SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-09-06, 01:04 PM   #1
Samwolf
Seasoned Skipper
 
Join Date: Jan 2006
Location: South Carolina, CSA
Posts: 684
Downloads: 37
Uploads: 0
Default

Quote:
Originally Posted by Axlwolf
The game load after the following warning window appear:
Menu ID not found: 0x3f40000l
I Alt+Tab out of the game to close the window and then return in-game...the game load...
I load the test mission:Get the same error:Same procedure(Alt+Tab,close window,return to game)
The dial show but it doesnt work.I can't give it any command.
But now i can do some cross-check to see if i'm able to mod my old file
Thanks anyway
Thanks for the feed back, I'll look into it and see what I missed. Sounds like one of the FBAC changes.
__________________


GWX 3, JSGME 2.3, Sh3 Commander 3.2 SH3 Gen 8.1, Water Stream for U-boats, LRT LITE 2.0, Lifeboats for SH3

Samwolf is offline   Reply With Quote
Old 03-09-06, 01:33 PM   #2
K_Sea6
Electrician's Mate
 
Join Date: Dec 2005
Location: oklahoma
Posts: 136
Downloads: 20
Uploads: 0
Default

So far I'm very impressed with the Mod I've been waiting for this for a very long time, its like christmas for me, and I know beggers can't be choosers but I have but one concern with it as I miss the gods eye mode I believe it is called, where you can see your contacts on the map once you have established there wherabouts this is the only realistic part I don't mind compromising because as I see it there is so much that I have to take care of the Nav officer can take care of contact positions for me which in itself would be realistic I suppose.

My question, is there a file that I can Modify myself to get the map contacts (gods eye) back into game play.

Otherwise Excellent Work!!!
K_Sea6 is offline   Reply With Quote
Old 03-09-06, 01:36 PM   #3
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

I just re enabled the God's Eye View mod to see what happens and it works great-you should still be able to find it.
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 02-12-07, 08:22 PM   #4
XXi
Ensign
 
Join Date: Jan 2004
Location: Warsaw, Poland / Nagoya, Japan
Posts: 227
Downloads: 20
Uploads: 0
Default

Hello,
I`ve encountered an error with NYGM2.2
I `ve started new campaign, loaded it via SH3 Commander using all the files designed to be used with the mod. My objective was to test the XXI with NYGM and there appears to be a problem.
The batteries are recharging endlessly. In a mission batteries have dropped to about 65-70% and it took over 24 hours to recharge to some 95% and was continuing.
My guess it might be some casual bug, but... that`s just WEIRD. It looks that once used, the batteries cannot reach 100% again no matter how long recharged. And they recharge really, really SLOWLY.

Apart from that everything seems to be OK.
PS I`m using NYGM, enhanced plotting, 6 dials for NYGM and IXD2 skin mods. SH3 is loaded via SH3 Cmdr with rollbacks just in case.
__________________
lasciate ogni speranza... voi, chi entrate

XXi is offline   Reply With Quote
Old 02-12-07, 09:08 PM   #5
Myxale
Admiral
 
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
Default

Quote:
Originally Posted by XXi
Hello,
I`ve encountered an error with NYGM2.2
I `ve started new campaign, loaded it via SH3 Commander using all the files designed to be used with the mod. My objective was to test the XXI with NYGM and there appears to be a problem.
The batteries are recharging endlessly. In a mission batteries have dropped to about 65-70% and it took over 24 hours to recharge to some 95% and was continuing.
My guess it might be some casual bug, but... that`s just WEIRD. It looks that once used, the batteries cannot reach 100% again no matter how long recharged. And they recharge really, really SLOWLY.

Apart from that everything seems to be OK.
PS I`m using NYGM, enhanced plotting, 6 dials for NYGM and IXD2 skin mods. SH3 is loaded via SH3 Cmdr with rollbacks just in case.
The XXI doesn't work in NYGM!
They took apart some game and "code" mechanics from the XXI to implement them in th rest of the other Boots in-game! The NYGM XXI is broken!

It's also stated in the NYGM Manual!

It's simply not meant to be!

PS.

Oh and update NYGM with the latest "2.4 upade"
__________________
SH3+GWX
SH5+WoS
Still Sailing....still Deep

Myxale is offline   Reply With Quote
Old 02-12-07, 09:38 PM   #6
XXi
Ensign
 
Join Date: Jan 2004
Location: Warsaw, Poland / Nagoya, Japan
Posts: 227
Downloads: 20
Uploads: 0
Default

Oh I see. Thank you Myxale.

Forgot about this one, probably because I haven`t been playing with this type so far.

Well, technically speaking it`s not that bad. The boat works well yet it needs more specialists than usual - with full asset of mechanics and torpedo mates ( doable with SH3 Cmdr only, to be honest ) everything`s OK.
Except the batteries.
Neverthless, I`ve just dlded 2.4 update. See if it changes anything.

So far - I had one GREAT convoy battle. Managed to get a passenger liner, troop transporter and a C2 tanker and got out unscratched after 3hrs chase. Seems I was lucky anyway as only 3-4 escorts got a contact with me. All other could not find me or got deluded with Tauschkoerper.
Just for such expierience I wish XXI worked well.

EDIT: Checked with 2.4 The same. It took at least 24hrs to load batteries from 75% to 95-8%.
Now that`s a pity. What should I do then to solve the problem ? I guess that a non-NYGM battery fix will affect the rest of the boat, right ? And if so, what should I do...
__________________
lasciate ogni speranza... voi, chi entrate


Last edited by XXi; 02-12-07 at 10:07 PM.
XXi is offline   Reply With Quote
Old 02-13-07, 05:44 AM   #7
Myxale
Admiral
 
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
Default

Sorry mate! The update won't change anything with the XXI.
It's just this; as long NYGM uses this kind of approach to mod the other subs, the XXI will remain "Bitchy" I can live with that, since i'm a totall fan of the Type IID and IXB.

Besides the Update has some cool changes...like some planes in late war that don't use the radar, so that your radar warnings don't light up.

Had a few close calls since then! :hmm:
Damn cool stuff!

Cheers
__________________
SH3+GWX
SH5+WoS
Still Sailing....still Deep

Myxale is offline   Reply With Quote
Old 03-09-06, 04:33 PM   #8
JCWolf
Admiral
 
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
Default

Hello guys, it's me again....


Whell, this is mi report, after 2 long days of instaling and uninstaling , the SHIII and the Mod.... :hmm:


Now finaly made the game launching and until that great the normal stuff, no problems, it sims that your mod intro file creats some kind of bug and doesn't let the game starts, do no why but after pasting the old original intro file everything whent as normal and the game started...


Untill that ok, but the problem or mi lack of nolidge maybe, started when i tested the game in one of the single missions, just to check on the graphics and on the mod itself....


now, a cople of things just called mi imediate atention,... :hmm:

First of all, i had no console, you know the one that haves the ingame time and hour and the time comprestion gizmo....

Second the so called slide out interfaces and gauges that you mention on your manual, doesn't exist at all, none off them....

the repair department it's somehow reduced to the 4 man capacity , this means that i can not add anymore than 4 man to fix possible subs damage, but thought i now that is one off the parts that you've moded, so i'm just asking if this is ok?

Last i whould like to know if i can now make mi one choices and instal the diferent mods that i'm missing ther , like :

- Dragable Chronometer in ALL screens

-Bordinstrumente FABC slideout

-6 Dials- Simfeeling Mod.

-slide out console


Among some others litlle but usefull and cool detailles???



Or if by any mistake of mine this isn't working how can i fix this???


Thanks guys and sorry about all the troubles i'm causeing with mi ignorance!
__________________


JCWolf Mediafire SHIII Page

User name : JCWolf
Password : stefre@jcm
JCWolf is offline   Reply With Quote
Old 03-09-06, 05:14 PM   #9
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Axlwolf
Maybe i'm dense but....
I would really get rid of the stopwatch and return back to the old rudder command.
I've tryed to see if i can using the documentation but i really don't understand what i have to do.
I'll get Observer to do a non-stop watch version and get it posted up.

Quote:
Originally Posted by Axlwolf
Plus another Q:Im not sure because lately my audio card is acting strangely(But now it seems to work )
The question is:Are the Explosion sound delayed in some way?Because i see the explosion and i hear the sound a bit after.
It's that a mod?I seems to remember a small mod that do the same thing.I would like to return to the old sound.
This the 'Speed of Sound' mod by Average Joe. This mod does take some getting used too. I feel that it is probably a fraction out in that the sound is too slow.

These are the files that it replaces data\Sound\
Depth charges exploding from submarine.wav
P05_@Depthcharge_explosion.wav
P06_#Splinter_explosion.wav
P09_$Gun_muzzle_flash.WAV
P10_#Shell_fire_explosion.wav
P11_@ref_torp_great_explosion.wav
P16_#oil_explosion.wav

I have uploaded the default SHIII files to File Front DOWNLOAD LINK - ALL Versions & Terrain Add-In

Quote:
Originally Posted by Axlwolf
Now it time for congratulations...your mod is really impressive.Even the documentation is impressive(Too impressive...my head hurt)

Ah...i love the new crash dive sequence
Great to gear
Der Teddy Bar is offline   Reply With Quote
Old 03-09-06, 05:17 PM   #10
Axlwolf
Navy Dude
 
Join Date: Aug 2005
Posts: 177
Downloads: 23
Uploads: 0
Default

Thanks,almost all my issues are resolved
I'll wait the new file for my rudder...for now i will do some training,mainly crash dive....
I love crash diving

EDIT:I just noted i've reached the 100 post...for me it's a record:In almost 8 year on the net and in various forum,this is my longest period in a forum (My average count usually it's about 10 post...then i disappear)

I must celebrate...what i can do? :hmm:
Right!
! ! ! ALARM ! ! !
Axlwolf is offline   Reply With Quote
Old 03-09-06, 05:44 PM   #11
tedhealy
Grey Wolf
 
Join Date: Mar 2005
Location: St. Louis, MO, USA
Posts: 772
Downloads: 13
Uploads: 0
Default

Quote:
Originally Posted by jcwolf

Last i whould like to know if i can now make mi one choices and instal the diferent mods that i'm missing ther , like :

- Dragable Chronometer in ALL screens

-Bordinstrumente FABC slideout

-6 Dials- Simfeeling Mod.

-slide out console

It took a bit of careful menu_1024_768.ini editing, but I have nygm with the dragable chrono, 6 dials-simfeeling, and slide out console. It took under 20 minutes. So it's very doable.

Make backups of your menu_1024_768.ini.
tedhealy is offline   Reply With Quote
Old 03-09-06, 05:48 PM   #12
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

jcwolf,
Let me start by saying that the NYGM Tonnage War Mod works, and it works without issue. So your issue will be one of the ones below.

BTW, yellow is impossible to read....

The issues encounted by users have revolved around...
1. Roll back issues from Mod Installers
2. Mod installer issues
3. Mod cross overs

The issue with the Mod installers is more likely an issue of Mod cross overs that becomes so numerous that it just gets to a point that you have to roll back 1/2 the installed mods or do a clean install.

Some people have had an issue when not using the latest Mod Installer.

I would suggest that you may need to take drastic action and re-install, patch to 1.4b, add NYGM Tonnage War Mod, check that it works, copy the directory to somewhere else, then add the additional mods...
Der Teddy Bar is offline   Reply With Quote
Old 03-09-06, 06:08 PM   #13
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

Tedy.
Mod is up and running perfectly as advertized. I realize that you're inundated with questions so feel free to ignore this if you want.
I'm doing some testing for a mod involving random sabotage and out of frustration I rammed a merchant at full speed. The usual loud crashing noises occurred but my VIIC sustained no damage whatsoever.
Did you incorporate Gouldjg's Advanced Hollywood Mod as is or was the boat toughened up? Just curious as I've done this before with predictable results.

Anyway, Thanks again for a great Mod.
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 03-09-06, 06:16 PM   #14
Der Teddy Bar
Blade Master
 
Join Date: Jan 2002
Posts: 1,388
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by HEMISENT
Tedy.
Mod is up and running perfectly as advertized. I realize that you're inundated with questions so feel free to ignore this if you want.
I'm doing some testing for a mod involving random sabotage and out of frustration I rammed a merchant at full speed. The usual loud crashing noises occurred but my VIIC sustained no damage whatsoever.
Did you incorporate Gouldjg's Advanced Hollywood Mod as is or was the boat toughened up? Just curious as I've done this before with predictable results.

Anyway, Thanks again for a great Mod.
Observer added the Hollywood Mod, is the 'Advanced' version different?
Der Teddy Bar is offline   Reply With Quote
Old 03-09-06, 06:21 PM   #15
malcymalc
Bosun
 
Join Date: Dec 2005
Posts: 64
Downloads: 0
Uploads: 0
Default

Okay this may seem like a remarkably dumb question but what visible indicators are there that I have installed the Mod correctly?

I rolled back SHIII Cmdr, uninstalled SHIII and all the mods I had loaded, reinstalled SHIII +1.4b, added NYGM Full plus the terrain package via JSGME and.... I see what looks like plain vanilla SHIII. No Bordinstrumente, no Kiel Canal.

This, I guess, is indicative that something has gone awry - any suggestions?

Previously I had quite a few individual elements of NYGM plus RuB and Bordinstrumente and they worked fine, but I seem to be struggling to get this one to work...
malcymalc is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:17 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.