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Old 01-07-19, 12:56 AM   #1456
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 01-08-19, 06:26 PM   #1457
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 01-09-19, 06:39 AM   #1458
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; 01-13-19 at 11:23 PM.
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Old 01-10-19, 04:54 AM   #1459
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 01-12-19, 01:33 PM   #1460
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 01-12-19, 01:43 PM   #1461
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 03-11-19, 03:04 PM   #1462
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 03-12-19, 02:19 PM   #1463
Dagoth_Ur
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Izgud and von Zelda, you are my new heros
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Old 03-13-19, 03:27 PM   #1464
Kelly621
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Izgud,
Thank you, love your mod for MFM.


Kelly621
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Old 03-29-19, 10:32 AM   #1465
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 03-29-19, 10:38 AM   #1466
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 03-30-19, 04:21 AM   #1467
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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Old 03-30-19, 08:04 AM   #1468
Plissken_04
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Old 04-02-19, 12:21 PM   #1469
SonarmaatU212
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Thank you for this great mod @ Iambecomelife


And thank you for your great mod-archiv @ Plissken_04


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Old 04-02-19, 12:43 PM   #1470
Sailor Steve
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Since you're new you might not know that there is a mod to give all the ships in the Merchant Fleet Mod the historically correct names when you sink them. Well, not right when you sink them, but in the post-op report generated by SH3 Commander after the mission is done.
http://www.subsim.com/radioroom/down...o=file&id=4671
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