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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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[Unit] ClassName=COT UnitType=104 MaxSpeed=11 Length=63 Width=12 Mast=21.7 Draft=4.2 Displacement=1230 RenownAwarded=40 From my GWX 1.02 install |
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#17 |
Loader
![]() Join Date: Nov 2006
Posts: 82
Downloads: 19
Uploads: 0
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This is what I had enabled before I rolled back commander.
GWX - Dec 23rd Corrections GWX - 16km Atmosphere GWX - English Nav Map and Grid Refs GWX - Integrated Orders GWX Upgrade Tools&Dials V0.2 WAR-ACE-GWX-Weserubung Dam_Tex DT V2 Longer Wakes v1.0 for GWX Sobers 3D waves The Sound Mod NewDcSounds binocs QueenMary JSGME RiverClass FF Beta.v1.0 DD_Debris_V1.1 I then disabled mods from the bottom of the list to the top until it was empty, and had not previously deleted any mods manually. I then tried to install the patch and got the "mods still enabled" message, which is when Chris made a suggestion, and I first tried deleting the mods from the disabled side of jsgme, which still didn't work, so I looked in the mods/backups folder. It contained two files, one of which pertained to the Tools&Dials mod, which I've since learned is not yet compatible with 1.02, but I jumped the gun and re-enabled it after patching. I can't remember what the other file was, but I beleive they were both UI oriented. I have a feeling this may have been why I was crashing. I also thought that since I was running the Weserubung mod before patching, that my career would be safer with those files re-enabled, but that also caused issues even after I thought I had the English Names.cfg properly edited. I just hope I can finish this career without major issues, but if not, I'll go through the full re-install shmear and wait for the mods I prefer to be fully 1.02 compatible. Thanks for the info guys! |
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#18 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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![]() Quote:
But I hope you just didn't delete those files from MODS\!BACKUP and continue to install GWX 1.02? Because if you did, the modded files will still be in your game, thus you may still experience crashes, especially as they are not GWX 1.02 compatible. Hopefully I've misunderstood and you ended up getting the patch onto a clean GWX. ![]() |
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#19 |
Loader
![]() Join Date: Nov 2006
Posts: 82
Downloads: 19
Uploads: 0
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Nope, evidently there are 2 rogue files in my current 1.02 install, so if I have any issues, I'm going to deep-six my career, and start from scratch, since I can't remember the exact names of the files that were in the backup folder.
This is what I currently have enabled in 1.02, and I'm afraid to disable the tools and dials mod, since the sim is actually running, (for now). GWX - 16km Atmosphere GWX - English Nav Map and Grid Refs GWX - Integrated Orders GWX Upgrade Tools&Dials V0.2 GWX - Officer Icons-Eng Longer Wakes v1.0 for GWX DD_Debris_V1.1 Sobers 3D waves Torpedo damage Final binocs QueenMary JSGME RiverClass FF Beta.v1.0 The Sound Mod NewDcSounds |
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#20 |
Swabbie
![]() Join Date: Mar 2005
Location: Belfast, Maine USA
Posts: 8
Downloads: 0
Uploads: 0
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Hello All,
I am continually amazed at the product the GW group produced. I previously had set up JSGME to install d3d9.dll and d3d9.cfg to the SHIII root directory. It worked like a dream until I installed GWX 1.02. Any ideas how I can get the higher rersoultion to work in GWX 1.02? Thanks and kudos for a tremendous effort GvB |
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#21 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
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Question. I'm in the middle of a very long 1X trip and am in the middle of the ocean at the moment in 1943. Should I wait the several weeks it will take for me to get to port before putting the new update in or is there a way to save myself out at sea, put the mod in and continue. The instructions say to make sure I am safely in port but it's going to take a LONG time to get there. I've put a lot of effort into doing this 1x and I don't want to lose it. :hmm:
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#22 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
Uploads: 0
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@ Backlight . Wait till you are in port mate
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#23 |
Ace of the Deep
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Missing Esbjerg mystery?
From \data\Terrain\Locations.cfg: [Location 244] ;Esbjerg Long=8.4243 Lat=55.480183 Heading=220 OnLand=true ShowOnMap=true FileName=City_Fr_Gr LocationName=Esbjerg Should be OK, but it's not on map? Another thing, can you help with removing the large text on the maps? I find it a bit disturbing and not KM-map like. Sitting on a distance keeping an eye on my sub's progress, the sub sometimes disappear among the letters... ![]() thanks in advance. |
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#24 |
Ocean Warrior
![]() Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
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Dammit.. if only there was a milk cow somewhere near me
![]() *weighs the options* Continue the 1X that I've worked my butt off on and wait a good month or so then put the patch in..... or... update patch and start a new 1X from scratch..... ![]() |
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#25 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Carry on with your patrol Backlight
From your last post it seems you have invested a lot in it The patch will wait ![]() |
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#26 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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That entry is for a city Cities dont show on the map unless assigned a naval base to act as a marker There isnt one for Esbjerg If you give me the dates it changed hands I can add them |
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#27 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Guys this is how I have done,
Pls read carefully and folow me Step by step: The 10 comandements! 1-Before instaling what ever, be sure to copy your SHIII career folder located on Your Documents Directory! To back up this it's easelly done if you just drag the all folder to the Desktop, and leave it there, delete The Carreer folder on your Documents directory... 2-Have a clean install of SHIII game Patched to 1.4b... This means, uninstall everything you have installed ,SHIII game, and install it again followed by the respective Patchs untill the 1.4b patch... 3-Install GWX Expansion Mod, And if you whant run the game ons just to make Sure everything is at its respective place and running properly, when you run the game, a new carreer folder will be created on your Documents directory, don't touch it and leave it there... 4-Install now the GWX 1.02 Patch,after the install you will see the the GWX 1.02 Instaler have created a folder inside SHIII directory called Mods , move it into your descktop also and leave it there. Do the run gamer again for testing purposes just to check that the GWX is running nice and smouth... 5-Install now the JSGME and after hit the JSGME icon inside the SHIII game folder to run it one time so that this way it will creat a new empty Mods Folder on The same SHIII Game folder... 6-Now copy whats inside The Mods folder saved at the descktop to the recentky created Empty Mods folder inside the SHIII Game directory, and you can also add all the mods you whant in there... 7-Enable all the Mods you whant with the JSGME, and run the game again to check if everything its were its suposed to be... 8-NowGo to your SHIII Carreer in your Documents Directory and delete all folder, and finaly drag the SHIII Carreer (that you've saved on your descktop before) To the Ducuments folder... 9-Run the game and start playing your carreer were you left it.(Docked at Port). 10-If everything of the above steps fail, go on your knees, pray for a cople of minutes, concentrate and reinstate you mental helth, and go back on the first step of this Guide.... Last edited by JCWolf; 02-21-07 at 03:04 PM. |
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#28 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Hi there,
Just came across a few little things with the new GWX patch. 1. Just came across a s-class sub in the bay of biscay. Nothing unusual there. Was also lucky enough that he didn't detect me, and I hit him on the bow with a T-I. I expected him to sink immediately, and had to find out that the boat is tough as nails. With a hole big enough for the bow to break off, it continued on its merry way for another 20 minutes before stopping, and I was sitting next to it for two hours waiting for it to sink. Since the weather was too bad for the deck gun I opted for a second torpedo and took the British guys dedicatedly manning the deck gun (under water) out of their misery. I really don't want to know how many eels a 2000 ton tramp steamer will need now. ![]() Guess you overdid it a little with reducing the one-torpedo kills ![]() 2. My DF antenna is now permanently raised as shown in the manual. However I thought this antenna for derection finding came later in the war (I'm in 1940). Not sure though. 3. When I hit the sub some crates appeared and floated near the site where the torpedo struck for a while. Is that an easter egg? |
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#29 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Hi Woof
1, i dont think the sub models were touched as re damage models 3, Pretty sure its just the way the game reacts to sinkings - doesnt distinguish between ships and subs |
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#30 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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Oh. ok. NEver encountered an enemy sub before. However I expected to be blown out of the water and sink within seconds.
Pity. I thought you maybe found a way to include the new floating objects from the WIP thread and make them spawn (and stay floating) when a ship sinks. But it was stated before, that this was probably hard-coded. |
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