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Old 02-01-12, 02:36 PM   #91
dvdholt5
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Alright guys, I could use some help. I've tried multiple routes and still no success with installing this.

I start with a fresh install of v1.04 for DW.

I copy/paste "Mods folder" and "JSGME.exe" into my DW folder.

I then go to "Mods/LWAMI Mod/Filetools" and run InstallStuff.bat. The command prompt in the InstallStuff.bat continuously reads "'cmputil' is not recognized as an internal or external command, operable program or batch file."

I launch JSGME anyways and select "LWAMI mod" to enable, yet if I try to enable any splash screens I receive the error: ""SPLASH.bmp" has already been altered by the "LwAmi_Mod" mod."

I launch the game with just Lwami mod enabled, do a quick mission, and when the mission starts the enemy sub models are missing. They appear as a contact on the map but won't appear visually. It seems this is due to the batch file not being run correctly (as indicated in the above post) but I've tried everything with that one and can't get it to run properly.

I'm likely doing something clearly wrong, but I can't figure it out. Could any of you assist?


Can anybody help? i am having exactly the same problem as Darkhunter and i installed exactly the same but i cant get it running
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Old 02-01-12, 03:09 PM   #92
dvdholt5
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Sussed it. After hours of playing around i have finally managed to get it to work. When i unzipped to the dangerous waters file location it created LwAmi_3_11_complete folder within my dangerous waters location. I copied the mods folder in there to the Danherous waters location and ran the batch file. All worked ok.
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Old 02-05-12, 06:40 PM   #93
Hinrich Schwab
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@ Molon Labe

I remember from one of your posts that the actual ACTUV drones are left in the archive. I would like to muck about with those files to see if I can get them to work so I can pursue my original tests I wanted to do in ACTUV tactics before I found out that the stripped down engine pretty much deadlined that project for me. Where would I look to find those files?
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Old 02-05-12, 11:22 PM   #94
Molon Labe
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Inside 3d.grp. If you need the files themselves you can run decompress.exe. If you just need access to the models in DWEdit the filenames are

Actuv.j3d (and ...Actuv_m.j3d)
Actuv2.j3d (and ...Actuv2m.j3d)
Actuv3.j3d (and ...Actuv3_m.j3d)
Actuv4.j3d (and ...Actuv4_m.j3d)
Actuv5.j3d (and ...Actuv5_m.j3d)
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Old 02-06-12, 04:58 AM   #95
Hinrich Schwab
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Quote:
Originally Posted by Molon Labe View Post
Inside 3d.grp. If you need the files themselves you can run decompress.exe. If you just need access to the models in DWEdit the filenames are

Actuv.j3d (and ...Actuv_m.j3d)
Actuv2.j3d (and ...Actuv2m.j3d)
Actuv3.j3d (and ...Actuv3_m.j3d)
Actuv4.j3d (and ...Actuv4_m.j3d)
Actuv5.j3d (and ...Actuv5_m.j3d)
Thanks a lot.
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Old 02-15-12, 10:34 AM   #96
Deepmoc
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I have a Question about the Control for the Mk 48 Adcap

It is possible to run it in different Modes
Deep ans slow under the Layer an then Faster under the Layer an then rise up shallow

Is this possible with the Pre enable or Enable Buttuns like the UUV

I have read about that in an earlier version of this or an other Mod

What is with that?

Greetings Moc
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Old 02-15-12, 08:53 PM   #97
Molon Labe
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Quote:
Originally Posted by Deepmoc View Post
I have a Question about the Control for the Mk 48 Adcap

It is possible to run it in different Modes
Deep ans slow under the Layer an then Faster under the Layer an then rise up shallow

Is this possible with the Pre enable or Enable Buttuns like the UUV

I have read about that in an earlier version of this or an other Mod

What is with that?

Greetings Moc
There was an Advanced Torpedo Control module in LWAMI 4.0 alpha. Luftwolf never got the 4-series off the ground. We've integrated some 4-series features back into the regular 3-series, but ATC didn't make the cut.
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Old 02-20-12, 09:39 PM   #98
AR101
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I am liking this mod big time
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Old 02-21-12, 02:24 PM   #99
Ghost Dog
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I agree, well done. Any info on whats being planned for the next release?
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Old 02-21-12, 10:51 PM   #100
Molon Labe
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Quote:
Originally Posted by Black_Dingo View Post
I agree, well done. Any info on whats being planned for the next release?

I've been making a to-do list as ideas hit me:

Quote:
LUHU modernization
-Type 518
+ Type 517
+SR-64
-all 57mm
+2 Type 730 CIWS (347G targeting radar)

Reduce loadout of J-15
4 AAMs, 1 C602

ASROC---> old ASROC, VLA ASROC, VLA (C) ASROC (mk54)

Divide SS-N-2C into P-15M and P-15TM

Harpoon (Divide into multiple variants)
--Block IC (AGM-84D) extended range over prior models. Range 220km (http://www.designation-systems.net/dusrm/m-84.html)
--Block II (Denmark, Taiwan--Kidd Class, Canada...) Wiki reports range as 278km. Appears to have same range as Block IC

Atlas Electronics DSQS-21BZ sonar (commercial version is KAE 80, on Almirante Brown)
Used on Drummond upgrade to "standard" performance, this sonar was put on ships built as recently as 1996.

Exocet/gun positions Almirante Brown

Turkish A69 might need ASW mortar

Hauk - remove sonar, add EO

Hengam - updated version with C802

Armed fishing vessels - Adjust weapon positions.

SA-N-4 Gecko: allow targeting of surface ships.

Upgrade Canadian CH-124 Sea Kings to carry buoys (1970's upgrade).
Indian Sea Kings should have buoys too.

SA-11 site: Increase number of represented launchers to 6 (include hit point upgrade since FCR is included in launch vehicles)

Upgrade A-244 torpedo to mod 3 version (36 knots, 13.5km range at low speed)

Check if there should be different Ocean master radars (APS-143?)

Add/rename a sport fishing boat "Chum Guzzler"

Remove lifeboat for realz this time

CIWS Doctrine adaptation for SAM sites to auto-ID incoming missiles.

Try improving prosecution of SOF rafts by allowing IR classification (reports frequency)

Check FA-18C radar performance vs. F-16 and Su-30.

Correct Blade count for Container ship B (should be 6)
And ask TLAM about fixing the navigation light glitch from the DARPA platforms.

Obviously, the spec's here aren't final and will need to be fully researched, so don't freak out if something's wrong there.
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Old 02-28-12, 02:31 PM   #101
Treetop64
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Quote:
Originally Posted by AR101 View Post
I am liking this mod big time
Me, too. Been too busy actually enjoying this gem to take time to post here. Haven't found a thing wrong with it; very solid work. You've really breathed some life into this old sim and kept it current and relevant.

I was wondering has anyone completed a campaign to reflect the new standard? Particularly, one that doesn't just dump you into the middle of the action like the old, default campaign missions did. Been especially interested in a "Cold War Gone Hot" scenario like RSR, but without the voice acting. I've been building one myself for my own pleasure. Just started working on the OOBs and scenario paths, but it won't be too sophisticated as it's been forever since I've programmed anything, and my scripting skills are rusty, to say the least...
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Old 02-29-12, 01:12 PM   #102
Ghost Dog
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I have a question regarding modern western torpedoes and speed. Various sources i've seen talk about the mk48 having a 'covert' mode, which is clearly a lower speed setting and possibily other things as well. In LWAMI, its often useful to set torpedoes to a lower speed for a stealthy approach, but should the torpedo not accelerate to its maximum speed once its enabled? (particularly if its set to active)

The ideal attack mode would be to cruise the torpedo in at about 35 kts, (from a different direction from ownship as well), Once torpedo is active and is homing, it accelerates to 55 kts. this would also help you determine if your weapon is homing or still searching.

is this even possible in DW/LWAMI? (im thinking maybe not...)
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Old 02-29-12, 08:50 PM   #103
Molon Labe
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Quote:
Originally Posted by Treetop64 View Post
Me, too. Been too busy actually enjoying this gem to take time to post here. Haven't found a thing wrong with it; very solid work. You've really breathed some life into this old sim and kept it current and relevant.

I was wondering has anyone completed a campaign to reflect the new standard? Particularly, one that doesn't just dump you into the middle of the action like the old, default campaign missions did. Been especially interested in a "Cold War Gone Hot" scenario like RSR, but without the voice acting. I've been building one myself for my own pleasure. Just started working on the OOBs and scenario paths, but it won't be too sophisticated as it's been forever since I've programmed anything, and my scripting skills are rusty, to say the least...


I finished up an SP campaign right after the 3.11 release.
Download page
Preview page
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Old 03-25-12, 06:23 AM   #104
Abulafia
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cant download
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Old 04-18-12, 08:49 AM   #105
arief.satriyo
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checksum please

Can anyone please give the checksum of this file "LwAmi_3_11_Complete.zip" because it's the only way to verify that we have managed to successfully downloaded the package entirely
Thanks beforehand
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