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Old 05-29-08, 06:50 PM   #946
Mush Martin
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Quote:
Originally Posted by privateer
@Safe-Keeper

Mikhayl did a GREAT job didn't he?
Then all the others stepped in to add to it!


It's so danged fun I can't get anything done.

Been there got the t shirt wore it out cleaned my monitor with it and started
over......:rotfl:
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Old 05-29-08, 07:45 PM   #947
Madox58
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You got a T -Shirt??


I'm going hunting for Mikhayl!!!
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Old 05-29-08, 08:27 PM   #948
Dutchie-one
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Quote:
Originally Posted by lotharbucheim
Hi Linerkiller, and thank you for your help. I installed SH3 plus the 1.4 patch. Then GWX 2.0 and the GWX 2.1 update. Then the latest SH3 Commander and then the upload shown on page 1 of this thread. This the link I used :

http://files.filefront.com/Schnellbo.../fileinfo.html

Have I got the right version ?

At first there were no problems..I played for a couple of days and had great fun. Then yesterday all hell broke loose .. the monochrome skies..etc. Up till yesterday I had not tried a single mission, only a career. If you would be able to give me an idiots guide to how to load it I would be very grateful. i am afraid that my knowledge of computers is very poor..for instance , when I read the instructions on where to put the "holland canals" part I think I might have directed it to the wrong place.

I have uninstalled EVERYTHING, but before I re-install SH3 GWX and S-boot I would be very grateful for any advice. I really do appreciate all the help that you guys give on this forum, its amazing. Best regards, Jim
Hello Mate, Unzip the Schnelboat_Mod_v1.0.zip in a folder
and put the Holland canals in the SH3 root folder then start the SH3repacker
the right place is Data?Terrain/Data
place all the other mods in the Mod folder and enable with JSGME .

Greetz Dutchie-one
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Old 05-29-08, 09:44 PM   #949
difool2
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Great, attempting to install this mod has apparently rendered my base install unstable. I get a CTD halfway through the load screen, both when I tried to activate this mod (along with the "Holland" files), and then, rolling all that back (including reinstalling back the original terraindata files and SH3 Commander files, and reinstalling all my original mods that I had for my default XXI career). The culprit (or scapegoat) is our good old friend simdata.dll, and I have the current mods installed (after I took all the Schnellboot mods off):

Captain America's icons
Torpedo Damage Final 2.0
GW1 Contact lines and no tails
GWX Int Orders
GWX Das Boot movie
GWX Open Hatch Mod (oddly, I've never noticed an open hatch when it was running fine before)
GWX No medals
OLCE2 2.1.0 Part 1 of 3
RB_SH4_GWX_21
LRT v2.02 Final
Int Orders LRT 2.02 patch
Lifeboats and Debris v3B
Wolfehunters_XXI_U2511_GWX2
XXI.1939.JSGME


Keep in mind that when I was running this combination before I had absolutely no issues, they only cropped up when I disabled most of them (everything except the first 3 above) to install the SB mod. I'll do a clean reinstall if I need to but I really don't because I'll probably have to do 2 reinstalls (I have a GWX 2.1 install on another hard drive thank the Lord).

It may be a SH3 Commander issue, but I really don't know.
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Old 05-30-08, 05:52 AM   #950
chripsch
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Hello guys!

After a Monsun-career I took my 1st trials as an S-Boot captain.
Riding the S-Boot is great but I think it would be nice if in the career-mode
will get some additional fatures.

1st I`ld suggest that a certain patrol-grid will always be assigned to the
S-Boot. Just mediterranean sea is a bit few

2nd I`ld suggest that the whole career-mode will be a bit changed. For example S-Boote operated almost always as groups and very rarely as single units.

To get some interesting jobs I`ll suggest randomizing operations. Means on sometimes you as part of an S-Boot-Group will get the job of patrolling a certain
grid and at other times you`ve to escort convoys.

Would that be possible? At least the operating in groups would be very important
although SH3-AI-units aren`t able to fire torpedoes.

What do other S-Boot-captains think about?

Thanx for listening,

Christian
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Old 05-30-08, 06:21 AM   #951
linerkiller
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Quote:
Originally Posted by chripsch
Hello guys!

After a Monsun-career I took my 1st trials as an S-Boot captain.
Riding the S-Boot is great but I think it would be nice if in the career-mode
will get some additional fatures.

1st I`ld suggest that a certain patrol-grid will always be assigned to the
S-Boot. Just mediterranean sea is a bit few

2nd I`ld suggest that the whole career-mode will be a bit changed. For example S-Boote operated almost always as groups and very rarely as single units.

To get some interesting jobs I`ll suggest randomizing operations. Means on sometimes you as part of an S-Boot-Group will get the job of patrolling a certain
grid and at other times you`ve to escort convoys.

Would that be possible? At least the operating in groups would be very important
although SH3-AI-units aren`t able to fire torpedoes.

What do other S-Boot-captains think about?

Thanx for listening,

Christian
Attacking an enemy convoy with a "Rotte" would be great...but this would be very hard to do...
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Old 05-30-08, 07:29 AM   #952
Safe-Keeper
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I love this mod. Heh, actually tried to raid a harbour in the Channel (as I'm sure others have done), thinking that I could make it a quick hit-and-fade attack, moving in, firing torpedoes at something big, and making off at 40 knots before they knew what hit them.

Could I ever. I instantly came under heavy fire from Destroyers, which attracted the attention of more than half a dozen fighter bombers, and I was chased to my death by a corvette, destroyer and cruiser.

I was also picked up by a Light Cruiser (or whatever it was) when I tried to sneak up on a convoy. I went to flank speed and had the thing chase me for 50 kilometers until I finally shook him off come nightfall:rotfl:.

Again, this mod is awesome. It's a totally different experience to have no ability to dive, lots of AA weaponry, and only four torpedoes.

My only two gripes right now are that there is no way to make AI AA guns target surface vessels (or is there?), and that I've got only one s-boat to choose from. But it's still an awesome project.
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Old 05-30-08, 10:12 AM   #953
rifleman13
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Quote:
Originally Posted by Safe-Keeper
I love this mod. Heh, actually tried to raid a harbour in the Channel (as I'm sure others have done), thinking that I could make it a quick hit-and-fade attack, moving in, firing torpedoes at something big, and making off at 40 knots before they knew what hit them.

Could I ever. I instantly came under heavy fire from Destroyers, which attracted the attention of more than half a dozen fighter bombers, and I was chased to my death by a corvette, destroyer and cruiser.

I was also picked up by a Light Cruiser (or whatever it was) when I tried to sneak up on a convoy. I went to flank speed and had the thing chase me for 50 kilometers until I finally shook him off come nightfall:rotfl:.

Again, this mod is awesome. It's a totally different experience to have no ability to dive, lots of AA weaponry, and only four torpedoes.

My only two gripes right now are that there is no way to make AI AA guns target surface vessels (or is there?), and that I've got only one s-boat to choose from. But it's still an awesome project.
Reading this post, I came to two conclusions::hmm:
1. This mod is action-packed and
2. This mod is sound crazy to be true!:rotfl:

Torpedo boats in Tommy's waters!:rotfl::rotfl:

Downloading it now!
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Old 05-30-08, 10:36 AM   #954
Safe-Keeper
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You get a harbor smack in the middle of the English Channel. It's awesome.
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Old 05-30-08, 11:03 AM   #955
difool2
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Quote:
Originally Posted by difool2
Great, attempting to install this mod has apparently rendered my base install unstable. I get a CTD halfway through the load screen, both when I tried to activate this mod (along with the "Holland" files), and then, rolling all that back (including reinstalling back the original terraindata files and SH3 Commander files, and reinstalling all my original mods that I had for my default XXI career). The culprit (or scapegoat) is our good old friend simdata.dll, and I have the current mods installed (after I took all the Schnellboot mods off):

Captain America's icons
Torpedo Damage Final 2.0
GW1 Contact lines and no tails
GWX Int Orders
GWX Das Boot movie
GWX Open Hatch Mod (oddly, I've never noticed an open hatch when it was running fine before)
GWX No medals
OLCE2 2.1.0 Part 1 of 3
RB_SH4_GWX_21
LRT v2.02 Final
Int Orders LRT 2.02 patch
Lifeboats and Debris v3B
Wolfehunters_XXI_U2511_GWX2
XXI.1939.JSGME


Keep in mind that when I was running this combination before I had absolutely no issues, they only cropped up when I disabled most of them (everything except the first 3 above) to install the SB mod. I'll do a clean reinstall if I need to but I really don't because I'll probably have to do 2 reinstalls (I have a GWX 2.1 install on another hard drive thank the Lord).

It may be a SH3 Commander issue, but I really don't know.
Bump-nobody has a clue, including the mod maker? If have to do 2 clean reinstalls I will I guess (one for my regular career and one for the SB mod). If the problem then reoccurs tho...
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Old 05-30-08, 11:03 AM   #956
linerkiller
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Quote:
Originally Posted by Safe-Keeper
I've got only one s-boat to choose from.
Mikhayl explained me some times ago that the stock game limitations don't allows the "buy-a-new-model" option, so if someone will make a new s-boot model in future we will have to put it into the game via JSGME as a substitute boat....
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Old 05-30-08, 08:54 PM   #957
difool2
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Okay got my 2nd install working fine-went out and sunk two enemy torpedo boats, but took heavy damage from a trawler and had to skedaddle back to base with 9% hull integrity. That was pretty intense-now I need to run into a coastal convoy.
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Old 05-30-08, 10:23 PM   #958
difool2
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And I again tried to tangle with a trawler, but he and his little friend (Elco boat) got me. I was hoping for a lucky hit on the big gun but no luck.

Odd thing: I have SH3 Commander set for 7 days in base. When I reloaded my save, dated from the 2nd of July, I sailed out on October 3rd! I know about the line in basic.cfg, but that was set to 31 days, not 90. Gonna start a new career and see if it happens again, with the line in .cfg also set to 7. And perhaps instead of patrolling the coastline (which seems devoid of the coastal merchant traffic which I'd assume should be there), I'll head out south of Ireland and try to intercept incoming single merchants.
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Old 05-31-08, 02:47 AM   #959
Shakatan
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Quote:
Originally Posted by difool2
... had to skedaddle back to base with 9% hull integrity.
Quote:
Originally Posted by difool2
... I have SH3 Commander set for 7 days in base. When I reloaded my save, dated from the 2nd of July, I sailed out on October 3rd! .
Every 1% of hull integrity repair cost 1 day. You lose 91% hull integrity, so must spend in base 91 days for repairs plus 7 days.

sorry for poor english
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Old 05-31-08, 08:20 AM   #960
difool2
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Gotcha. The problem with that is, with such small vessels, the Kriegsmarine would likely just write off the boat as totaled and give me a new one. Or-if they did repair it, it wouldn't take 3 months to repair like a 9% IX would. Wonder in what file that is hiding, or if it is hard-coded.

Another small complaint: clicking off the UZO invariably results in the torpedo depth meter being reset, so now I've had to train myself to F-key myself to another screen instead.

Did nail a small lone merchant last night as it was going E up the Channel.
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