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Old 01-02-09, 10:07 AM   #16
Jimbuna
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Quote:
Originally Posted by Cezbor
Community units mod is very interesting. I've downloaded this recently and I must admit I'm very satisfied .
Sure does add a good variety of extra ships....more choice the better
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Old 01-02-09, 11:55 AM   #17
DBaron
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I downloaded it and installed it the other day, and I have to say so far so good. Some of the boats seem a bit fragile though. A 13,000 ton fast freighter went down immeadiatly with one hit to the bow, while other smaller tonnage boats (4000 ton) showed similar traits. Maybe I just got lucky, but I am used to boats that size taking more damage than that. Thanks for the help.
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Old 03-21-09, 12:08 PM   #18
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Just one question:
I downloaded the Community ship mod as a "stop-gap" until IABL releases his MFM. I have GWX3.0 running at the moment also. I recently downloaded the ship recognition manual .pdf's for stock SHIII, NYGM, GWX and Community Mod for comparision and discovered that despite having the CommunityShips installed i didnt recognise any of the ships in the recognition manual in-game. I understand these .pdfs are for pinting and reference but for example, i dont EVER recall seeing "Small Old Oiler", "Fast Freighter" or "Express Freighter" in the library.

Is this just because the recognition files dont reflect the actual ship models in the game or is it possible that several files are conflicting in JSGME (such as the Community Ships, GWX3.0)?
i have not had any CTD or there doesnt seem to be any evidence of a technical confliction - but I am curious.

Note: All these mods are excellent IMO and greatly ad to the immersion which is what we all want, at the end of the day! Keep up the good work all those concerned!
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Old 03-21-09, 12:17 PM   #19
Otto Heinzmeir
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My concern with adding ship packs is, I believe they overwrite all the campaign files. One of these files (Campaign.RND I believe) has an entry that has an effect on how often the weather changes. I don't have enough data to support my findings, but I believe that if the setting is different than the original Campaign file, it might lead to longer periods of bad weather.

I also ID all my targets manually and what happens is you get 60 pages to sort through to find the mast height and draft of the target. If you use the weapons officer to ID, then not a problem. Of course this adds to realism, having to sort through so many ships. So it comes done to personal taste really.
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Old 03-21-09, 12:20 PM   #20
Sailor Steve
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The names you see in the Recognition Manual are the 'Display Names'. They don't always match the names on the folders.

If you're using SH3 Commander I did include the Community Units in the Ships Names, so they will get names when you sink them.
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Old 03-21-09, 12:26 PM   #21
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Quote:
Originally Posted by Sailor Steve View Post
The names you see in the Recognition Manual are the 'Display Names'. They don't always match the names on the folders.

If you're using SH3 Commander I did include the Community Units in the Ships Names, so they will get names when you sink them.

This makes perfect sense, SS. However, i wonder if you, or anyone else, can point me in the direction of a list of ship units that I shoud see in game with this mod installed. I simply want to make sure it is functioning properly. BTW this computer dosnt have SH3 on it so i cant consult the readme!
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Old 03-21-09, 12:29 PM   #22
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I know how you feel. I have to go to the local library to get online.

Simply look in the Data/Sea folder or any of the Roster folders. One of those has the line 'DisplayName' for each ship, which will tell you what it's called in the ID book.
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Old 03-21-09, 04:47 PM   #23
Jimbuna
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C:\Program Files\Ubisoft\GWX3.0\data\Roster\Country name\Sea....CFG file.
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