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Old 06-27-15, 02:38 AM   #1246
bstanko6
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Ok, I just read up on the situation, and I owe an apology. The ship was not a tanker but a cargo ship called the "Elmbank". She was carrying timber. Otto actually used every round of ammo on her and still had to bug out before an escort sighted him. He and Prien were attacking convoy HX-72.
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Old 08-09-15, 06:34 AM   #1247
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Just installed this mod, and looks great so far! The first contact I had i was actually a bit sad it was just a 'plain' Medium merchant, only to be suprised by a merchant fleet mod ship just 30 minutes later.

Did have some problems unpacking (The UK/US skin packs) gave some errors, and the folders seemed empty. I activated it through JGSME anyways and seems to work fine!


Having just switched to a higher realism setting (Manual torpedo aiming), does anyone have some tips regarding data gathering? With lots of pages added to my recognition manual, it's gonna be a lot harder to find the right ship.

How do you all properly collect data (Such as range using mast height) or set torpedo depth? Magnetic pistols can only go 1m below the keel to work I think?
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Old 08-26-15, 08:17 AM   #1248
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Do anyone know where can I download this ..link doesn't work anymore !
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Old 08-26-15, 02:36 PM   #1249
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Or you can check Maik's site.
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS

Note it is a ftp server so it works best with a ftp downloader like FileZilla, which is free.

user name Maik
password Woelfe
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Old 09-08-15, 08:35 PM   #1250
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When I enable this mod in jsgme I get conflicts with two of my other minor mods.

Lifeboats&debris_v4 and searchlights removed.

If I enable MFM first and then the above mods jsgme gives me the following conflicts-

Lifeboats&debris_v4, "NLL_.val* has already been altered by MFM"

Searchlights removed, "NLL_.eqp has already been altered by MFM"

Will these conflicts prevent MFM from working correctly? I have only tried playing with these conflicts a couple times and no ctds, but I have yet to see any of the new ships in game so I don't know if there is a issue.
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Old 09-08-15, 09:32 PM   #1251
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Should be no problems since NLL is only one type of cargo ship. I'm not exactly sure what the Lifeboats&debris_v4 mod is changing in the .val file but, the Searchlights removed mod is simply removing the searchlight from the .eqp file.
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Old 09-09-15, 12:29 PM   #1252
Kapt Z
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Quote:
Originally Posted by HW3 View Post
Should be no problems since NLL is only one type of cargo ship. I'm not exactly sure what the Lifeboats&debris_v4 mod is changing in the .val file but, the Searchlights removed mod is simply removing the searchlight from the .eqp file.
Thanks for the insight. I truly had no idea what those conflicts meant.

Initially I tried installing MFM last and noticed when I sunk ships that the rafts/survivors no longer spawned. So I tried installing the two mods over MFM and wondered if that would cause serious issues.

So far my present patrol seems to be working fine and I did come across a MFM freighter that looked and behaved ok. We will see.
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Old 09-13-15, 06:54 AM   #1253
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I've noticed that since using MFM, SH3 commander doesn't add names to every ship I sink anymore. Is there something I need to change in the settings somewhere to get this working again?

I looked at the "Ship Names.cfg" and I noticed a listing of all ship types, would I need to add the MFM ship types to this maybe?
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Old 09-13-15, 07:58 AM   #1254
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SH3 Commander, like any program, can only do what it's told. The original Ship Names list that comes with the program knows nothing about MFM. Just adding MFM ship types to the list will change nothing. You would need to add names to each ship type, a project which would take years.

Luckily somebody started just such a project back in 2008, and it's been an ongoing labor of love. The latest version, with almost 13,000 ship names, can be found here.
http://www.subsim.com/radioroom/down...o=file&id=4671

Just replace the Ship Names.cfg with the one in the mod and you'll get appropriate names for not only the MFM, but also for all merchant types in the game.
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Old 09-13-15, 11:19 AM   #1255
Kip336
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Ahoy Steve,

Many thanks for the link, and your great work! Once I have new patrol orders, I'll be looking for the shipnames to pop up!
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Old 09-15-15, 08:32 AM   #1256
Kapt Z
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Quote:
Originally Posted by Sailor Steve View Post
SH3 Commander, like any program, can only do what it's told. The original Ship Names list that comes with the program knows nothing about MFM. Just adding MFM ship types to the list will change nothing. You would need to add names to each ship type, a project which would take years.

Luckily somebody started just such a project back in 2008, and it's been an ongoing labor of love. The latest version, with almost 13,000 ship names, can be found here.
http://www.subsim.com/radioroom/down...o=file&id=4671

Just replace the Ship Names.cfg with the one in the mod and you'll get appropriate names for not only the MFM, but also for all merchant types in the game.
Hi Steve-

So we can drag and drop the whole new file onto the Commander file or do we have to retain any of the 'stock' Commander file for this to work?

Sounds like a complete override is the case, just wanted to clarify. Thanks!
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Old 09-15-15, 09:15 AM   #1257
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Yep. The whole thing is a single list in a single file, so just replace the old one.
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Old 10-08-15, 12:50 PM   #1258
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Great mod with all the new ships. I do have a question. Have you encountered torpedoes passing through the hulls? I've had a few miss then they're well within hitting it after they've been damaged. These ships are abit tougher than the stock ones.
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Old 10-14-15, 01:45 PM   #1259
Kapt Z
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Quote:
Originally Posted by Sailor Steve View Post
Yep. The whole thing is a single list in a single file, so just replace the old one.
Hi Steve-

Replaced the whole file and ran a patrol to see if it worked. Seems some parts worked and some didn't.

During the patrol when I would go to the ship ID manual and a MFM ship would be there it would look like this-



Should there be a ship type like "Medium Cargo" etc instead of M02X?

Then when I returned to base and went to update personal file in SHCommander to see my patrol log it looked like this-



As you can see, some of the ships came through with names and details, but several just came through with M-- and no details.

Any ideas on what I am doing wrong??

Thanks!

Z
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Old 10-14-15, 03:57 PM   #1260
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Quote:
Originally Posted by Kapt Z View Post
During the patrol when I would go to the ship ID manual and a MFM ship would be there it would look like this...

Should there be a ship type like "Medium Cargo" etc instead of M02X?
No, that is normal. Names like "Medium Cargo" are the names applied by SH3 to the ship class just to identify it for you. IABL used the same names he gave the ships as identifiers. In the readme that comes with the my latest Ship Names file there is a complete list of ship names for Commander with every MFM ship type given a new name based on the class. You can copy and paste that into your 'Sea' folder in the SH3 directory. It will make the Recognition Manual names look like the ones in my latest 'Ship Names' thread. For example, 'M02X' should show up in the manual as 'Brandanger Class Merchant'. Part of the problem there is that for the sake of not giving away what is neutral and what is enemy I've tied 'M02X' to 'M02B' in the ClassMap directory at the top of the 'Ship Names' list.
http://www.subsim.com/radioroom/showthread.php?t=219776

Quote:
Then when I returned to base and went to update personal file in SHCommander to see my patrol log it looked like this...

As you can see, some of the ships came through with names and details, but several just came through with M-- and no details.
I'm not sure what the problem is. I've looked over my patrol reports and everything seemed in order. On the other hand I've hardly encountered all the ships, or even half of them. Those same problems may be there for me, and I won't come across them for a long time, if ever. Everything in the files looks okay, but I just don't know.
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