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Old 12-22-12, 12:52 PM   #16
Jimbuna
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Quote:
Originally Posted by the_frog View Post
Hallo,

the texture channel of the 3D models of two of the search light beams in the gunsUK.dat library file were wrong.

Here's the replacement file; just copy it into SH3's library folder and overwrite the old one.

http://www.mediafire.com/file/r6m31z...4xm/guns_UK.7z

Many thanks to kovall, whoi found the mistake.
Saved a job...cheers.
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Old 12-22-12, 03:20 PM   #17
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Old 12-22-12, 06:20 PM   #18
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Good work, many thanks the_frog.
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Old 12-27-12, 02:50 PM   #19
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Maybe I'm blind as a child, but what exactly should I do for enabling this mod?
First of all enable by jsgme, but what next? What should I do with files Ship_names....cfg and where should I paste new entries in EnglishNames.cfg - at the end of all records?
Could somebody more clever than me explain it?
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Old 12-27-12, 03:57 PM   #20
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Originally Posted by jaxa View Post
What should I do with files Ship_names....cfg
Copy and paste it into the Ship Names file in the SH3 Commander folder.

Or download the next copy of my Ship Names mod, due on January 1. It will be added there.

Quote:
and where should I paste new entries in EnglishNames.cfg - at the end of all records?
At the end is fine. As long as it shows up the game will find it.
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Old 12-27-12, 04:02 PM   #21
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To enable, use JSME.

Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different.

So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones.

Edit: sailor steve was faster ...
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Old 12-27-12, 04:38 PM   #22
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Quote:
Originally Posted by Sailor Steve View Post
Copy and paste it into the Ship Names file in the SH3 Commander folder.

Or download the next copy of my Ship Names mod, due on January 1. It will be added there.


At the end is fine. As long as it shows up the game will find it.
Quote:
Originally Posted by the_frog View Post
To enable, use JSME.

Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different.

So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones.

Edit: sailor steve was faster ...
Both correct....SINK EM ALL!!
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Old 12-27-12, 05:05 PM   #23
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Thanks mates
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Old 12-27-12, 05:12 PM   #24
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Thanks mates
No problem
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Old 12-28-12, 03:31 PM   #25
WolfyBrandon
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Amazing

Amazing ships as always The_Frog, I wish every warship in the game had the detail that you give them!

I found a minor issue in the EnglishNames.cfg file...

In the readme you say to add...

DDMRiver=DD L&M Class

To make the name work correctly, it should be...

DDMClass=DD L&M Class



Thanks again for the wonderful ships!!!

WolfyBrandon
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Old 12-28-12, 06:07 PM   #26
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Ohoh, that's the result of overwriting previous documents ...
I add a comment to the first post in the thread.

WolfyBrandon, thanks for the information.
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Old 02-11-13, 02:20 PM   #27
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Hello,

and there's another error. Sensor definition files of all destroyer had the optical sensor set to "AII_Visual", which is only defined in LSH5 and CCoM. So, in all other versions of the game, the destroyers are virtually blind.

To fix,
- either open the "NDD_XYZ.sns" files in all respective subfolder of the Data/Sea/ folder with a text editor and replace "AII_Visual" by "AI_Visual"
- or replace the respective files by enabling the fix (DL below) with JSGME,
- or replace the respective files by copy and paste.

DL: http://www.mediafire.com/file/9c62ia..._visual_fix.7z

Note: users of LSH and CCoM do not need to change anything

Cheers

P.S.: What did I learn from that? Reduce the number of items in one mod ...
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Old 02-11-13, 03:45 PM   #28
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Hmmm, interesting! Thank you very much the frog!
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Old 04-08-16, 01:59 AM   #29
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Dear the Frog!



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Old 04-08-16, 12:51 PM   #30
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Hello Wise,

nice take on the model model of the J class: http://www.subsim.com/radioroom/show...ostcount=11916




Two questions:

1. Did you do new portholes or did you use those of Bathurst/Skate?
2. The fire and smoke is great. What mod is that?
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