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Old 11-13-06, 03:49 AM   #31
sergbuto
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Quote:
Originally Posted by Rubini
Sergei,
I noticed that you don't put these new planes on the airbases files, and if not, then they will not appears on the game automatically.
Rubini.
I did that intentionally since people may have many different configurations because it is relatively easy to tweak this part.

You are welcome to put them in.
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Old 11-13-06, 07:35 AM   #32
Safe-Keeper
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(Like you said neither NYGM neither the upcoming GWX (until now) are compatible with the new library files. Only stock and perhaps GW1.1a and Uboatwar will run it now without problems)
Right. I installed it over TGW 1,1a and then added roster files and now the editor refuses to start. So TGW seems to be a no-go.

I hope this can be fixed, though, as it seems like such a truly great mod.

Mental note to self: Ask if it's compatible first, install afterwards:p.
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Old 11-13-06, 07:44 AM   #33
sergbuto
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What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?
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Old 11-13-06, 08:12 AM   #34
Rubini
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by Rubini
Sergei,
I noticed that you don't put these new planes on the airbases files, and if not, then they will not appears on the game automatically.
Rubini.
I did that intentionally since people may have many different configurations because it is relatively easy to tweak this part.

You are welcome to put them in.
Thanks Sergei,

I will make it and send to you first.
I will also check for any roster problems on the stock or GW installation (if really have one!).
In some hours. I'm at my work now.
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Old 11-13-06, 08:23 AM   #35
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What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?
When I tried to start it, it crashed right after the Protection System screen. I don't know why, I'm not a programmer.

It worked after I installed the mod, but then when I added the .cfg files of the planes to the British and American roster folders, it stopped working.
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Old 11-13-06, 08:44 AM   #36
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Quote:
Originally Posted by Safe-Keeper
Quote:
What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?
When I tried to start it, it crashed right after the Protection System screen. I don't know why, I'm not a programmer.

It worked after I installed the mod, but then when I added the .cfg files of the planes to the British and American roster folders, it stopped working.
I see.
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Old 11-13-06, 09:37 AM   #37
rasmus1896
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Quote:
Originally Posted by Safe-Keeper
I installed it over TGW 1,1a and then added roster files and now the editor refuses to start. So TGW seems to be a no-go.

I hope this can be fixed, though, as it seems like such a truly great mod.

Mental note to self: Ask if it's compatible first, install afterwards:p.
mine works just well. do you use those roster files witch are in the download?
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Old 11-13-06, 03:03 PM   #38
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OH MY GOD!!!!
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Old 11-13-06, 06:12 PM   #39
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mine works just well. do you use those roster files witch are in the download?
No, as I wrote already I added them myself, since the first upload missed them. Are you running Grey Wolves yourself?

Serg, or someone else, could you record a movie clip of a rocket attack for me? I'm not going to get this mod as it might result in me having to re-install the game for the fourth time in half the number of days.
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Old 11-13-06, 06:21 PM   #40
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Quote:
Originally Posted by Safe-Keeper
Quote:
What editor? Do you mean SH3MissionEditor? Why should its execution depend on/be affected by any mod?
When I tried to start it, it crashed right after the Protection System screen. I don't know why, I'm not a programmer.

It worked after I installed the mod, but then when I added the .cfg files of the planes to the British and American roster folders, it stopped working.
Same for me but then i downloaded the mod again with the roster files added and works fine with TGW in the museum . Could someone show me how to add to air bases please so they show uo in campaign . Thankyou .
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Old 11-13-06, 06:33 PM   #41
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If you guys chill a little I believe Rubini is sorting some airbases and stuff out for the mod
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Old 11-14-06, 01:47 AM   #42
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Quote:
Originally Posted by Safe-Keeper
Quote:
mine works just well. do you use those roster files witch are in the download?
No, as I wrote already I added them myself, since the first upload missed them. Are you running Grey Wolves yourself?

Serg, or someone else, could you record a movie clip of a rocket attack for me? I'm not going to get this mod as it might result in me having to re-install the game for the fourth time in half the number of days.
yes, i use GW and i realy love it!
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Old 11-14-06, 03:55 AM   #43
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Quote:
Originally Posted by Safe-Keeper
Serg, or someone else, could you record a movie clip of a rocket attack for me?
I can't do that (only more screenshots). But if someone wanted to do a movie I would suggest to use Beaufighter because it is more efficient at such attacks than other aircrafts. It is also the most dangerous aircraft in my SH3 installation right now. Only Tsetse comes close to it. I really love how Tsetse uses its 6pdr cannon. It starts to fire only when relatively close to U-boat like it knows that there are only 25 rounds for the cannon.

I can also provide a test mission which I have used for watching the attacks.
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Old 11-14-06, 04:45 AM   #44
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I really like the sound of this mod, unfortunateley i use NYGM 2.2 most of the time. Its beyond my capabilities to add this to NYGM, i was wondering if anybody was working on this or if there is a workaround, many thanks serge, for a great mod
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Old 11-14-06, 05:52 AM   #45
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I doubt anyone can do that except for the NYGM team itself. There are simply too many changes which only they know about.

I usually tend to only add things in and use them instead of "stock" ones whenever necessary because I think that SH3 Devs have reached overall good balance by having some unrealistic things counterbalance other unrelistic things and because the Devs have made many things interdependent. While the NYGM team does changes on changes on changes because once you changed one thing this would require to change five more to restore the balance. Therefore, if someone brings something external in the NYGM mod, some things usually get broken.
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