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Old 01-05-13, 01:43 AM   #3541
VONHARRIS
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Quote:
Originally Posted by CapSea View Post
I know ... but i have a question....


I tested the h.sie patch in SHIII but the U-tankers fix not working... then i asked if the tanker fix only work with GWX or NYGM mods


I have read the instructions about U-tankers fix but i can´t make do it work
Do you use GWX or NYGM?
Is your copy patched to 1.4b?
Other than that I don't know.
For me it runs perfectly with GWX.
If everything goes well you should get something like this:




Note that the names of the surface vessels have been changed from Bessel to U-Bessel.
Good luck
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Old 01-05-13, 02:48 AM   #3542
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Quote:
Originally Posted by CapSea View Post
I don`t understand....

I have a milk-cow mod, but this mod not installl in scr.mis, install in LND.mis.


i changed name U459 by U-459 but this not working, i rewrite with all information about milk-cow mod inside scr file too.

I changed too..

Name=U-459
Class=LNB_MilkBase by U-Tanker(defined type in Roster and Submarine folder)
Type=407 by 200

but all this not working



what should i do to make it?



Thank you
You must follow this

do not change U-459 and the like

go to data/Campaigns/Campaign/Campaign_SCR

open file

use the find option and search for

Bessel
Thalia
Corrientes
Max Albrecht
Python
Charlotte Schliemann
Belchen

make sure that Class=Naval Base

change Bessel in U-Bessel and the likes

save the file

Hope it works
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Old 01-05-13, 06:01 AM   #3543
Friede Rösing
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Quote:
Originally Posted by Robin40 View Post
You must follow this

do not change U-459 and the like

go to data/Campaigns/Campaign/Campaign_SCR

open file

use the find option and search for

Bessel
Thalia
Corrientes
Max Albrecht
Python
Charlotte Schliemann
Belchen

make sure that Class=Naval Base

change Bessel in U-Bessel and the likes

save the file

Hope it works
Not working... i think only work with GWX and NYGM...


Perhaps h.sie can clarify the question...
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Old 01-06-13, 08:48 AM   #3544
U1260
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Since I'm in the same situation as CapSea, I'm interested in the answer too.

It'd be easier I know just to use a mega mod, but since NYGM turned my external views into a slideshow (sometimes freezing the game) that's not an option until I can upgrade.
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Old 02-14-13, 07:24 PM   #3545
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Default Torpedo Failure Fix

This is an outstanding Mod! I am interested in understanding the formula in finding the correct depth to set torpedos to lessen failure rates. I would like someone to use real numbers to explain the D1 and D2 formulas in the documentation using actual numbers, like windspeed=15.

This would be a great help in enjoying the realism improvement in this Mod. Thanks!
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Old 02-15-13, 03:29 AM   #3546
Stiebler
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Concerning the U-tankers code:

I received a PM from CapSea on this subject, but now I have seen the problem in this thread affects several people. Therefore I have reproduced my PM reply to CapSea below:

Quote:
The U-tanker code functions only at a U-tanker in one of your campaign files (campaign_rnd.mis, campaign_scr.mis, campaign_lnd.mis) where the tanker's name begins with the letters 'U-', for example U-461, U-Brake.

Your U-boat must come to the U-tanker at sea, then you click on 'Exit Patrol', and then you click on 'Continue Patrol'. This will give your U-boat partial repairs (if necessary), some new torpedoes (if the U-boat has space in the forward reserve torpedo area), and more fuel (up to a maximum of one third more fuel). You can only dock at the U-tanker if wind speeds are less than 10 m/s.

This mod will function with any version of SH3 that has U-tankers added to the campaign files. The super-mods NYGM and GWX function correctly, but any mod that has U-tankers added will function also.

Does your SH3 installation have U-tankers marked on the map when you sail to sea?
I should mention that the U-tanker code was originally mine (H.sie rewrote it for consistency with his patch, and he added the ability to load a few extra torpedoes at my suggestion), therefore I can provide these further details:

'Pseudo-docking' is the name I gave to the process of stopping at a German base, then clicking on 'Exit Patrol', followed by 'Continue Patrol' on the next screen when you are asked if you really wish to dock. The U-tanker code will function when your U-boat pseudo-docks at ANY German base whose NAME begins with 'U-'. That is the only test. So you can pseudo-dock at U-Kiel if you wish, although this is not very helpful. But of course the main intention was to allow pseudo-docking at sea with proper U-tankers.

Stiebler.
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Old 02-18-13, 07:54 AM   #3547
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Hello can I ask you something? the pacth 1.6 is compatible with SH3 commander?? I tried to find an answer but if there is I can not find it
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Old 02-18-13, 09:36 AM   #3548
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Quote:
Originally Posted by uboot556 View Post
Hello can I ask you something? the pacth 1.6 is compatible with SH3 commander?? I tried to find an answer but if there is I can not find it
Yes it is.
SH3 Commander runs outside SH3.

Gute Jadg Herr Kaleun
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Old 02-18-13, 10:56 AM   #3549
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ah ok ,i started a new campaign with sh3 commander( i already have 2 others campaign in the game) and i changed the data for the game like the compression time and when i started with this new campaign i did not have problem but after 5 or 6 minutes the game crashed why??? i have not idea
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Old 02-18-13, 11:55 AM   #3550
VONHARRIS
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Quote:
Originally Posted by uboot556 View Post
ah ok ,i started a new campaign with sh3 commander( i already have 2 others campaign in the game) and i changed the data for the game like the compression time and when i started with this new campaign i did not have problem but after 5 or 6 minutes the game crashed why??? i have not idea
Can you give little more information like mod list or something?

Have you followed the procedure to correctly install Patch v1.6?
It is crucial to follow the procedure to the letter!
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Old 02-18-13, 01:29 PM   #3551
uboot556
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yes i have not problems withe the other 2 campaigns,but the campaign generated with sh3 commander is unstable and crashes.
in any case i actived all VonDos's ships and a large variety of merchant ship +supplement to V16B (this is the first of all mods),torpedo hand GWX,new deck gun1.2 ,raffael dsk gui,waterstream+exhaust v2.3 GWX,life boat debris britishasdicmk1final,flag&pens and other,i have a total of about 30 mods

Last edited by uboot556; 02-18-13 at 02:18 PM.
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Old 02-18-13, 03:32 PM   #3552
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I am confused.
Are the two stable campaigns running without SH3 Commander?

Too many mods can make the game unstable.
If it were a memory issue the game would have crashed at the beggining , I think.
Try disabling some mods to check this theory.
In these cases , it is mostly "trial and error" type solutions
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Old 02-22-13, 08:07 AM   #3553
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Now i deletted 1 campaign and i started a new one ,i also disabled some mods but strangely when i reach some areas *new york or tirnidad) or after a period of time the game crashes
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Old 02-22-13, 12:14 PM   #3554
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Hi, I have an installation question re. GWX: Since GWX is not added as a Mod via JSGME but installed directly into the sh3 game folder, which do I install first after having installed a new version sh3: The V16B1-patch or GWX? Thanks, Kapitän
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Old 02-22-13, 01:20 PM   #3555
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First GWX and then everything else.
Good luck
and
Gute Jadg Herr Kaluen
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