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Old 02-18-12, 02:13 PM   #1
Wuss
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Quote:
Originally Posted by bigboywooly View Post
Yes I split into 3 parts
Part one was all ships ending in B ( 53 units ) and loaded ok
Added in part 2
Part 2 was all ships ending in X ( 39 units ) and loaded ok
Added in part 3
Part 3 was all ships ending in A ( 33 units ) and didnt load

So have split part 3 in half and first half ( 19 units ) loaded ok along with 1 and 2
Just about to try 2nd half of part 3 now ( 13 units ) - removed the NLL folder just to try something
And oddly enough that loaded ok so that ALL loaded bar the NLL

On a base GWX 3 install
Time to remove and add in some other mods then try again
once you have sorted this out will it be for your own use or will you make it available for download?
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Old 10-11-12, 11:45 AM   #2
BigRich
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Thank you for contributing this mod, which has done much to enhance the game.
I wonder if you could advise me on how to solve the only problem I have, whicht is to do with the MFM tankers. When encounter a convoy there are always tankers lagging behind and when the convoy detects my presence all the MFM tankers slow down and stop, which means the convoy literally grinds to a stop!
This does not affect any of the additional dry cargo merchants.
Thanks
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Old 11-17-12, 03:51 PM   #3
iambecomelife
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Quote:
Originally Posted by BigRich View Post
Thank you for contributing this mod, which has done much to enhance the game.
I wonder if you could advise me on how to solve the only problem I have, whicht is to do with the MFM tankers. When encounter a convoy there are always tankers lagging behind and when the convoy detects my presence all the MFM tankers slow down and stop, which means the convoy literally grinds to a stop!
This does not affect any of the additional dry cargo merchants.
Thanks
Apologies for the delay in answering. This problem is due to experiments with ship weight that I conducted before releasing the mod. To resolve the problem you can download S3ditor, go to the tankers' .sim files, click on the unit_ship tab, and reduce the object weight to about 10,000 tons or something similar.
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Old 11-20-12, 01:55 PM   #4
BigRich
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Thanks for the tip Iambecomelife. Will give it a go
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Old 11-20-12, 02:30 PM   #5
Albrecht Von Hesse
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Quote:
Originally Posted by iambecomelife View Post
Apologies for the delay in answering. This problem is due to experiments with ship weight that I conducted before releasing the mod. To resolve the problem you can download S3ditor, go to the tankers' .sim files, click on the unit_ship tab, and reduce the object weight to about 10,000 tons or something similar.
Forgive me if this sounds silly, but this would be done to everything in Data/Sea that starts with a "T"?
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Old 11-20-12, 06:53 PM   #6
BigRich
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That's me sorted with all tankers up and running. Thanks again!
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Old 11-20-12, 06:55 PM   #7
Jimbuna
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SINK EM ALL!!
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Old 11-23-12, 07:15 PM   #8
iambecomelife
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Quote:
Originally Posted by Albrecht Von Hesse View Post
Forgive me if this sounds silly, but this would be done to everything in Data/Sea that starts with a "T"?
All of the MFM vessels that start with "T" - yes. That prefix is for
[T]anker.

For the record, "M" is for "Merchant" and "O" is for "Ore Ship".
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Old 11-23-12, 09:57 PM   #9
Albrecht Von Hesse
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Danke!

Quote:
Originally Posted by iambecomelife View Post
All of the MFM vessels that start with "T" - yes. That prefix is for
[T]anker.

For the record, "M" is for "Merchant" and "O" is for "Ore Ship".

Last edited by Albrecht Von Hesse; 11-23-12 at 11:14 PM. Reason: added question: Is the change made in debug/mass or surfaced/displacement?
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Old 11-26-12, 04:56 AM   #10
Stiebler
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Quote:
Apologies for the delay in answering. This problem is due to experiments with ship weight that I conducted before releasing the mod. To resolve the problem you can download S3ditor, go to the tankers' .sim files, click on the unit_ship tab, and reduce the object weight to about 10,000 tons or something similar.
The tankers, in their .sim files, all seem to have values of 11000 for the ship mass regardless of the displacement stated in their cfg files.
Much more serious is the fact that *some* of the tankers have values of 900000 for their surfaced displacement, in the same .sim file. This value should be set to zero (then the value from the cfg file will be used).

An interesting problem. I too noticed long ago that convoys containing IABL ships often came to a halt when the U-boat appeared on the scene. However, this problem only seemed to occur with ships in generic convoys (where ships are assigned randomly), and did not seem to occur with fully scripted convoys, where every ship in a convoy is exactly described. I had always assumed that this was due to a clash of IDs.

EDIT: In addition, AM01A has mass=0 (change it to 10000), AO01A and AO02A have surfaced displacement = 900000 (change to 0), likewise O01B and O02A have surfaced displacement = 900000. Again change to 0. All these values can be found in the SIM files of the ships.

Stiebler.

Last edited by Stiebler; 11-26-12 at 11:11 AM.
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Old 01-10-13, 04:05 PM   #11
Chisum
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Another for your fantastic job iambecomelife and also happy new year !

Thank you man.
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Old 12-11-12, 02:11 PM   #12
silver wolf
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Merchant skin mode

Hello friend, the mod seems great, wanted to ask if it is compatible with GWX 3.0, cause i've had bad experiences in the past trying days to solve crashes with some other mods. Many thanks for your hard work.
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Old 12-11-12, 06:00 PM   #13
HW3
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Quote:
if it is compatible with GWX 3.0
Yes it is but, it requires a lot of memory to run it. If you are shy on system ram, it might crash while loading.

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Old 12-12-12, 07:23 PM   #14
silver wolf
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Ok understood i'll certainly try it. Thanks again mate.
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Old 01-03-13, 02:22 PM   #15
Spectre-63
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ttt
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