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Old 06-17-2017, 08:22 PM   #1351
iambecomelife
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Quote:
Originally Posted by J0313 View Post
First, a ship may belong to one country but be registered in another. Also many ships that were registered under a foreign flag were quite often taken into the service of their parent nations. What ever flag the ship is flying on its mast is the country it belongs to at the time. It's an accurate representation I assure you.
Right. The giant hull flags are accurate (see images below), and in fact i toned it down a little bit. Some neutral ships had flags and stripes covering the entire hull. By the end of the war, some Swedish ships were almost 100% blue and yellow on the sides, with lights and huge wooden flags erected on top of the deckhouse.

If you install the skin packs based on the time indicated, hull flags disappear as countries join the Allies (no American hull flags after early 1942, for example).






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Old 06-18-2017, 12:58 AM   #1352
Obltn Strand
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Quote:
Originally Posted by iambecomelife View Post
That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it.
Ok..thanks...I will test it anyway
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Old 06-19-2017, 07:03 PM   #1353
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Quote:
Originally Posted by iambecomelife View Post
If you install the skin packs based on the time indicated, hull flags disappear as countries join the Allies (no American hull flags after early 1942, for example).
The links for the skin packs are long gone, and I've been looking for them high and low. Would you mind providing a link to them?
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Old 06-19-2017, 07:54 PM   #1354
BigWalleye
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Like almost all good things for SH3, the skin packs are available on Plissken's website, under their creator IAmBecomeLife.

ftp://Maik:Woelfe@hartmuthaas.no-ip....3COMMUNITYMODS
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Old 06-25-2017, 11:34 PM   #1355
Leoz
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Been using 3.3 for a few weeks.

Outstanding work!

Thank you!!!



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Old 06-28-2017, 02:04 PM   #1356
Otto Fuhrmann
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That feeling when I accidentally sink an Irish steamer during the night...

Huge kudos for this mod, I am really enjoying it! Especially the Irish ships!
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Old 07-19-2017, 06:05 PM   #1357
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Can you install all the skin packs at once, or do you need to install and uninstall with JSGME as the war goes on?
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Old 07-19-2017, 11:07 PM   #1358
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Quote:
Originally Posted by Pensy101 View Post
Can you install all the skin packs at once, or do you need to install and uninstall with JSGME as the war goes on?
You must install skin-pack in sh3commander just one time

To install you will need to unzip and copy all files into your \SH3 Commander\Date\ folder. When you launch SHIII from SH3 Commander the appropriate skins for your patrol date will be copied into your SHIII installation
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Old 07-21-2017, 10:19 AM   #1359
rudewarrior
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@iambecomelife: Great work and thanx for revisiting this, especially the ships lagging out of formation issue. This is one of the all-time most important mods that really adds so much depth to SH3.



So I saw this up earlier in the thread and nobody responded:

Quote:
Originally Posted by Martin James View Post
Hi, thank you for your work on this excellent mod. I assume "MFM3.2 displacement correction mod" is no longer useful or needed?
I am curious about this myself. Here is the original post on this mod. I remember implementing this mod, and it is enabled in my soup, but I couldn't tell what effect, if any, it had on the ships in MFM. MFM is also pretty far back in my "mod soup history," so I've had to figure out what modifications I made to it from back then, e.g. I use GWX, but I implement NYGM's tonnage (vs. renown) numbers and sub equipment upgrade model, so I've made all the renown entries for the MFM ships equal to their displacement.

To quote the readme for the displacement mod:

Quote:
The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].

I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.
As an example, I opened T08B.sim in MFM 3.3 and found the displacement set at 14000, but the displacement in T08B.cfg is listed as 12100.

In the displacement mod thread, everyone there says this is an important mod, but how so? I mod a little bit, but I prefer to go on the word of people who have more expertise than I do. However, I couldn't really see any immediate effect in the game. The only thing I noticed was that I did see ships randomly lag behind the convoys. I didn't see it happening before, but as iambecomelife seems to indicate, that was a problem in the original mod. I suspect that I just hadn't run across any of those ships before implementing the "fix."

Comments?
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Old 07-21-2017, 12:04 PM   #1360
Fubar2Niner
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@Rude

I pm'd IABL some time back about this very same question. Here is our PM's to each other:

Re: MFM-Improved ? Quote:
Originally Posted by Fubar2Niner
Hi IABL

I hope you are well, I have a quick question if I may. This has already been asked in the MFM thread but I guess you overlooked it. With MFM-Improved are myself and Martin James correct in assuming there is no need to run the Displacement Correction Mod? Many thanks for your continued great works.

Respect and kind regards.

Fubar2Niner


TBH I have never downloaded or used that mod. The displacements for many ships in the latest version were tweaked to correct seakeeping & keep ships on station in convoy, so I would just install the new MFM with no older mods above it.

Note that displacement in the rec manual may not match the displacement in the ship's .sim file. I did my best to stop ships from bobbing, but the problem cannot be resolved 100% in SH3.

-----------------------------------------------------------------------------------

Hope this helps mate.

Best regards.

Fubar
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Old 07-21-2017, 12:29 PM   #1361
rudewarrior
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Quote:
Originally Posted by Fubar2Niner View Post
Hope this helps mate.
I think it does.

If I am reading the correspondence correctly, it seems to me that the displacement correction mod was actually moving MFM away from WAD.

It seems to me now that what IABL was doing was using displacements in the .sim files to make the ships behave a certain way in the game. At the same time, he was using the .cfg files to do the best he could with historical accuracy of the ships stats IRL.

So, IMO it seems that it would be best not to use the "fix," and it never was really in the first place as it would make the ships behave differently than what IABL intended, for good or ill (which at this point is unknown).

Unless someone can say with certainty this mod is useful or does in fact improve on IABL's work, I think I am going to remove this particular ingredient from my soup!

Thanx Fubar.
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Old 09-01-2017, 06:59 AM   #1362
Anvar1061
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Where can I download the T15B ship?
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Old 09-06-2017, 04:27 PM   #1363
iambecomelife
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Quote:
Originally Posted by Anvar1061 View Post
Where can I download the T15B ship?
I will go digging in my old files. Keep in mind several ships were eliminated from the lineup before the mod was released. It may be one of them, but the mod is now so old I can't remember! I will let you know the results.
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Old 09-06-2017, 04:31 PM   #1364
iambecomelife
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Quote:
Originally Posted by rudewarrior View Post
I think it does.

If I am reading the correspondence correctly, it seems to me that the displacement correction mod was actually moving MFM away from WAD.

It seems to me now that what IABL was doing was using displacements in the .sim files to make the ships behave a certain way in the game. At the same time, he was using the .cfg files to do the best he could with historical accuracy of the ships stats IRL.

So, IMO it seems that it would be best not to use the "fix," and it never was really in the first place as it would make the ships behave differently than what IABL intended, for good or ill (which at this point is unknown).

Unless someone can say with certainty this mod is useful or does in fact improve on IABL's work, I think I am going to remove this particular ingredient from my soup!

Thanx Fubar.
You're correct about my work in the .sim files - I was trying to get large tankers and other ships to stop bobbing like rowboats. As you know, the wave dynamics in SH3 aren't correct, and ships rock too much.

The latest version of the MFM removed these .sim changes. (In addition to NOT solving the wave action problem, my changes to the .sim file caused ships to maneuver badly.)
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Old 09-06-2017, 10:50 PM   #1365
HW3
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I have the T15B folder from MFM 3.2 if it is needed.
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