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Old 03-05-18, 11:41 AM   #1396
Jimbuna
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Originally Posted by TheHauntedCaptain92085658 View Post
It say's I need to log in Authentication? How do I do that?
Username: Maik

Password: Woelfe
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Old 03-05-18, 12:19 PM   #1397
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Awesome it works! Thank you all so much.
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Old 03-05-18, 02:19 PM   #1398
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SINK EM ALL!!
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Old 04-03-18, 07:04 AM   #1399
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I downloaded this mod (v3.3) but I am not certain to have understood how i have to instal it.
Indeed, there is no "campaign" or other files that say me that the ships are inclued on the game. Just "library", "roster" and "sea" so will i see the ships (sailing alone or in convoys) in game with just instal the mod with JSGME?

Tthere are other modules or older versions to be installed with?
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Old 04-03-18, 07:51 AM   #1400
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Originally Posted by Dagoth_Ur View Post
I downloaded this mod (v3.3) but I am not certain to have understood how i have to instal it.
Indeed, there is no "campaign" or other files that say me that the ships are inclued on the game. Just "library", "roster" and "sea" so will i see the ships (sailing alone or in convoys) in game with just instal the mod with JSGME?

Tthere are other modules or older versions to be installed with?
Roughly speaking, in campaign files there are two ways to set ships within convoys and task forces: a specific class of ships (Liberty, Victory, C3, etc.) can be selected, or a generic entry can be used instead, where only ship nationality and type (cargo, passenger, tanker, etc.) is specified. This second method, which is by far the one most commonly used, ensures that any new ship added to the game will spawn in convoys, as far as it is in the roster of a nation with generic entries in the campaign files
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Old 04-04-18, 07:53 AM   #1401
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Ok, so i have just to unzip it in "mods" folder of my game, and enable it with JSGME.
Nothing else to do and i will see them?

Sorry to insist, I am not certain of my understanding of English
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Old 04-04-18, 08:21 AM   #1402
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Originally Posted by Dagoth_Ur View Post
Ok, so i have just to unzip it in "mods" folder of my game, and enable it with JSGME.
Nothing else to do and i will see them?

Sorry to insist, I am not certain of my understanding of English
Je pense oui
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Old 04-05-18, 12:05 AM   #1403
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Ok, grazie mille gap
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Old 04-06-18, 06:41 AM   #1404
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I can see them on museum, so i think i will see them on game

I have now to give them more realistic name^^

I have olso downloaded "Merchant Fleet Mod_v3_Skin_Packs", how it works?
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Old 04-06-18, 08:51 AM   #1405
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Originally Posted by Dagoth_Ur View Post
I can see them on museum, so i think i will see them on game


Quote:
Originally Posted by Dagoth_Ur View Post
I have now to give them more realistic name^^
If memory serves me well, there should be a mod by Sailor Steve doing exactly that. Sailor Steve is a naval expert and he has gone through an extensive research for this mod, trying to match every ship in MFM with a similar group or class of real ships that have been active during WWII.

There have been several versions of this mod. I hope this is the correct link for the latest version:

http://www.subsim.com/radioroom/down...o=file&id=4671

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Originally Posted by Dagoth_Ur View Post
I have olso downloaded "Merchant Fleet Mod_v3_Skin_Packs", how it works?
It features additional paint schemes for the ships inclueded in MFM. I think Iambecomelife has set the new skins for alternating randomly with the original ones, but I am not 100% sure on that: better waiting for the reply by some other subsim mate (or by Iambecomelife himslef)
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Old 04-06-18, 01:22 PM   #1406
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Link is correct for latest version of ship names.

The MFM skins are best handled by SH3 Commanders date function, because there are folders that change the skins by date during the early war period up through early 1942, after that there are no changes. The changes can also be made through JSGME but, it is easier through SH3 Commander.
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Old 04-10-18, 08:48 AM   #1407
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Quote:
Originally Posted by gap View Post
There have been several versions of this mod. I hope this is the correct link for the latest version:

http://www.subsim.com/radioroom/down...o=file&id=4671
Perfec, that is exactly what i wanted!
I only have to translate it.

many thanks to you Gap, you are fantastic!!


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Originally Posted by gap View Post
It features additional paint schemes for the ships inclueded in MFM. I think Iambecomelife has set the new skins for alternating randomly with the original ones, but I am not 100% sure on that: better waiting for the reply by some other subsim mate (or by Iambecomelife himslef)
Quote:
Originally Posted by HW3 View Post
Link is correct for latest version of ship names.

The MFM skins are best handled by SH3 Commanders date function, because there are folders that change the skins by date during the early war period up through early 1942, after that there are no changes. The changes can also be made through JSGME but, it is easier through SH3 Commander.
That's it. Thanks to you guys

Last edited by Dagoth_Ur; 04-10-18 at 12:40 PM.
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Old 04-11-18, 02:35 PM   #1408
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Default Installation mid-campaign

Hey guys,

I was wondering if it was OK to install this mod between two patrols or if there was any reasons it could cause problems in the long run. (I'm new to modding SH3 thoroughly)

Thanks a lot!
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Old 04-11-18, 02:57 PM   #1409
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You can, but you have to be in the harbor
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Old 04-11-18, 03:14 PM   #1410
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You can, but you have to be in the harbor
Thanks a lot for the reassurance!
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