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02-13-08, 02:46 AM | #31 |
Eternal Patrol
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I used the 'GWX2' one, and just opened the folder, then put the contents of each folder in the same folder in the game:
So all the files in data/library go in the library folder in the game. The file in data/MissionEditor/Locations goes in that same folder. Same for data/Terrain/Locations. Same for data/Textures/TNormal/tex. Or you can just put the Schleuse_Holtenau_Mod folder into JSGME and let it do its thing. But whichever method you use, don't forget to put the Locations.cfg file from the version you're using into the Data/Terrain folder!
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02-13-08, 06:10 AM | #32 | |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 32,730
Downloads: 171
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Great stuff nautilus42! I would assume a new career is mandatory!
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02-13-08, 09:08 AM | #33 |
Ace of the Deep
Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
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Sorry! Is there NGYM 2.6 version?
Thanks in advance. |
02-13-08, 10:05 AM | #34 | ||
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 259
Uploads: 51
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I installed it while in port (1st Flotilla - Kiel) and works like a charm!! No need to start a new patrol, just be in port to enable it! Oh, forgot to say... just be careful when you tell your nav officer to draw the course, you will have to modify the outgoing pattern from Kiel manually, or you will smash your boat against the piers :rotfl: (happened to me) CapZap
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Last edited by CapZap1970; 02-13-08 at 10:19 AM. |
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02-13-08, 10:18 AM | #35 | ||
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 259
Uploads: 51
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Quote:
CapZap
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02-13-08, 11:32 AM | #36 | |
Sea Lord
Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
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Quote:
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02-13-08, 12:20 PM | #37 | |
Sea Lord
Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
Downloads: 66
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Quote:
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In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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02-13-08, 02:09 PM | #38 |
Watch
Join Date: Jan 2008
Location: Benidorm
Posts: 29
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finaly the addon work fine, no CTD or anithing else.
Sorry my englich is not so good
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02-14-08, 06:52 AM | #39 |
Eternal Patrol
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Just started a quick mission to test something else, and decided to take a little tour. I saw this guy flying over the locks.
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02-14-08, 09:09 AM | #40 |
Sea Lord
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 259
Uploads: 51
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This mod is a beauty!!!
The only problem i found is the german inbound sub that crashes against the new structure... as someone else said: "I swear, Herr Kaleun, this wasn't here when we left Kiel" haha CapZap
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02-14-08, 09:27 AM | #41 |
Rear Admiral
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Have D\L the locks and adjusted the AI sub and autoplot in the upcoming 2.1 GWX
Locks wont be included but matters not You can add them yourselves @ S Steve The Arado overflys your head as soon as you start patrol in dock |
02-14-08, 09:29 AM | #42 |
Sea Lord
Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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The only real gripes I have with this mod is that one side looks like Venice, and the other like military housing
I hope this gets changed to something a little more German-looking in future. |
02-14-08, 11:22 AM | #43 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
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Woah, nice. Must have been a lot of work, crunching those numbers
Keep it up
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
02-15-08, 07:45 AM | #44 |
Medic
Join Date: Apr 2005
Location: Scotland
Posts: 164
Downloads: 205
Uploads: 0
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If anyone interested here is the translated version of the readme of Trainer1942's mod
Lock-Canal-MOD by trainer1942/nautilus42. New Location: Lock-Holtenau MODS for all the Kiel Canal have emplementiert (GWX, WAC, LSHIII_neu): Info: All. Dat `s in the Library are independent, and does not override exestierenden. Dat` s. Important: The GWX_Pattern2 +3 is not altered and must be after. It is recommended by the manual lock to navigate. The locks are empty; i.e. There are no ships at the pier. Installation: JSGME compatible: The folder lock-Canal-MOD_V.1.0 in the MOD and folder. The corresponding Location.cfg is in the folder / Documentation and deposited with JSGME can also be activated. DONE. Credits: Skwas = Thank you for S3D - Silent 3ditor (beta 0.5.4). Without this great tool, I would not have been possible to create this MOD. Sansals = Pack3d (Clonen) Rowie58 = Dry Dock, DockedMerchant_large, _small, equipment, etc. Silent Hunter UbiSoft = 4 Wolves of the Pacific Textures =. PaintNet DDS 2.0 Converter The MOD is freeware and can be used in all FreewareMODS used freely. The ADDONS in commercial use is prohibited. Next project: Lock-Brunsbüttel Enjoy Trainer1942 For problems and improvement proposals send an email to: holger-ewerth@t-online.de 12.02.2008 |
02-15-08, 02:46 PM | #45 |
Sea Lord
Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
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Hmmmm,I've enabled the mod as advised but see no new lock could someone please help,its the GWX1.03 version Im using,and yes I did roll back commander and it was enabled in base,any ideas I followed the instructions sailor steve gave in his post and used the JSGME method.thank you
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'It is not surely known when the grey wolf shall come upon the seat of the gods' Ericksmal. |
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