...No matter, the deck is mine alone, now !
![]() ![]() Hmmm, this is not a bug IG but, when I take some screenshots, binoculars are white...Curious...
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![]() << "Quod me non necat me fortiorem facit"... Last edited by Jochem; 03-29-14 at 11:51 AM. |
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#252 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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This mod is awesome
![]() I downloaded it and installed it and it seemed to be working fine. I was able to do tutorial missions, single missions, and start a new career. However, I noticed that the anchor was missing on the IXB and so I rooted around for a fix to that earlier in this thread and found it. Popped it in. Now I can only do tutorial missions. ************* UPDATE - I will never understand computers. I am not sure what I changed but now it seems to be allowing me to start new careers. My head hurts... ************* Every time I try to load a new career it almost loads completely, then crashes to desktop ![]() I tried removing the IXB graphical fix and it still crashes when I try to start a new career. For reference here are my currently installed mods: GWX - 16km Atmosphere GWX - Axis Mediterranean Aircraft Skins GWX - Enhanced Damage Effects GWX - Late War Sensors Snorkel Antennas LifeBoats&Debris_v4 Pascal_Port_People Torpedo damage Final ver2.0 North Atlantic Green 1.1 GWX - VIIC41 Player Sub Ice Age Real Depth Charge New_clearsky_clouds New Uboat Guns 1.2 GWX - Main movie - 'Das Boot' GWX - Captain America's Officer Icons GWX - Alternate Loadscreen - Full Circle Wooden_Lifeboats_Mod_1.1 Aces' Super Turms v6 for GWX Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings Aces' Super Turms 6 - GWX Type 9b Tube Doors and Anchor Fix RB_SH4_Effects_for_SH3_2_03 Also note, I have been rolling back SH Commander before enabling/disabling any mods. I guess I will also point out that single missions and tutorials now seem to be working, but when I try to do a new career it crashes half way through loading and actually does the error message twice (it comes back up right after I click okay the first time it appears). If anyone can weigh in on this it would be much appreciated Last edited by Nukesub; 04-03-14 at 11:07 PM. |
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#253 |
Torpedoman
![]() Join Date: Mar 2014
Posts: 116
Downloads: 56
Uploads: 0
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Quick follow-up questions: Would anyone know what might be causing this?
1). On the type VIIB in the navigation and sonar room facing towards the front of the u-boat there is a simply an open grey space. Looks as if someone was modelling the graphics of the interior and then stopped 2). I put an emblem on the turm but in the game it shows up as some black sploches/spots around the area the emblem would normally appear. For reference, see the post above this one for my mod list. Thanks for insight in advance, fellow Kaleuns! |
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#254 |
Torpedoman
![]() Join Date: Jun 2013
Location: South Africa, Cape Town
Posts: 114
Downloads: 292
Uploads: 0
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Is this mod working and supported?
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No amount of experimentation can ever prove me right; a single experiment can prove me wrong. - Albert Einstein |
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#255 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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Work well, good,but does support, i dont no!
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