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Old 10-14-15, 05:16 PM   #1261
Kapt Z
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It is a small thing really compared to all the new ships so I have no problem living with it as is. Only wondered if it was a glaring error on my part.

Thanks for quick reply Steve.

Z
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Old 04-12-16, 06:36 AM   #1262
jimislander
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Says file not found

http://www.filefront.com/16685183/MF...kin_Packs-1.7z

http://www.filefront.com/16685157/MF...cks-2.7z/:wah:
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Old 04-12-16, 07:20 AM   #1263
tomfon
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Try this:

ftp://Maik:Woelfe@hartmuthaas.no-ip...._Skin_Packs.7z
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Old 04-12-16, 02:02 PM   #1264
Von Due
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EDIT: SOLVED. The ship's sil.tga was twice the size it should have been. Converted it and edited it in Paint to regular size. Converted it back and voila.

Original post:

Thought I might post this in the relevant thread:

I have the MFM+ skins working with GWX3 + J to Z Destroyers + fixes + MaGui + WS fix.

There is only a small issue with the ship AK01A which has a super magnified image in the rec manual (a section with a mast and chimney, blown up in size), making it impossible to see what the ship looks like.

Is there a known issue either with that ship or with the mod coworking with other mods?


Last edited by Von Due; 04-13-16 at 05:57 AM.
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Old 04-15-16, 03:29 AM   #1265
Aquelarrefox
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i have improved the charts of caws 1.6.1 for gxw and magui ws, from b/w reco manual, and some other stuffs, for me its more usefull looking in the pages this way than manual stock. Anyway in manual stock there are other type of units too.

http://www.mediafire.com/download/27...for_gwx3_1.rar

you may instal caws 1.61 first, later this. it gets 2 error until sailing screen, but i didn found how to fix and i didnt found any kind of issue.

mybe in future would be posible move old manual to the center too.
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Old 04-15-16, 01:59 PM   #1266
Von Due
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Wondering here. Looking at the T15B folder and it only contains
T15B_T01.tga
T15B_T02.tga
T15B_T03.tga
T15B_T04.tga

No other data files or cfg. Was this ship scrapped?

EDIT: Also wondering about

MLaunchB1
MLaunchB2
Q01B
SLaunch01

There are no references to them in either EnglishNames or ShipNames and the sil.tga files are all the same small trawler. Any insight on these?

Last edited by Von Due; 04-15-16 at 02:08 PM.
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Old 04-24-16, 01:16 PM   #1267
RevReese
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Hi all!, I was wondering if anyone is using this mod with Tribute to Manual Targeting for GWX3?

http://www.subsim.com/radioroom/showthread.php?t=153937

I am slowly modding my GWX install and when I try to activate TMT using JSGME it says:

Quote:
"particles_funnelsmoke.dat" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLL_.cfg" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLL_.sim" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLL__sil.tga" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
Is it ok to overwrite MFM's files? can I revert if i get crashes?.

Thanks for your time.
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Old 04-24-16, 02:11 PM   #1268
ivanov.ruslan
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:can I revert if i get crashes?

I think it will not crashes

Last edited by ivanov.ruslan; 04-24-16 at 02:35 PM.
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Old 04-24-16, 07:36 PM   #1269
fastfed
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I've tried everything with this mod and no matter what I get a crash before a mission/patrol

Based on my current mod list without using Subcommander where would I put this mod?

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Old 04-24-16, 09:04 PM   #1270
Sailor Steve
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Quote:
Originally Posted by fastfed View Post
I've tried everything with this mod and no matter what I get a crash before a mission/patrol

Based on my current mod list without using Subcommander where would I put this mod?
Have you used the 4-Gig patch? Windows only lets the game use 2 gigabytes of memory, and the MFM needs a lot more than that. The 4-Gig patch lets it use more memory. The best place to get it is here:
http://www.subsim.com/radioroom/showthread.php?t=212462

On the other hand, check your system specs. You need at least 4 Gigs of RAM for it to work. My 2005 XP rig just couldn't run it.
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Old 04-25-16, 02:07 AM   #1271
ivanov.ruslan
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Yes,and 64 bit system too
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Old 04-25-16, 02:57 AM   #1272
areo16
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Quote:
Originally Posted by Sailor Steve View Post
Have you used the 4-Gig patch? Windows only lets the game use 2 gigabytes of memory, and the MFM needs a lot more than that. The 4-Gig patch lets it use more memory. The best place to get it is here:
http://www.subsim.com/radioroom/showthread.php?t=212462

On the other hand, check your system specs. You need at least 4 Gigs of RAM for it to work. My 2005 XP rig just couldn't run it.
This is true, however any 32 bit application can only use up to 3.5gb-3.8gb of RAM. This means, because SH3 is 32 bit, and we can't do anything about that, a Win x64 system with the SH3 4gb patch will still only allow sh3 to run upto 3.5-3.8gb of memory. If sh3 tries to use more, like you have alot of ship models or sophisticated uboat models, then the game will crash. Unfortunately, sh3 is not a 64 bit program.
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Old 04-25-16, 03:49 AM   #1273
Sailor Steve
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Like many people I could not run the MFM. it would always crash on loading. With the 4-Gig patch I can run it just fine. I don't know how much it actually uses. I only know it works for me.
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Old 04-25-16, 03:56 AM   #1274
ivanov.ruslan
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Thanks
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Old 04-26-16, 03:05 AM   #1275
areo16
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Quote:
Originally Posted by Sailor Steve View Post
Like many people I could not run the MFM. it would always crash on loading. With the 4-Gig patch I can run it just fine. I don't know how much it actually uses. I only know it works for me.
Understood sir.

If you are curious about its usage, use Task Manager, and look under the processes tab for sh3.exe. It should reach no more than 3,800,000 K or so, before it crash. This number changes depending on many variables, but it will be somewhere in that ball park.

War Elite mod, latest edition will ctd the game because of too many units for example.
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