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12-04-09, 05:23 PM | #61 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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WB's mod for U-47s WSM (GWX 3.0)
WB's mod for U-47s WSM (GWX 3.0) makes the following changes to U-47s WSM mod:
1. Adjusts ship ranges to their historical values. No more running out of fuel. 2. Gives you back the various types of round (AP, HE, SS) taken out by GWX. 3. Adjusts the number of rounds of each type carried to a historical value of 150 rounds per gun, roughly split as 1/3 AP and 2/3 HE with a small number of SS shells. 4. Adds Fuel Economy. If you use the 'Ahead One third' ("2" key) then you will cruise at the most economical speed. 5. Removes all unused commands (e.g. surface, dive etc.). 6. Replaces the names of GWX submarines (e.g. Type VIIC/41) 7. Amends the 'Short Range' firing distance to 2000m - less wastage of shells. Full details are contained in the Readme
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12-14-09, 11:46 AM | #62 |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
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Great Stuff WB
Thanks a lot for this
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http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
12-14-09, 01:48 PM | #63 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
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The really hard work was done by the shipbuilders - all I did was consolidate their work and write the campaign files for their ships.
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12-15-09, 12:11 PM | #64 |
Chief of the Boat
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Does this supersede WB's campaign with VonDos' ships v1.9? Or can it be loaded over the top of?
Looks like you've been busy of late
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Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
12-15-09, 03:35 PM | #65 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
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Supercedes - this mod contains the VonDos' ships mod and adds a further 15 ships.
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12-15-09, 05:06 PM | #66 |
Chief of the Boat
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As I suspected...Rgr that
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Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
12-15-09, 08:48 PM | #67 |
Captain
Join Date: Mar 2007
Posts: 508
Downloads: 104
Uploads: 0
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I wanted to try the campaign files with the vondoss ships (v1.9) and it CTDs on me while the 3d environment is loading. Maybe I just don't understand what is meant by "base mod"? Is OLC GUI and Environment mod a base mod?
This is what I have loaded: GWX - Captain America's Officer Icons GWX - Main movie - 'Das Boot' GWX 3 St Naz and Schluese and other units V4 > I put WB's GWX campaign with 34 additional ships here < Waterstream+Exhaust Combi V2.3 for GWX3 Waterstream+Exhaust Combi - Single Exhaust for TypeII LifeBoats&Debris_v3B GWX_ships_Buoyance&draught_mod OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT OLC 'Gold' MkIId Update (Enable After MkIIc) OLC's Modified Searchlight Beams for GWX3 ACM Reloaded for OLC 'Gold' MkII TMT v2 WB's Decks Awash M.E.P v3 MEP v3 VisualSensors for gwx3 WBNN Mission Orders Rapt0r's Instruments V3.0 Torpedo damage Final ver2.0 Q Ship mod GWX3.0 GWX - Merged Campaign (replaced first with the one from St Naz, then again with the one from WBs mod) I uninstalled every mod on that list that over-wrote anything more serious than a TGA file and it still crashed. No clue where to go from here. JD Last edited by jdkbph; 12-15-09 at 10:43 PM. |
12-16-09, 11:09 AM | #68 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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@JD - try disabling the 34 additional ships mod and enabling the older GWX campaign with VonDos' ships mod (also available on my FF page). If the VonDos' ship mod works then it narrows down the number of problems that may be causing it.
I'll also need to ask the usual question - where and when did the problem happen? This should allow me to replicate the problem and get to the bottom of it. I've done a load of testing but something may have slipped through the net . I'd like to say that this is a first but... If someone else suffers a CTD I'll withdraw the mod and rebuild it from scratch. I'm happy that the VonDos' mod is good as I've had just short of 200 downloads with no problems reported.
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12-16-09, 12:46 PM | #69 |
Lieutenant
Join Date: Jul 2008
Location: Phoenix, AZ
Posts: 256
Downloads: 322
Uploads: 0
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Base Mod = Vanilla SH3 with latest patch alone or with ONE Supermod - in this case GWX. Base basically means before any other mods are added - IOW the right side of JSGME is empty.
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12-16-09, 06:32 PM | #70 |
Captain
Join Date: Mar 2007
Posts: 508
Downloads: 104
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OK I'll try the above suggestions. One question though... is it necessary to begin a new career when using this mod?
Also, in answer to the question "when"... The CTD happens when the 3D environment is loading. When I click the map to leave the "office", the load status/percentage bar at the bottom of the screen goes to ~100%, the screen blacks out as if it's going to load, then it CTDs without ever displaying the sub interior. JD |
12-16-09, 06:42 PM | #71 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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There's no need to start a new career - it ill work as long as you're not mid patrol.
I believe that the only ships that could cause the CTD are merchants as all scripted ships appear in game where they are meant to. I've been testing tonight and have found all of the merchants in career mode again except the Medium Old Oiler. If you're starting a new patrol then this ship shouldn't cause a CTD as, AFAIK, all harbour traffic is scripted rather than random. What submarine are you using? What base are you at? What is the date of your patrol? I'll try and replicate the CTD with the above info. Also, try using the Harbour Traffic Lite mod and see if you still CTD. If so, I can rule out the scripted traffic in the harbour being a problem.
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All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
12-17-09, 08:09 PM | #72 |
Captain
Join Date: Mar 2007
Posts: 508
Downloads: 104
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12-18-09, 02:10 PM | #73 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
Uploads: 26
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I've tried to replicate the problem but haven't been able to as it loaded straight away. My activated mods list is:
GWX - St Naz and Schluese and other units V4 AOTD's Ultimate Aircraft Soundmod GWX - 16km Atmosphere GWX - Captain America's Officer Icons GWX - Colour contacts GWX - Enhanced Damage Effects GWX - Integrated Orders GWX - No Medals on Crew Hitman U-505 Compass Graphics v1.0 jimbuna's Final Lifeboats Ocean Blue's Torpedo Damage Final Rubini's Water Stream and Exhaust mod Rubini's clouds WB's GWX campaign with 34 additional ships WB's preferred options v0.1 GWX - Merged Campaign If you can tell me which of your activated mods overwrites the '34 additional ships' mod it'll narrow the problem down for me. You could also try enabling the '34 additional ships' after your other mods (particularly TMT and OLC Gold) and see whether it works.
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All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
12-22-09, 03:49 PM | #74 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
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There is a conflict with my 34 additional ships mod and TMT that has been causing CTDs which has a fairly simple fix.
TMT has adjusted the values for a number of ships and my adjusted values in the 34 additional ships mod caused CTDs. Three users kindly reported the problem and, with the help of these users and the TMT team, I have managed to create a fix which is on my FF page. Thanks go to tomfon, =F1=Ghost and jdkbph who reported the problem and have helped me work through it and makman94 who has given permission to use the TMT files. The fix will be included in any future updates of this mod.
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All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
12-24-09, 03:59 AM | #75 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
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Downloads: 51
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makman94 has kindly pointed out that my original TMT fix had a couple of file names left over from testing meaning that it may not work .
I've uploaded the new fix to my FF site and apologise for any CTDs the old file may have caused. Many, many thanks to makman94 for checking the files and correcting my mistake.
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