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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#736 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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It should actually be
SilenthunterIII\MODS\GWX_German_Keyboard_Hotfix\data |
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#737 |
Ace of the Deep
![]() Join Date: Feb 2006
Location: New Port Richey, Fl, USA
Posts: 1,066
Downloads: 0
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Maybe I missed the post, but last night I tried to add the German Keyboard Hotfix mod with JSGME and a warning message popped up that said:
"Commands_de.cfg" has already been altered by the "GWX - Integrated Orders" mod. Enabling this mod may have adverse effects on your game" I disabled the Integrated Orders mod which I was previously using and enabled the Hotfix. (and yes, I did a commander rollback first) I suppose I now don't have the Integrated orders. The only reason I thought I needed the Hotfix because it was mentioned that there were additional minor fixes along with the German Keyboard fix. Do I really need it if I don't use the German Keyboard? I haven't popped back in the game to find out yet. Was this mentioned already? Last edited by fredbass; 12-19-06 at 07:10 PM. |
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#738 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Technically no you dont need if not using the de keyboard cnfg
There are a few other minor graphical tweaks that you may want to use as well - the light .sil for the fishingboat3 fe You can always remove the de fix and enable the other bits in the package |
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#739 |
Nub
![]() Join Date: Dec 2006
Posts: 2
Downloads: 0
Uploads: 0
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Is the GWX meant to replace the supermod, should uninstall/reinstall than add the GWX.? Just add the GWX with the current supermod in place? Or reinstall both?
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#740 | |
GWX Project Director
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#741 |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
Downloads: 95
Uploads: 0
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#742 |
GWX Project Director
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Yes and/or Yes.
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#743 | |
WAV
![]() Join Date: Sep 2005
Location: somewhere in the Pacific
Posts: 603
Downloads: 95
Uploads: 0
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![]() Disregard. I've been playing with the lights turned down and can see the screen fine. ![]() -- ![]() Last edited by shegeek72; 12-30-06 at 02:24 AM. |
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#744 |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 950
Downloads: 0
Uploads: 0
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I install GWX but when I start a career it CTD me.
Im runnin on AMD Athlon(tm) 1900, ATI 9200 Radeon, 256-RAM, CPU Frequency 1466. |
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#745 |
Chief of the Boat
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Your graphics card could be struggling a bit and you def need more RAM
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#746 |
Swabbie
![]() Join Date: Dec 2006
Location: Manchester, England
Posts: 6
Downloads: 0
Uploads: 0
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Excellent!!!!!!!
Hi all.
Just wanted to congratulate the makers of this mod!! I was addicted to SHIII before but this mod goes beyond enything I expected!!!! Its the little touches that have captured me, for example - neutral ships at the dead of night which decide to show the u-boat its nationality by focusing its many bright searchlights onto its flag at the top of the mast!!! CLASS!!!! (maybe the original did it also but I never noticed). Its the litttle details that make this mod stand out from ANYTHING I have seen before!!! Everyone involved in this mod deserves the highest praise. Hope you lot get your teeth into SH-IV the way you have with SH-III. (I know my post isn't related to the above post but I just had to put my 2 pence worth in)!!! WELL DONE!!! ![]() ![]() ![]() |
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#747 |
Swabbie
![]() Join Date: Dec 2006
Location: Manchester, England
Posts: 6
Downloads: 0
Uploads: 0
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Oh by the way.
If I sink the Battleship HMS Rodney (nestled within a large convoy) on my first trip out (7th flotilla based at Kiel 1939) will it have any impact on the game as the future unfolds or am I going to be dissapointed to see the same ship crop up a few months later???? My first trip out on this mod and I get a 31000 tonne battleship!!! (aswell as a few tankers)!!!! Hope the above is NOT the case!! |
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#748 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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The game doesnt recognise a ships sinking and remove it from the roster Although its a dymanic campaign is not intelligent If you sink a ship in a port and then sail away Travel some 50-KM away then go back and lo and behold the ship is there Same with a convoy And theres nothing that can be done about that The lit nuetral ships were made by Anvart and are incorperated in all the major mods in various ways Oh and welcome to Subsim BTW Enjoy your stay |
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#749 | |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 950
Downloads: 0
Uploads: 0
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#750 |
Chief of the Boat
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Welcome aboard sparky3153
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