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Old 03-28-10, 01:23 PM   #121
martinchi
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I think it's very good for me to find those
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Old 04-08-10, 06:12 PM   #122
Wreford-Brown
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Default [REL] WB's extra ships for Wilhelmshaven campaign

This mod adds VonDos' and a couple of other ships to bbw's Wilhelmshaven mod.

The ships are scripted onto their historical routes in game and may also appear randomly in convoys. There are also three additional mods:
1. GWX - Mediterranean Campaign. Created by Hitman, this mod reduces traffic to just the Mediterranean.
2. Add jimbuna's Q ship. Adds the Q ship.
3. Add TMT fix. Enables a TMT fix to allow this mod to be compatible with TMT.

Please read the Readme for installation instructions.

This mod is only compatible with GWX 3 Wilhelmshaven as this is the campaign used as the base file. You can download GWX from the GWX website http://www.thegreywolves.com/ and Wilhelmshaven from: http://www.filefront.com/15778001/GW...a-ships-V6.7z/

A lot of people have helped with this mod at various stages:
=FI=Ghost - Tested the TMT fix.
AH_Thor - Added the Churruca ship model.
bbw - The campaign writing master and creator of the Wilhelmshaven campaign files. Thank you for your advice, support and beta testing.
Draka - Beta tester and historical info finder.
GWX Team - Created the awesome GWX Gold on which this mod is based.
Hitman - Created the Mediterranean Campaign. His full Readme is contained in 'documentation' and this mod will reduce load times by around 2/3.
jimbuna - His Q ship is a bugger when it finds you! He also gave me the idea (challenge?) of creating this mod and helped beta testing.
Mikhayl - Added the Luftwaffe Rescue Buoy ship models as well as the Rettungsboje campaign files.
privateer - For the RM San Giorgio gun fix.
VonDos - Without his expanding shipyard there would be far fewer ships for us to sink. The level of detail that he puts into his models is stunning and this mod puts his excellent creations into the campaign. Thank you for allowing me to include your ships in this mod to make it fully JSGME compatible and thank you for Beta testing.
The unknown author of HMS Queen Elizabeth ship model (BBElizabeth) - thank you, and please get in touch so I can give proper credit.

Changelog:
v2.2a:
Adjusted to make compatible with Wilhelmshaven mod.
Changed all liners to type 100. This will reduce the chances of seeing them in random convoys.
Included GermanNames.cfg and FrenchNames.cfg files and streamlined all Names.cfg files.
Tweaked locations.cfg following request by bbw.
Adjusted StGior.eqp file following directions from privateer on replacing the correct guns.

Find the mod at http://www.filefront.com/16066831/WB...gn%20v2.2a.rar
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Old 04-14-10, 01:58 PM   #123
V-Modifications
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Quote:
Originally Posted by Wreford-Brown View Post
This mod adds VonDos' and a couple of other ships to bbw's Wilhelmshaven mod.

The ships are scripted onto their historical routes in game and may also appear randomly in convoys. There are also three additional mods:
1. GWX - Mediterranean Campaign. Created by Hitman, this mod reduces traffic to just the Mediterranean.
2. Add jimbuna's Q ship. Adds the Q ship.
3. Add TMT fix. Enables a TMT fix to allow this mod to be compatible with TMT.

Please read the Readme for installation instructions.

This mod is only compatible with GWX 3 Wilhelmshaven as this is the campaign used as the base file. You can download GWX from the GWX website http://www.thegreywolves.com/ and Wilhelmshaven from: http://www.filefront.com/15778001/GW...a-ships-V6.7z/

A lot of people have helped with this mod at various stages:
=FI=Ghost - Tested the TMT fix.
AH_Thor - Added the Churruca ship model.
bbw - The campaign writing master and creator of the Wilhelmshaven campaign files. Thank you for your advice, support and beta testing.
Draka - Beta tester and historical info finder.
GWX Team - Created the awesome GWX Gold on which this mod is based.
Hitman - Created the Mediterranean Campaign. His full Readme is contained in 'documentation' and this mod will reduce load times by around 2/3.
jimbuna - His Q ship is a bugger when it finds you! He also gave me the idea (challenge?) of creating this mod and helped beta testing.
Mikhayl - Added the Luftwaffe Rescue Buoy ship models as well as the Rettungsboje campaign files.
privateer - For the RM San Giorgio gun fix.
VonDos - Without his expanding shipyard there would be far fewer ships for us to sink. The level of detail that he puts into his models is stunning and this mod puts his excellent creations into the campaign. Thank you for allowing me to include your ships in this mod to make it fully JSGME compatible and thank you for Beta testing.
The unknown author of HMS Queen Elizabeth ship model (BBElizabeth) - thank you, and please get in touch so I can give proper credit.

Changelog:
v2.2a:
Adjusted to make compatible with Wilhelmshaven mod.
Changed all liners to type 100. This will reduce the chances of seeing them in random convoys.
Included GermanNames.cfg and FrenchNames.cfg files and streamlined all Names.cfg files.
Tweaked locations.cfg following request by bbw.
Adjusted StGior.eqp file following directions from privateer on replacing the correct guns.

Find the mod at http://www.filefront.com/16066831/WB...gn%20v2.2a.rar

Hello
I think sometink is wrong in data\terrain\locations.cfg but easy to fix.

old:
;[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk

new
[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk


regards
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Old 04-22-10, 04:44 PM   #124
Wreford-Brown
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That's not a mistake, it just gets rid of the data for Neuwark as with the Wilhelmshaven mod it now looks like it's in the wrong place. bbw spotted the error and asked me to include the fix while this was a WIP. He's already made the change in his own releases.

I could have deleted the lines but I hate getting rid of data so I just put ; in front of each line which prevents the SH3 engine from reading it.
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Old 04-22-10, 04:52 PM   #125
Wreford-Brown
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V-Modifications has done a load of hard work translating WB's Warning Orders into German.

I've included it in an update to the mod to v1.3 which also deletes a few messages which were too long to appear on the message pad on the loading screen adjusted a few of the messages.

The new version is at: http://www.filefront.com/16209759/WB...%29%20v1.3.rar
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Old 04-28-10, 02:01 PM   #126
Wreford-Brown
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Default [REL] WB's extra ships for Wilhelmshaven campaign v2.4

v2.4 of WB's extra ships for Wilhelmshaven campaign is now released.

Additions are the USS Saratoga and USS Enterprise from the AOTD Team converted by yamatoforever and the inclusion of jimbuna's Q-ship as a standard feature rather than an optional mod.

http://www.filefront.com/16292407/WB...ign%20v2.4.rar
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Old 04-29-10, 11:44 AM   #127
IFRT-WHUFC
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Default Just to let u know

I'm getting a file broken error unzipping the version 2.4 file!

thanks
Rick!
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Old 04-29-10, 11:50 AM   #128
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[QUOTE=V-Modifications;1359658]Hello
I think sometink is wrong in data\terrain\locations.cfg but easy to fix.

old:
;[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk

new
[Location 549]
;Long=8.1894623
;Lat=53.730612
;Heading=80
;OnLand=false
;ShowOnMap=true
;FileName=Lighthouse
;LocationName=Neuwerk


If you still want the lighthouse at Neuwerk then change the above to the following:

[Location 549]
Long=8.167885 <-----
Lat=53.728706 <-----
Heading=80
OnLand=false
ShowOnMap=true
FileName=Lighthouse
LocationName=Neuwerk

ok
Rick
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Old 04-30-10, 04:30 AM   #129
Wreford-Brown
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FileFront seems to have been having a few issues with uploads.

Third time lucky!
http://www.filefront.com/16312337/WB...ign%20v2.4.rar
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Old 04-30-10, 05:12 AM   #130
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Just seeking some clarification before the rivet counters pounce

In the Readme v6.7 of the Schleuse mod is made reference to but the FF link is for v5.7.

I (and I suspect many others) have v6.0 of the Schleuse mod installed.

Is it not perhaps the case that your above mod is compatable with v6.0 and should be used with said version?

It is of course possible that v6.7 exists and I have missed it over at The Lair
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Old 04-30-10, 06:24 AM   #131
Wreford-Brown
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Quote:
Originally Posted by jimbuna View Post
Just seeking some clarification before the rivet counters pounce

In the Readme v6.7 of the Schleuse mod is made reference to but the FF link is for v5.7.

I (and I suspect many others) have v6.0 of the Schleuse mod installed.

Is it not perhaps the case that your above mod is compatable with v6.0 and should be used with said version?

It is of course possible that v6.7 exists and I have missed it over at The Lair
bbw's released v6 at: http://www.filefront.com/15819511/GW...a-ships-V6.7z/

It's hidden in his Wilhelmshaven thread (#65). The only change is his Neuwark lighthouse fix which I've now deleted from my mod. I'll update the Readme with this new link and upload again when I can but FF has been messing me around today.
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Last edited by Wreford-Brown; 04-30-10 at 10:46 AM.
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Old 04-30-10, 09:10 AM   #132
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Quote:
Originally Posted by Wreford-Brown View Post
bbw's released 6.7 at: http://www.filefront.com/15819511/GW...a-ships-V6.7z/

It's hidden in his Wilhelmshaven thread (#65). The only change is his Neuwark lighthouse fix which I've now deleted from my mod. I'll update the Readme with this new link and upload again when I can but FF has been messing me around today.
Rgr that matey
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Old 04-30-10, 09:35 AM   #133
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Note mates,

there isn't a version 6.7, it's still 6.0
the '7' belongs to the file appendix '.7z' !
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Old 04-30-10, 10:46 AM   #134
Wreford-Brown
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Thanks SSB - I wondered why all of his mods ended with .7
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Old 04-30-10, 10:52 AM   #135
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Quote:
Originally Posted by SquareSteelBar View Post
Note mates,

there isn't a version 6.7, it's still 6.0
the '7' belongs to the file appendix '.7z' !
Your right mate.....I didn't have the heart to say it publicly.

But I must admit to having d/l it again to be doubly sure
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