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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Medic
![]() Join Date: Aug 2014
Location: New Orleans, LA
Posts: 166
Downloads: 40
Uploads: 0
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Will the USAM mods work with GWX or only LSH?
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#2 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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![]() ![]() "If you are a GWX user then campaign files are included in the mod - no need to do anything other than activate through JSGME. Full details are available in the Readme." https://www.subsim.com/radioroom/sho...58&postcount=1
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#3 |
Medic
![]() Join Date: Aug 2014
Location: New Orleans, LA
Posts: 166
Downloads: 40
Uploads: 0
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Awesome! Thanks, I tried looking for that thread and couldn't find it, much appreciated!
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#4 |
Admiral
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Want to go on record, it is NOT intentioned to derail this thread, but.. I have question/s regarding this same mod in question... &.. on the main thread for it, the last anything was posted there.. was back in 2016. This thread, is more active & relates to WB's USAM mod.
That said... I know in the read me, that it states in #2. of installing the mod, that for non users of GWX, to use the SH3 Mission editor, to merge the .mis files located in pt. 1's doc folder. As I can tell of, am getting the 1st 2 campaign files ( _SCR & _RND ) from the main mod I am wanting to add WB's mod into, works as it is called for... it is when it comes to merging the _LND ones, that I am running into issues. Using the Mission editor, when I get to the part of merging the 2, into 1.. after check marking the box "Mark merged data as saveable', & then select the other file to merge with say... LSH3 (which is not the main SH3 mod, it is in fact, CCoM v12) after selecting the whole mission editor shebang closes out & am unable to select the final aspect to finalize the merge instruction... 'Save Scripted Layer As... Campaign_LND'... Upon inspection of both _LND files, the original _LND from CCoM v12, has 557 [Unit]'s... whereas the 1 for WB's has just the 2 listed in there.. [Unit 1] & [Unit 2]... Further complicating things... both files end radically differently, to boot... CCoM v12 _LND: [EditorParams] InitLongOff=15108893696.000000 InitLatOff=-4737630720.000000 ZoomIndex=0 WB's _LND: [EditorParams] InitLongOff=-20544500.000000 InitLatOff=10420500.000000 ZoomIndex=0 Soooo... which '' [EditorParams] '', do I go with... & how to edit in the [Unit #]'s from WB's in with the CCoM v 12 [Unit #]'s... so as to get the WB's mod to work with CCoM v12... ![]() Thanks, in advance for any assistance with this... M. M. ![]()
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#5 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
Uploads: 0
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Just copy Unit 1 & Unit 2 and paste the next sequence numbers (558&559) after the last Unit 557. Save it.
But if I were you, I would carefully check the LND file for errors. Because of which it does not work properly.
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![]() ![]() Last edited by Anvar1061; 12-23-20 at 03:03 AM. |
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#6 | |
Admiral
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![]() Quote:
Now, 2 questions... 1. both files end radically differently, to boot... CCoM v12 _LND: [EditorParams] InitLongOff=15108893696.000000 InitLatOff=-4737630720.000000 ZoomIndex=0 WB's _LND: [EditorParams] InitLongOff=-20544500.000000 InitLatOff=10420500.000000 ZoomIndex=0 Soooo... which '' [EditorParams] '', do I go with... ![]() ![]() 2. How do I go about, to check the LND file for errors. ![]() ![]() On # 2, am thinking SHValidator, perhaps... or another method to do so... ![]() ![]() M. M. ![]()
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