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#136 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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tried out your load order and this was the results: Generic Mod Enabler - v2.6.0.157 [C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS] Dave's GWX 3 Combination Mod WAC4.1 SubPen_animated_18.02.2010 WB's USAM v69.61.1 Part 2 Still no Pens ![]() My Starting point is there in the far canal by the two cargo ships not inside the pens ![]() Will need advise on this cause I have no idea on what is the issue here ! Maybe the WAC animated pens has incomplete file packed and for that reason do not show the pens or in your file you missed something matey...but the only time the pens do not show up is with your Mod compilation installed ! The only time I can have the Pens installed is with a Mod called GWX - ModPack April2010 (Harbor) or Aces' Super Pens v4 GWX3 Version Have no idea what is wrong here... ![]() Last edited by JCWolf; 09-06-15 at 07:48 AM. |
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#137 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,487
Downloads: 878
Uploads: 0
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#138 | |
Navy Seal
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JCWolf;
Oh you are in Kiel, there are no pens in Kiel. You are starting next to a sub tender. BBW explains that in his documentation (Changelog) for GWX 3 Wilhelmshafen,St Naz,Schluese and xtra ships V7. Quote:
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#139 |
Kapitän zur See
Join Date: Jun 2007
Location: San Diego, CA
Posts: 93
Downloads: 264
Uploads: 0
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Yes, keep in mind that NEW LORIENT only changes the look, location and orientation of Lorient Harbor. Other harbor changes are the result of the other MODs included in "Dave's GWX3 Combination Mod".
Cheers! /AK |
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#140 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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![]() Sorry for not telling uou from start My base location... ![]() |
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#141 |
Eternal Patrol
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![]() ![]() Sorry, I should have recognized your screen shots as well. Not only are there no pens in Kiel, but wait until you make the trip through the Canal. Be sure to stop and take a look every time the chart shows a bridge over the Canal. You're in for a treat. ![]() Oh, and take care going through the locks at each end.
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“Never do anything you can't take back.” —Rocky Russo |
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#142 |
Navy Seal
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Here is one for GWX 3 Wilhemshaven,St Naz,Schluese and xtra ships V6
http://www.mediafire.com/download/be...i_4_Mods_V6.7z It is 269.55MB in size. Just noticed I misspelled Documentation on the master Documentation folder. ![]()
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#143 |
Navy Seal
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I agree Steve!!! It is worth the time to look around as you travel the canal. If you mistime the gates on the locks, your chief will be very mad at you.
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"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
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#144 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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yeah I know what you mean....I already mistimed once ! ![]() OK everything works perfect now... Generic Mod Enabler - v2.6.0.157 [C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 3\MODS] Dave's GWX 3 Combination Mod WAC4.1 SubPen_animated_18.02.2010 WB's USAM v69.61.1 Part 2 GWX - Late War Sensors Snorkel Antennas Waterstream+Exhaust Combi V2.3 for GWX3 GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior v2.1D DD_OH_V3.09_20091209162038 DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On Merchant_Fleet_Mod_3.2 MFM-v3-Neutral-Skins-1940 MFM-v3-US+UK_Skins19390901 M04B-MX04B MFM3.2 displacement correction mod TKSS18 German U-Boats Compilation FixAllSubGWX CCoM_8.x_Bug_Hecktorpedoraum_V1.0 Aces' Torpedo Rooms Camera Fix v2.2 for CCom Mod v.2 New U-Boat Guns Fixed Reworked (for German U-Boats Compilation) M.E.P v5 M.E.P v5 - VisualSensors for GWX3 with Anvart's FUMO mod Rbs1_SH4_Effects_GWX_30_71 Rubini´s Underwater dust&plancton v1_no blur GWX - Axis Mediterranean Aircraft Skins Ahnenerbe WideGui 1920 x 1080 Final Shortcuts for German U-Boats Compilation Mod U-Boat III Alpha Version U-Boat VIIB (Skin 3) Turm 1-2 I am now for a new U-Boat adventure...but before I would love to ask and know if there are any mods that have better graphics for terrains and stuff ??!!! |
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#145 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,487
Downloads: 878
Uploads: 0
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#146 | |
Sailor man
![]() Join Date: Jan 2012
Location: Townsville, QLD, AU
Posts: 46
Downloads: 130
Uploads: 0
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Does anyone still have a copy of this version? Checked Maaiks archives as well and cant find it anywhere |
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#147 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,487
Downloads: 878
Uploads: 0
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#148 |
Sailor man
![]() Join Date: Jan 2012
Location: Townsville, QLD, AU
Posts: 46
Downloads: 130
Uploads: 0
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Awesome Anvar1061! Thanks mate
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#149 |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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Hi Guys,
I'm running CCoM10 and installed the following: CCoM_CaptainsChoiceOfMods_Release_10_0_BASIS_EC Supplement to V16B1 (JSGME) CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_100 New Lorient v1 - LSH3-2015_BunkerStart I'm starting the game without SH3-Cmdr, just to test it. The game starts and I can select a career in base etc., but the game won't load a game save in base (breaks off after about half way of the red bar). I also tried to it without installing "CCoM_CaptainsChoiceOfMods_Update_Bunker-Start_100" but it doesn't work either. Now, what I have also done is, to rename some bases in the Campaign_LND file, according to the "Supplement to V16B1 (JSGME)". I have done this, in order to dock there just to refuel (e.g., as a last "Pit Stop" on the outbound journey, before heading for the Atlantic), without loosing my installed torpedoes, e.g., from "Bergen" to "U-Bergen". I don't know, if the refueling etc., actually works but I was able to load a game save in base that way, with the new names appearing, e.g., "U-Bergen". If any of you can give me some help, I would much appreciate it!
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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) Last edited by Kapitän; 03-20-20 at 03:26 AM. |
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#150 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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Up until now, I haven't been able to figure out, how to install the "New Lorient" in CCoM10. Oh, well ... However, I did manage to convert Uboat bases in Norway to "Pit Stops", by adding the letters "U-" in front of the base name, in the Campaign-LND file, e.g., from "Bergen" to "U-Bergen",acc. to the "h.sie"-patch. Now, I can stop there and top-off my fuel on the way to the Atlantic, just as one can at a Uboat supply ship or "Milkcow", only now, without losing my torpedoes load-out from the home base in Germany ...
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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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