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Old 07-08-10, 04:05 PM   #1
Seminole
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One thing about these new ships is that some of them are mighty tough critters.

Last two patrols It took 4 torpedos to sink them and they still took hours to go down. It is a bit unnerving to have to hang around after an attack waiting for the Royal Navy to show up while you sweat it out . Now where did I put that torpedos destruction X2 mod?

Take a gander at the massive destruction on this one from today's patrol. 4 hits, any of which ought to have been fatal...still...2 hours to see her head for Davy Jone's Locker. (it is ok though... more uncertainity adds a bit of spice)











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Old 07-08-10, 09:12 PM   #2
Reece
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Yes I have found the same thing, I changed the torpedo zon file so it took only 2 but then I hit a tramp steamer and it basically disintegrated!
So I had to revert back! would be good to know where to edit this, probable in the ship zon files but where!
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Old 07-09-10, 09:57 AM   #3
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Quote:
Originally Posted by Seminole View Post
One thing about these new ships is that some of them are mighty tough critters.

Last two patrols It took 4 torpedos to sink them and they still took hours to go down. It is a bit unnerving to have to hang around after an attack waiting for the Royal Navy to show up while you sweat it out . Now where did I put that torpedos destruction X2 mod?

Take a gander at the massive destruction on this one from today's patrol. 4 hits, any of which ought to have been fatal...still...2 hours to see her head for Davy Jone's Locker. (it is ok though... more uncertainity adds a bit of spice)











It you're up to doing it yourself, try increasing the damage values in data\library\torpedo.zon using S3ditor. Setting the minimum effect to 250 and the max effect to 450/500 should result in faster sinkings. I don't recall which entries are for which torpedoes but there are only about 10 different types, so it only takes about 2 minutes to mod.
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Old 07-09-10, 11:16 AM   #4
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Quote:
Originally Posted by Seminole View Post








Visual damage ? Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?
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Old 07-09-10, 02:24 PM   #5
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Can someone please confirm the two filefront links on page 1 for the skins are working please.

i have managed to download MFM_v3_Skin_Packs-1.7z, but cannot download

http://www.filefront.com/16699881/MF...in-Packs-2.7z/

cheers

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Old 07-09-10, 03:31 PM   #6
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Quote:
Originally Posted by McHibbins View Post
Visual damage ? Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?
There is an extra mod that adds visual damage to ships http://www.subsim.com/radioroom/down...do=file&id=962
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Old 07-21-10, 06:26 PM   #7
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try so many times and so many way, can't download the files, any idea?
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Old 07-22-10, 01:59 AM   #8
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Quote:
.it was mid patrol...and refused to reload from the save.
A rule to follow is never add or remove a mod if you are not in port. You might get away with it if it is just a graphics mod but, you sure won't if it involves other files. You will get a CTD every time.
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Old 07-22-10, 07:56 AM   #9
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@ Seminole: I'm glad it's working properly for you. I wish it was for me, and I assume at this point it's my old computer. I've put so much into including names for those ships, and I may never get to see them.
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Old 07-22-10, 08:06 AM   #10
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Doesn't work for me either, and it's not an old computer

Unless anyone can give a foolproof method of getting it to work?

Although I've not given up, clean 1.4b + GWX + MFM tonight and a '39 start - we'll see

Oh, and we really do appreciate the ships names, even without MFM!!!!
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Old 07-22-10, 02:07 PM   #11
Seminole
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Quote:
Originally Posted by Herr-Berbunch View Post
Doesn't work for me either, and it's not an old computer

Unless anyone can give a foolproof method of getting it to work?

Although I've not given up, clean 1.4b + GWX + MFM tonight and a '39 start - we'll see

Oh, and we really do appreciate the ships names, even without MFM!!!!

I don't know about foolproof but all I have ever done was extract to JSGME's Mod folder, the ships,then the 1st skin pack, and the second skinpack. Then enabled each one. Only thing I had to pay attention too was making certain each part of the mod had enough time to extract and be enabled. They are huge files and take a few moments to complete.

Only downside I have encountered so far is an immensley increased load time for saves.

Another thing I did was to install the 4mb SH3.exe to allow the sim to deal with all this extra baggage.
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Old 07-22-10, 02:12 PM   #12
Seminole
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Quote:
Originally Posted by HW3 View Post
A rule to follow is never add or remove a mod if you are not in port. You might get away with it if it is just a graphics mod but, you sure won't if it involves other files. You will get a CTD every time.


...I'm never one to follow rules just for the sake of following rules. As I said or at least meant to imply...was that I expected this to happen.

I wanted to start a new career anyway and this was as good an excuse as any. I was only on my 4th patrol in that career. No big loss.

But you are right. If you want to protect your career wait until you dock.
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Old 07-23-10, 07:25 PM   #13
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The enhanced explosion effects are not as spectacular on the MFM ships as they are on the "stock" GWX ships.

Is there any chance that a file (or files) from the stock ships could be imported into each of the MFM ships so they will display the enhanced effects?


You Know... something not to difficult we could do ourselves...sort of a DYI job for we who are moddingly challenged.


After all..I'm seeing more MFM ships than stock ships at a rate of about 3:1.
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Old 02-22-11, 06:28 AM   #14
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Is an updated recongintion manule included for this mod???/ Is version4.1 beta taken out the CTD's and compatible with GWX?. If theres no recongintion manule wats the point of adding all the shiops.
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Old 02-22-11, 08:22 AM   #15
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It's my understanding that the only thing necessary to put new ships in the recog manual is the inclusion of file(s) used by the game to create a particular ship's page in it. You don't get a new manual when you add ships, the new ships are just added to the existing one. AFAIK the MFM includes the necessary files for all its ships. I've not encountered one that did not have a corresponding page in the manual when I checked.

The mod is compatible with GWX however a few of the ships in the full version may already be included in GWX3, or in some other mods that include additional ships (not sure which, but I know I already had a few of IABL's ships before I added MFM). I don't know that this is an issue except when it comes to making the recommended additions to the EnglishNames.cfg file, as you could end up with duplicate entries for ships that were already in your game. Since the additions have to be done manually anyway, it's easy enough to avoid duplicates just by carefully checking the file to see what needs to be added and what doesn't.

The most common cause of CTD with the MFM has nothing to do with the mod per se but is a result of the system resources required to load all the additional ships into the game, especially if you are already using other mods that are demanding in that respect. As a bare minimum, most folks recommend that you have applied the 4GB patch to the SH3.exe file and have enough RAM on board to take advantage of it. Obviously running 64-bit rather than 32-bit Windows also helps, but I don't know that it's required... for 32-bit you would most likely need the 4GB patch for the game plus the /3GB switch for Windows plus the adequate RAM on board to give the game enough to load with MFM enabled. Personally I was never able to use either the full or lite versions of the mod until I switched to 64-bit.
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