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Old 12-30-2018, 12:35 PM   #1456
gap
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From the German perspective:
  • Ship clearly showing enemy identification markings, or else identificable as an Allied ship = valid target under any circumstance
  • Non-German ship trying to disguise her real identity or not clearly showing her nationality = valid target
  • Ship sailing in an enemy convoy (irrespective of her nationality) = valid target
  • Ship obviously in/out-bound to/from a British port (irrespective of her nationality) = valid target
  • Ship zigzagging, sailing at night with no lights, or putting in place any other evasive maneuver (irrespective of her nationality) = valid target
  • Non-German armed merchant ship, or a merchant ship posing any other potential threat to the U-boat safety (irrespective of her nationality) = valid target

In short: if she looks as an enemy, she is an enemy; if she behaves as an enemy, she is an enemy; in case of doubt... she is an enemy. If she is an enemy, you shouldn't get any penalty from her sinking.
At least this is my personal interpretation of German prize rules, but having read many accounts of ship sinkings caused by U-boats, it should't be too far from reality
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Old 12-30-2018, 12:52 PM   #1457
Jeff-Groves
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Right in REAL life.

The Game may deduct for sinking a neutral no matter the situation.
Just remove the settings for sinking neutrals if you wish.
As I said before. It's your Game so do as you wish.
That's part of the fun!
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Old 01-01-2019, 04:48 AM   #1458
gap
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Quote:
Originally Posted by Jeff-Groves View Post
Right in REAL life.

The Game may deduct for sinking a neutral no matter the situation.
I agree, but in this case devs and/or modders should be penalized, not the player lol. I mean why putting neutral ships in convoys or in whatever situation would have made them valid targets (in real warfare), when we could create copies of most neutral and even some axis nations, change their stance to 1 - allies, and use their ships instead?
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Old 01-06-2019, 11:56 PM   #1459
bigboywooly
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Neutral ships did sail in convoys so it's hardly unrealistic.

http://www.convoyweb.org.uk/hx/index.html

4 Swedes in that one plus Greek and Hungarian

Many were sank too either in convoy or alone.
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Old 01-08-2019, 05:26 PM   #1460
gap
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Quote:
Originally Posted by bigboywooly View Post
Neutral ships did sail in convoys so it's hardly unrealistic.
Of course they did. I think I didn't make myself clear enough here.

Do you need the ships of one neutral nation to sail in convoys? Well, create a new nation, set its stance to "allied" but give it the flag and the name of the neutral nation you want, and voilà, you can use the ships of that nation in convoy traffic, and no player will be penalized for sinking them; on the contrary they will be rightfully rewarded.

Of course, in museum, we will see two nations sharing the same name, but who cares?
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Old 01-09-2019, 05:39 AM   #1461
Izgud
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Hi,

I made new recognition manual silhouettes for this mod.

 


You can download them here.

Regards

Last edited by Izgud; 01-13-2019 at 10:23 PM.
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Old 01-10-2019, 03:54 AM   #1462
Anvar1061
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Quote:
Originally Posted by Izgud View Post
Hi,

I made new recognition manual silhouettes for this mod.

 


You can download them here.

Regards
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Old 01-12-2019, 12:33 PM   #1463
von Zelda
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Default Error in mod

With all do respect to the mod creator, Izgud; and this may have already been corrected. All the ship names within the mod are listed directly under the data sub-directory in this path, as such: mod name/data/ship names

Thus, the mod does not work. Ship names need to be under the sub-directory Sea as follows: mod name/data/Sea/ship names

I made this change to the mod that I download, placed it in the JS generic mod enabler and it now works great.

Hope this is helpful.
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Old 01-12-2019, 12:43 PM   #1464
Izgud
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Quote:
Originally Posted by von Zelda View Post
With all do respect to the mod creator, Izgud; and this may have already been corrected. All the ship names within the mod are listed directly under the data sub-directory in this path, as such: mod name/data/ship names

Thus, the mod does not work. Ship names need to be under the sub-directory Sea as follows: mod name/data/Sea/ship names

I made this change to the mod that I download, placed it in the JS generic mod enabler and it now works great.

Hope this is helpful.
My apologies! Fixed!
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Old 03-11-2019, 03:04 PM   #1465
David I
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Default Iambecomelife

Iambecomelife,

I finally got a rig that will run your awesome mod. Your Ships look absolutely incredible on screen. A real immersion changer.

Thank you for this great contribution to the community.

David I
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Old 03-12-2019, 02:19 PM   #1466
Dagoth_Ur
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Izgud and von Zelda, you are my new heros
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Old 03-13-2019, 03:27 PM   #1467
Kelly621
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Izgud,
Thank you, love your mod for MFM.


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Old 03-29-2019, 10:32 AM   #1468
Eikson
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Can someone reupload the Skin packs or are they obsolete?

Also @Izgud could you possibly re-up your mod for the silhouettes?

Thanks a lot Kameraden!
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Old 03-29-2019, 10:38 AM   #1469
Plissken_04
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Use the first Link and the Password in my Signature.


After login,go to folders IAMBECOMELIFE & IZGUD
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Old 03-30-2019, 04:21 AM   #1470
Eikson
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Quote:
Originally Posted by Plissken_04 View Post
Use the first Link and the Password in my Signature.


After login,go to folders IAMBECOMELIFE & IZGUD
You are a hero
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