View Full Version : Merchant Fleet Mod Progress Thread
If, and only if, there is sufficient interest I might polish this up and release it as an SH3Cmdr and Patrol Log Editor update...but I would need the assistance of someone like Sailor Steve to split the ship names to each country first.
I think you can take that for granted :up:
It's a win-win situation, IABL's ships plus shorter loading times :D
LordNeuro"Serbia"
12-25-08, 07:42 AM
Beck from comp problems and what a great news. :p I m beck in a great time. Fantastic work like always. I cann hardly weit too see those lovly ships on periscope. And now when gwx 3.0 is out it gets even beter. I hope it will work with new gwx.
Keep the fantastic work and
Merry christmas (http://news.google.com/news?hl=en&client=firefox-a&channel=s&rls=org.mozilla:en-US:official&hs=Gwp&resnum=0&q=Merry+christmas&um=1&ie=UTF-8&sa=X&oi=news_group&resnum=1&ct=title) too all who r sellebreting on gregorian calendar.
file:///C:/DOCUME%7E1/ZoranK/LOCALS%7E1/Temp/moz-screenshot.jpgfile:///C:/DOCUME%7E1/ZoranK/LOCALS%7E1/Temp/moz-screenshot-1.jpghttp://i214.photobucket.com/albums/cc105/24168/egobox/comments/cat/Christmas/Merry-Christmas-with-tree.gif
iambecomelife
12-26-08, 06:46 AM
I suppose I could rename my vessels as generically as possible, with all of them described as "Freighter", "Tanker", and "Ore Carrier", etc. If I'm not mistaken, wouldn't this solve the problem? I am working on a pdf merchant guidebook with historical info on my merchants - this could be the source of proper information for players who want to know the exact class for a particular vessel (Empire Freighter, WWI Standard Class, etc). IMO it's not vitally important that SH3 display M35B ingame as an "Empire Freighter" - the word "Merchant" would do just fine and would ensure that there was no conflict when slot M35B was used by a tramp steamer.
As an aside, I have modified SH3Cmdr (for my own benefit) to allow unique ship names to be used based on the nationality of the sunken ship. It requires the user to record the nationality of each sunken ship on a piece of paper or whatever and then, once the patrol is completed, add corresponding country codes to each "Ship sunk!" line through SH3Cmdr's Patrol Log Editor.
SH3Cmdr then looks for the presence of a country code and if one is found, it pulls a name from a corresponding list of ships for that country. If there's no code, then it just does what it does now and pulls a name from a central bank of names. Too easy.
Whilst I haven't played SH3 since August, I had been following this approach earlier this year and it was working sweetly for me...my only drawback was that I didn't know for certain which ship names belonged to which country, but that's a minor data thing.
If, and only if, there is sufficient interest I might polish this up and release it as an SH3Cmdr and Patrol Log Editor update...but I would need the assistance of someone like Sailor Steve to split the ship names to each country first.
I would very much like this feature, as well as any other modifications that would give the player more details about the vessels he has sunk (cargo, crew, and so on if feasible). I did this all the time back when I played "Aces of the Deep" in order to add more of a "role playing" element to the game.
I'll mention this to Steve when I PM him some other stuff he wanted.
Would it be possible to add any other elements with information about ships (cargo, crew, etc)? If so, I can dust off the stuff I compiled for my "Aces of the Deep" RP system.
JScones
12-26-08, 08:38 AM
I suppose I could rename my vessels as generically as possible, with all of them described as "Freighter", "Tanker", and "Ore Carrier", etc. If I'm not mistaken, wouldn't this solve the problem?
Hehe, this creates other problems though, both in SH3 and SH3Cmdr.
Sharing names across different units confuses SH3's Museum. This is OK if the units differ only visually (for example, while SH3 will still get confused between say, a lighted tugboat and an unlighted tugboat if both are just called "Tugboat", it won't be noticable because both sets of specs will be the same). But if the units are totally different, ie with different specs, then SH3 just grabs the first set of specs it finds and uses those for all other instances of the same ship name. So if the first "Merchant" it displays has a displacement of 2000GRT, then every "Merchant" it displays will show a displacement of 2000GRT.
This confusion doesn't occur within the game though, so a 2000GRT "Merchant" will be recorded correctly, likewise a 7000GRT "Merchant" and so on.
But this leads to a problem in SH3Cmdr...
SH3Cmdr won't get confused, but what it will do though is simply stop when it finds the *first* name match in EnglishNames.cfg. So if you have, for example, an EnglishNames.cfg that looks like this:
...
NLL=Merchant
NVV=Merchant
NC3=Merchant
...
..and sink an NVV in the game, when SH3Cmdr goes looking for a ship name, it will grab one for NLL. This is because the career log file will simply show "Ship sunk!|Merchant". SH3Cmdr has absolutely no way of knowing which particular merchant it was, so it would simply grab the first match, being NLL, and grab a name from it's [NLL] list. Prolly not what you'd want.
Again, this is OK for ship clones that differ only visually, because they can all be mapped to the one list, for example:
[CLASSMAP]
Tugboatlighted=Tugboat
Tugboatunlighted=Tugboat
I guess you can still get around these problems by carefully considering how you'd name/group your units, but it'd be a compromise all round.
I would very much like this feature, as well as any other modifications that would give the player more details about the vessels he has sunk (cargo, crew, and so on if feasible). I did this all the time back when I played "Aces of the Deep" in order to add more of a "role playing" element to the game.
I'll mention this to Steve when I PM him some other stuff he wanted.
SS should be aware of this - we've discussed it on and off over the last year or longer. I just haven't been around much lately.
Would it be possible to add any other elements with information about ships (cargo, crew, etc)? If so, I can dust off the stuff I compiled for my "Aces of the Deep" RP system.
You can do it now by editing SH3Cmdr's "Ship names.cfg" file, for example:
...
0986=S.S. Horace Wells [Cargo: Steel; Crew: 125; etc]
0987=S.S. Horace Williams [Cargo: Coal; Crew: 100; etc]
0988=S.S. Horatio Allen [Cargo: Wood; Crew: 150; etc]
0989=S.S. Houston Volunteers [Cargo: Oil; Crew: 112; etc]
0990=S.S. Howard A. Kelly [Cargo: Onions; Crew: 100; etc]
...
The result would look like this:
EntryText=Ship sunk!|Grid BF 17|S.S. Horace Wells [Cargo: Steel; Crew: 125; etc] (British Small Merchant), 2100 tons
Easy to do, but it would require someone with a lot of time as there's approx 13,000 ship names in the list.
Sailor Steve
12-26-08, 12:25 PM
SH3Cmdr then looks for the presence of a country code and if one is found, it pulls a name from a corresponding list of ships for that country. If there's no code, then it just does what it does now and pulls a name from a central bank of names. Too easy.
Whilst I haven't played SH3 since August, I had been following this approach earlier this year and it was working sweetly for me...my only drawback was that I didn't know for certain which ship names belonged to which country, but that's a minor data thing.
And I already have that data. For every ship I have a name for, I also have the country...and the specific tonnage! I talked with Dan at the meeting about the possibility of SH5 assigning the tonnage of the sunk ship directly to the name of the ship. 'Twould be cool if we could do the same thing now.
only if, there is sufficient interest I might polish this up and release it as an SH3Cmdr and Patrol Log Editor update...but I would need the assistance of someone like Sailor Steve to split the ship names to each country first.
That will be easy, since I already know the country for each ship. It's just grunt work, and that's what I do best.:rotfl:
mr chris
12-26-08, 12:34 PM
The result would look like this:
EntryText=Ship sunk!|Grid BF 17|S.S. Horace Wells [Cargo: Steel; Crew: 125; etc] (British Small Merchant), 2100 tons
Easy to do, but it would require someone with a lot of time as there's approx 13,000 ship names in the list.
If all that is needed is to add this part (Cargo: Steel; Crew: 125) to the ship name.
I would'nt mind helping out.
Sailor Steve
12-26-08, 12:48 PM
The result would look like this:
EntryText=Ship sunk!|Grid BF 17|S.S. Horace Wells [Cargo: Steel; Crew: 125; etc] (British Small Merchant), 2100 tons
Easy to do, but it would require someone with a lot of time as there's approx 13,000 ship names in the list.
I already have approximately 9000 names categorized as to type, and have whittled the 'Generic' list from 3500 names down to about 900. And I've also added about 2000 new ships that weren't listed before. I've divided the Liberties up by nationality, and have even separated out the US Navy Liberty freighters, tankers and colliers.
My biggest hangup right now is IABL's new models, as I have to go back and look at each picture I have to see how it compares to the new model over the old one.
What I'm thinking is this: I can start with a handful of each category, say 10 ships in each slot, so there will be enough names that no one using it will have repeats unless they sink more than that number of one type in a session, or play 24 hours a day. My original plan for my 'Ship Names' mod was to put out a new update every month, and it will be easy to still do that, adding 10 or so new ships to each category every month. This will make it easy to add the extra information you are talking about as I go, and still stick with my original dream, which was originally to have a ship be assigned a tonnage similar to its own, but has grown to the possibility of having a sunken ship be assigned to the proper size, shape, class, country and possibly even tonnage for that model. (They weren't randomized in real life, but a number decided upon by the owner and the insurance company. Every ship had a specific GRT, and it stuck with the ship throughout its life unless it was modified in some way. And I have the GRT for all 9000 ships for which I have the names!)
I talked to Dan in Houston about doing this for SH5, but if we can make it happen with SH3 and SH4, so much the better!
MERRY CHRISTMAS!
iambecomelife
12-26-08, 06:19 PM
@Jscones - thanks for the tip. As soon as I have the time I will start culling information from Uboat.net about ships' cargoes, crew complements, and survivors. Although it's a monumental task it's the type of thing that fascinates me. :D
Minor Update: Again, not much interesting to report. Just your usual grunt work - going over the ship cfg files to make sure that all the data is consistent. Again, this is not much fun but it is essential if the mod is to function correctly.
One feature I am trying to include is variable drafts. Using SH3 commander I would like to have each ship have a slightly different draft depending on the date. The draft feature is a good way to reduce unrealistically high scores - if you guess the draft wrong, torpedoes will miss entirely or glance off the hull. IRL the Board of Trade or the MOWT altered the maximum load lines for ships to increase their cargo capacity. This made it impossible for Uboat skippers to base their torpedo depth settings on the stats listed in merchant ship ID manuals & shipping magazines. Hence, it was important to observe a ship through the periscope and compare its current state with the prewar draft statistic.
iambecomelife
12-27-08, 12:45 PM
Various shots of the last few revisions before release.
A light tanker of about 4300 GRT. It has prominent neutrality markings for safe passage in hostile waters.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-14-1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-25.jpg
A freighter that's probably seen better days...
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-21-3.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-19-1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-18-2.jpg
Getting her ready for the Murmansk run...:cool:
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-17-2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-16-3.jpg
One of the light steamers in a civilian paint scheme.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-23-2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-22-4.jpg
Sailor Steve
12-27-08, 06:40 PM
As soon as I have the time I will start culling information from Uboat.net about ships' cargoes, crew complements, and survivors. Although it's a monumental task it's the type of thing that fascinates me. :D
Same here. In fact I've switched from running down my 'Convoys' list to getting infro from Uboat.net myself. Unfortunately there are a lot of ships I've already encountered in which the crew listing is: Total: ? Lost: ? Survivors: ?
Also the cargoes could change from trip to trip. Of course tankers are easier, though I've found one company whose ships all carried bulk molasses! And again, Uboat.net's listings comprise less that ten percent of all the ships that sailed.
Not being negative, just relating what I've already found. Of course if crews and cargoes were randomized within certain parameters and based on size and type...
Well, that would make it a lot easier, and still be realistic as crewmembers shuffled around a lot, and cargoes ranged from rice to rifles to 'General', which of course meant they carried a little of everything.:sunny:
iambecomelife
12-27-08, 08:09 PM
As soon as I have the time I will start culling information from Uboat.net about ships' cargoes, crew complements, and survivors. Although it's a monumental task it's the type of thing that fascinates me. :D
Same here. In fact I've switched from running down my 'Convoys' list to getting infro from Uboat.net myself. Unfortunately there are a lot of ships I've already encountered in which the crew listing is: Total: ? Lost: ? Survivors: ?
Also the cargoes could change from trip to trip. Of course tankers are easier, though I've found one company whose ships all carried bulk molasses! And again, Uboat.net's listings comprise less that ten percent of all the ships that sailed.
Not being negative, just relating what I've already found. Of course if crews and cargoes were randomized within certain parameters and based on size and type...
Well, that would make it a lot easier, and still be realistic as crewmembers shuffled around a lot, and cargoes ranged from rice to rifles to 'General', which of course meant they carried a little of everything.:sunny:
Which molasses company are you referring to - Athel? I wanted to do their ships but I keep putting it off. :damn:
I also would like to see a randomization feature for crews and cargo - that's exactly what I did for my "Aces of the Deep" RP game. Crews went something like this:
IF Ship = Light Merchant THEN crew <= 30
IF Ship = Troopship THEN crew <= 2000
etc.
I didn't mind exact crew size being historically accurate as long as it was within a reasonable number for the ship class - for instance, no destroyers with a crew of 15.
Cargoes were calculated like this:
IF Ship = Tanker THEN Cargo Chances = 20% Ballast, 50% Crude, 30% Avgas
and so on.
In my opinion, information about shipping losses is a must-have feature for SHV. It would be fascinating to find out exactly what ship was lost, & how you damaged the enemy's war effort. This info could be picked up from several sources - survivors in boats, distress messages, espionage, or cryptography. If intelligence showed that a cargo was particularly valuable, perhaps that could be factored into your score. To use a historical example, one U-Boat managed to delay construction of a crucial airbase for months by sinking one small, 2000 ton freighter. Under the current system, the game is not able to take such things into account.
BTW - to find information about merchant ship crew size, Miramar Ship Index is a very good source. Unfortunately it just lists fatalities, so there is no way to find out how many people were on a vessel unless you happen to know it was lost with all hands.
http://www.miramarshipindex.org.nz/
iambecomelife
12-28-08, 03:51 PM
A little more news: Now I'm more than halfway through the date-based changes for ship skins. Unlike the Merchant Variety Pack and the old Merchant Fleet Mod beta, this version will use SH3 commander to implement paint scheme changes over time. The basic progression is from peacetime skins to clean grey skins to a mix of weathered grey and disruptive camo schemes. I was pleasantly surprised to find out that the camoflage schemes require very little modification to be adapted between different ship models; this speeds up the process greatly.
JScones
12-29-08, 12:51 AM
I also would like to see a randomization feature for crews and cargo - that's exactly what I did for my "Aces of the Deep" RP game. Crews went something like this:
IF Ship = Light Merchant THEN crew <= 30
IF Ship = Troopship THEN crew <= 2000
etc.
I didn't mind exact crew size being historically accurate as long as it was within a reasonable number for the ship class - for instance, no destroyers with a crew of 15.
Cargoes were calculated like this:
IF Ship = Tanker THEN Cargo Chances = 20% Ballast, 50% Crude, 30% Avgas
and so on.
In my opinion, information about shipping losses is a must-have feature for SHV. It would be fascinating to find out exactly what ship was lost, & how you damaged the enemy's war effort. This info could be picked up from several sources - survivors in boats, distress messages, espionage, or cryptography. If intelligence showed that a cargo was particularly valuable, perhaps that could be factored into your score. To use a historical example, one U-Boat managed to delay construction of a crucial airbase for months by sinking one small, 2000 ton freighter. Under the current system, the game is not able to take such things into account.
BTW - to find information about merchant ship crew size, Miramar Ship Index is a very good source. Unfortunately it just lists fatalities, so there is no way to find out how many people were on a vessel unless you happen to know it was lost with all hands.
http://www.miramarshipindex.org.nz/
I could prolly work with what you propose, but it would require a total rewrite of the "Ship names.cfg" data file. For example, I could do something like:
[GenericMerchants]
CargoTyp=Steel|Wood|Onions|etc ;pipe separated, in order of priority
CrewRange=10|50 ;lower|upper
0001=S.S. Aase [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0002=S.S. Abbekerk [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0003=S.S. Abbotsford [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0004=S.S. Abgara [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0005=S.S. Abiqua [Cargo: Steel; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0006=S.S. Achernar [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0007=S.S. Achilles [Cargo: ^CargoTyp^; Crew: 47; Crew Lost: 30; etc]
0008=S.S. Acme [Cargo: Wood; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
[GenericTankers]
CargoTyp=Ballast|Crude|Avgas
CrewRange=15|40
0001=S.S. Adair [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0002=S.S. Adamandios Georgandis [Cargo: Avgas; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0003=S.S. Adamastos [Cargo: ^CargoTyp^; Crew: 36; Crew Lost: 12; etc]
0004=S.S. Adela Bianca [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0005=S.S. Adelfotis [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0006=S.S. Adellen [Cargo: Avgas; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0007=S.S. Adinda [Cargo: Crude; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
0008=S.S. Adirondack [Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^; etc]
(Notice I split merchants and tankers, for example)
You can combine random elements with static elements. For example, if S.S. Acme only ever carted Wood, you could just enter Wood as the cargo type and the randomisation would be ignored.
^NbLost^ would be a percentage of the ^NbCrew^, somewhere between 0 and 100, unless again, a static value is entered.
One thing though, I wouldn't start it until I had specs/formats/etc from you and SS (ie what elements to record) and a commitment of someone providing data and working on the "Ship names.cfg" file. I mean, there's no point making the changes if the fields will forever be blank.
And apart from you guys, would anyone else be interested in such a feature?
EDIT: I don't mind doing this change if there is sufficient interest because it's all "behind the scenes", ie requiring no user involvement or interaction, unlike the nationality feature which I'm still pondering.
iambecomelife
12-29-08, 09:06 AM
That sounds wonderful - precisely what I had in mind. I would certainly be willing to do the basic research & data entry for this product after I release my mod.
And several other people in the community have expressed interest - i made this proposal once to the developers of subwolves, and CCIP and mcf1 both said they'd be interested in seeing it done.
The elements that IMO should be included are mostly what you have already indicated - Cargo, Crew, Survivors, and perhaps the source the information came from (Survivors, News Reports, Cryptography, Luftwaffe, Distress Messages).
Also maybe a random chance of a little message with some extra information (if it's not too difficult to code), similar to what you already did for U-Boat crewmen's postwar careers. For instance, if there are survivors, then:
The crew of [insert shipname] made landfall after [x] days.
The crew of [insert shipname] were rescued after [x] days by [insert shipname].
The [radio operator/master/1st mate] of [insert shipname] was awarded the OBE for heroism.
The [insert troopship name] was carrying [insert regiment name] when it was lost.
I could research data for numerous such incidents and enter it into the cfg files or whatever you use.
Thank you very much for considering this, and I hope you're not pulling your hair out from all my crazy requests.:oops:
iambecomelife
12-29-08, 09:16 AM
The result would look like this:
EntryText=Ship sunk!|Grid BF 17|S.S. Horace Wells [Cargo: Steel; Crew: 125; etc] (British Small Merchant), 2100 tons
Easy to do, but it would require someone with a lot of time as there's approx 13,000 ship names in the list.
If all that is needed is to add this part (Cargo: Steel; Crew: 125) to the ship name.
I would'nt mind helping out.
Thanks! The more people involved, the merrier. Out of curiosity - do you already have information about typical cargoes & crew sizes for WWII merchants? If not, maybe we can look at uboat.net & warsailors.com to build up a database of information. Of course, we could also just decide on a set of plausible cargoes & crew sizes and just plug them in...
I'm waiting for your mod, it looks very good :up:
I hope it will not be any problems using your mod over GWX 3.0?
iambecomelife
12-29-08, 09:52 AM
I'm waiting for your mod, it looks very good :up:
I hope it will not be any problems using your mod over GWX 3.0?
No - it will not cause problems with GWX or any other supermod. If you already have Tanker T09A or Tanker T13A installed you may be prompted to overwrite files - just select "yes".
mr chris
12-29-08, 09:53 AM
The result would look like this:
EntryText=Ship sunk!|Grid BF 17|S.S. Horace Wells [Cargo: Steel; Crew: 125; etc] (British Small Merchant), 2100 tons
Easy to do, but it would require someone with a lot of time as there's approx 13,000 ship names in the list.
If all that is needed is to add this part (Cargo: Steel; Crew: 125) to the ship name.
I would'nt mind helping out.
Thanks! The more people involved, the merrier. Out of curiosity - do you already have information about typical cargoes & crew sizes for WWII merchants? If not, maybe we can look at uboat.net & warsailors.com to build up a database of information. Of course, we could also just decide on a set of plausible cargoes & crew sizes and just plug them in...
Have not done any research on the matter.
Was waiting to here back to see if this idea would get off the ground.
What ever method you go with i will help as much as i can.
iambecomelife
12-29-08, 10:02 AM
The result would look like this:
EntryText=Ship sunk!|Grid BF 17|S.S. Horace Wells [Cargo: Steel; Crew: 125; etc] (British Small Merchant), 2100 tons
Easy to do, but it would require someone with a lot of time as there's approx 13,000 ship names in the list.
If all that is needed is to add this part (Cargo: Steel; Crew: 125) to the ship name.
I would'nt mind helping out.
Thanks! The more people involved, the merrier. Out of curiosity - do you already have information about typical cargoes & crew sizes for WWII merchants? If not, maybe we can look at uboat.net & warsailors.com to build up a database of information. Of course, we could also just decide on a set of plausible cargoes & crew sizes and just plug them in...
Have not done any research on the matter.
Was waiting to here back to see if this idea would get off the ground.
What ever method you go with i will help as much as i can.
No problem - from what I've read so far, merchant crew sizes were fairly predictable. Usually between 35-50 men for medium sized ships early in the war, with slightly more men between 1942-1945 as armed guards were added. Cargoes are also quite easy to predict if you look at those two websites.
Sailor Steve
12-29-08, 12:03 PM
Which molasses company are you referring to - Athel? I wanted to do their ships but I keep putting it off. :damn:
I don't remember - I just saw a couple of ships in passing, and made a mental note. I'll try to find them again.
I didn't mind exact crew size being historically accurate as long as it was within a reasonable number for the ship class - for instance, no destroyers with a crew of 15.
I agree, especially since those numbers are almost impossible to find for most ships.
In my opinion, information about shipping losses is a must-have feature for SHV. It would be fascinating to find out exactly what ship was lost, & how you damaged the enemy's war effort. This info could be picked up from several sources - survivors in boats, distress messages, espionage, or cryptography. If intelligence showed that a cargo was particularly valuable, perhaps that could be factored into your score. To use a historical example, one U-Boat managed to delay construction of a crucial airbase for months by sinking one small, 2000 ton freighter. Under the current system, the game is not able to take such things into account.
I don't know about "must-have", but it's certainly a neat idea. I'm not sure score should have a basis in war-effort effects, simply because the real kaleuns weren't awarded anything but tonnage sunk. But that's a long discussion for another time.
BTW - to find information about merchant ship crew size, Miramar Ship Index is a very good source. Unfortunately it just lists fatalities, so there is no way to find out how many people were on a vessel unless you happen to know it was lost with all hands.
A great source I had not heard of. Now it's something else I'm going to have to buy on disc, just to get the complete data. You're right about the lack of complete crew sizes, but between them and Uboat.net we can get a pretty good general idea.
@ Mr Chris: What I'm thinking is this (depending on how much work you really want to let yourself in for): What I've been doing is organizing the names into the proper categories, so ships are the same size and tonnage (and hopefully appearance) in-game as their real-life counterparts. I plan on submitting my new lists to IABL for his approval on name matches, and to JScones to make sure they're properly labelled so they work with SH3 Commander. Bigboywooly has also been helping me with this. Once the names are set to go and JScones has made the proper format for fitting the cargo/crew/and-anything-else into the system, I can send you the finished names list ready for that part to be inserted.
Hellraiser
12-29-08, 12:13 PM
In addition to eagerly awaiting the IABL MF mod...I too would love to see development of the crew & cargo details.
Little detail things (but a BIG JOB, I know!) like this go a long way to filling the realism gaps left in the original game.
Count me in. I'll help too, if needed with data entry.
mr chris
12-29-08, 12:16 PM
@ Mr Chris: What I'm thinking is this (depending on how much work you really want to let yourself in for): What I've been doing is organizing the names into the proper categories, so ships are the same size and tonnage (and hopefully appearance) in-game as their real-life counterparts. I plan on submitting my new lists to IABL for his approval on name matches, and to JScones to make sure they're properly labelled so they work with SH3 Commander. Bigboywooly has also been helping me with this. Once the names are set to go and JScones has made the proper format for fitting the cargo/crew/and-anything-else into the system, I can send you the finished names list ready for that part to be inserted.
Sound good to me Steve.
When you have the names send them my way.
Glad i can help.
JScones
12-29-08, 05:07 PM
Thank you very much for considering this, and I hope you're not pulling your hair out from all my crazy requests.:oops:
I remember telling Beery that him wanting SH3Cmdr to include Commander histories was a crazy request that no-one would want...
Anyway, I've already made the cargo, crew and crew lost changes. I'm just hunting down some "clean" careers to test it on (feel free to email me some if you have any - I want careers (no save files) that haven't been touched by SH3Cmdr's existing ship names feature).
I've scaled it a bit to make it easier for everyone.
Just add:
Text=[Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^]
CargoTyp=Steel|Wood|Onions
CrewRange=10|50
under each block for merchants/cargos and tankers and:
Text=[Crew: ^NbCrew^; Crew Lost: ^NbLost^]
CrewRange=10|50
under each block for warships, submarines and the like.
You'll end up with something like this:
[GenericMerchantsAndTankers]
Text=[Cargo: ^CargoTyp^; Crew: ^NbCrew^; Crew Lost: ^NbLost^]
CargoTyp=Steel|Wood|Onions
CrewRange=10|50
0001=S.S. Aase
0002=S.S. Abbekerk
0003=S.S. Abbotsford
0004=S.S. Abgara
0005=S.S. Abiqua
This means you lose the ability to set a static figure for individual ships, but it also means that you don't need to duplicate the text for every ship just to cater for the small percentage that you'd set a static figure for (based on what you and SS has written above re lack of data). I think this compromise will be suitable?
Works like every other part of SH3Cmdr. If you just want all ships in a class to be carrying wood when sunk, just set CargoTyp=Wood. If you want every ship to have exactly 36 crew, set CrewRange=36|36.
If you don't add the entries, SH3Cmdr will just ignore the feature altogether and behave as it does now.
Once I've tested it I'll send it to you, SS and BBW (if he's interested) to play around more with it.
JScones
12-29-08, 05:28 PM
Not wanting to highjack your thread IABL, but here's a screenshot of the new feature.
Ignore the actual figures as I just made them up, but you get the idea. ;)
The formatting of the text can be tweaked - I have it surrounded by brackets and as you can see it now sits on its own line in the Patrol Log. I'm happy for your suggestions on this.
http://img360.imageshack.us/img360/7940/image1mk1.jpg (http://imageshack.us)
bigboywooly
12-29-08, 05:35 PM
lol I recognise that patrol
Not wanting to highjack your thread IABL, but here's a screenshot of the new feature.
If you think it would be a good idea to open a new thread for this, so you all can discuss properly and not get confused with the main thread theme, do it and I will sticky it here :up:
iambecomelife
12-30-08, 11:59 AM
I don't mind at all, actually - this feature's very closely related to what I am working on, so it complements the thread well.
Jscones & BBW, you have emails.
Sailor Steve - I'll be sending you another link soon.
iambecomelife
01-01-09, 09:07 AM
ATTENTION, ALL BETA TESTERS:
Stand by for an update this evening (Eastern US Time).
Thanks for your help.
EDIT: I'm currently testing on a newly installed version of SH3 in preparation for the beta release. Check this post later for more info.
iambecomelife
01-03-09, 02:16 AM
Well, I ran into some nasty teething difficulties that delayed everything, but they seem to be resolved. Today I managed to run the beta without CTD's on both SH3 v 1.4 and SH3 with GWX 3.0.
The mod has now been released to the beta testers, along with a SH3 Commander-compatible skin pack. If you are a beta tester who is having trouble with the links or if you want to get involved in the testing, please contact me.
Thanks.
Task Force
01-03-09, 09:04 AM
I dont mean to sound like a dumb dumb, but where is a link for SH3 commander. he he:oops:
iambecomelife
01-03-09, 10:41 AM
I dont mean to sound like a dumb dumb, but where is a link for SH3 commander. he he:oops:
http://hosted.filefront.com/Wolfehunter/2238729
SH3 Commander is going to be the large approx. 21 MB file at the bottom.
To everyone else who is beta testing - you should have received a link to a patch:
http://files.filefront.com/Merchant+Fleet+Mod+Beta+f+17z/;12856639;/fileinfo.html
Task Force
01-03-09, 10:50 AM
Thank you Iabc, I got your PM.:up:
Chinese U-47
01-11-09, 10:03 PM
Hello iambecomelife,I used 2 ships you made,Arrow Tanker and Improved T-2 Tanker,and I may use more ships you made in my mod in the future.I request for use your ships(you know my English isn't very well,sorry),if you don't agree,I'll soon delete them from my Wolf Ocean Mod.
Thank you.
(iambecomelife has exceeded their stored private messages quota and can not accept further messages until they clear some space.)
I have to leave it here.
iambecomelife
01-11-09, 10:33 PM
Hello iambecomelife,I used 2 ships you made,Arrow Tanker and Improved T-2 Tanker,and I may use more ships you made in my mod in the future.I request for use your ships(you know my English isn't very well,sorry),if you don't agree,I'll soon delete them from my Wolf Ocean Mod.
Thank you.
(iambecomelife has exceeded their stored private messages quota and can not accept further messages until they clear some space.)
I have to leave it here.
By all means, use whatever you want! I am going to give you the latest edition of the Merchant Fleet Mod Beta and the OBJ files, which I haven't released to anyone yet. :up: In return, I hope that you can help me with several projects - I will get in touch with you later this week.
Task Force
01-12-09, 03:01 PM
Iabc, you have a pm.
iambecomelife
01-13-09, 10:54 AM
Iabc, you have a pm.
Thanks.
Minor Update: Not too much going on - mainly reading beta testers' reports and correcting skin errors - there were several UK ships with American markings in the beta.
Hitpoints have been reduced so that with a GWX damage model you are guaranteed a kill with about 1-2 torpedoes most of the time, unless the ship is a monster like tanker T08B (12,500 tons!)
The mod has been fully integrated with HanSolo's smoke mod. Now you will be able to determine whether a ship is an old steamer or a motorship/modern steamer by the size of the smoke plume it emits.
I also started writing the ID handbook - hopefully it will be ready a week or two after the mod itself is released.
Awful Smutje
01-13-09, 11:05 AM
Oh, I'm very curious about this mod... I can't await the release.
In germany I would say:
"Ich bin gespannt wie ein Flitzebogen!" :D
But I can't translate it properly, like the most sayings...
LordNeuro"Serbia"
01-13-09, 02:08 PM
Iambecomelife is there any chance of seing the crew on u beautifol ships. In same ather topic privateer was tolking it is posibol too add the crew on the ships. I think theat would be a wery nice eye candy. I think it is time consuming too make the crew on ships but i think ther is peapol will too help with the job. I new i shore will love too help but no skills for the job.
Keep up the gr8 work:up:
Jimbuna
01-13-09, 02:47 PM
Are there no longer any ships of gigantic displacement :hmm:
linerkiller
01-15-09, 03:26 PM
ach!
after 1 1/2 weeks without internet i expected to see a [REL] as soon i opened Sh3 mod Workshop!:D
i need more targets for my tonnage-hungry s-boat...:arrgh!:
faster.....Faster.....FASTEER!!!:D :D :D
iambecomelife
01-16-09, 07:22 AM
Are there no longer any ships of gigantic displacement :hmm:
The "Ross/McKnight" Class tanker (T08B) will range from 11,000-12,500 tons - that's pretty big. There is also a 9,000 ton steamer, and several tankers of 9,000-10,500 tons.
One of the next addons I'm hoping to do will consist of big refrigerated ships and maybe some passenger/cargo vessels & liners - these should satisfy any KL who craves the big'uns.
iambecomelife
01-16-09, 07:38 AM
Iambecomelife is there any chance of seing the crew on u beautifol ships. In same ather topic privateer was tolking it is posibol too add the crew on the ships. I think theat would be a wery nice eye candy. I think it is time consuming too make the crew on ships but i think ther is peapol will too help with the job. I new i shore will love too help but no skills for the job.
Keep up the gr8 work:up:
I can't guarantee it - wait & see. :sunny:
BTW - D. Kruger deserves credit for his amazing crew skins. Except for the watch caps & several other alterations, which I made.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-3-8.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-4-10.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-5-9.jpg
iambecomelife
01-16-09, 07:48 AM
http://uboat.net/allies/ships/photos/br/empire_lytton.jpg
http://uboat.net/allies/ships/photos/am/byron_d_benson.jpg
http://i56.photobucket.com/albums/g169/aukevisser/Inter/1f280670.jpg
Another update: Currently I am working on new damage textures for the tankers. I was tired of all the screenshots of burning tankers with their paint in pristine condition; now, when you torpedo a tanker it will look like a burnt-out shell. The textures are still a little crude, but my tests have been quite promising - all I had to do was manipulate the .val files and devise a new ship damage .tga. Unfortunately there's no way to trigger the effect only when it's carrying a cargo of fuel - however, most torpedoed ships in SH3 catch fire regardless of what they're carrying, so it will not look totally out of place. I hope to have some screenshots later today.
Photos courtesy of uboat.net and aukevisser.nl.
LordNeuro"Serbia"
01-16-09, 11:53 AM
Thx for the replay and a wery good news.:up: I hope u will get the scens soon with the new damage. U just dont know too stop making gr9 thing. Thx for theat in the name of the comunity:rock:.
U maka as all proud and hepy , after all u make our game beter and beter.
Keep up the g8 work.
HanSolo78
01-16-09, 05:52 PM
Iabc, you have a pm.
The mod has been fully integrated with HanSolo's smoke mod. Now you will be able to determine whether a ship is an old steamer or a motorship/modern steamer by the size of the smoke plume it emits.
.
Hi IABL!
I don´t know if you noticed... the funnel smoke version I sent to you had a little bug with the coal burners. So.. I reworked it a little bit.
PM me for the new version!
greetings
rascal101
01-17-09, 05:46 PM
Hi to all,
I notice this thread has gone a bit quiet, does this mean the mod is due for release any time soon, I cant wait, we I can really, have been for ages so here's hoping
R
rascal101
01-17-09, 06:12 PM
will the OLC supermod work with the new merchant fleet, I'm planning to go 100% realistic once I have new merchant fleet, would like to use good manual targeting gui, or can you guys recomend any other, even the original manual targeting notepad, never master speed estimating with that
R
iambecomelife
01-19-09, 12:02 AM
FYI, mod's postponed again due to some work I am doing with the deck cargo. Long overdue, if you ask me! More details later...
rascal101
01-19-09, 03:43 AM
FYI, mod's postponed again due to some work I am doing with the deck cargo. Long overdue, if you ask me! More details later...
OK and thanks for the mini update, sorry if I appear a bit keen, dont mean to stalk you. Can you give anything away re other features of this mod, ie funnel smoke, damage compatability with OLC etc
iambecomelife
01-19-09, 03:41 PM
FYI, mod's postponed again due to some work I am doing with the deck cargo. Long overdue, if you ask me! More details later...
OK and thanks for the mini update, sorry if I appear a bit keen, dont mean to stalk you. Can you give anything away re other features of this mod, ie funnel smoke, damage compatability with OLC etc
Funnel smoke will be Han Solo's improved variety, with separate types for steamers and motorships. I may create a third type for modern steamers like Liberty Ships. Damage values are based on GWX HP calculations - most freighters will require 1-2 torpedoes, or maybe one torp and 20-30 deck gun rounds if you want to save fish.
Below are some shots of 4-wheel, 6-wheel, and 8-wheel motor transport that will be included as deck cargo. I hope to add some more types later today, like PT boats, halftracks, armor, better aircraft, etc.
Thank you very much for your responses. I have looked at several of your links - they are extremely helpful.
I spent some time making variants of my cabover truck (ambulance, radio HQ, bare chassis, semitrailer, tanker, and so on). WIP screenies are below. I discovered that the default SH3 tanks & trucks are way too large - I think I will also rework them too.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-13-5.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-14-2.jpg
iambecomelife
01-24-09, 09:24 AM
Minor update: I am making corrections to the skin pack in preparation for the final release. Errors with the skins for merchants M02B, M11B, and M13B were discovered and are being corrected. The additional deck cargo will have to wait until next week at the earliest.
So is this going to be released next week or the week after?
1 week or 2 weeks, I can wait. :up: Been keeping my periscope on this for a while. :)
Mast
Weiss Pinguin
01-26-09, 01:31 PM
1 week or 2 weeks, I can wait. :up: Been keeping my periscope on this for a while. :)
Mast
Just a few more days and she'll be in firing range! :arrgh!:
McHibbins
01-30-09, 12:58 AM
Anybody out there ? :06:
rascal101
01-30-09, 01:11 AM
There up to something, I can feel them!
Ktl_KUrtz
01-30-09, 12:07 PM
There up to something, I can feel them!
Yep!!:rock:
Weiss Pinguin
01-30-09, 01:13 PM
There up to something, I can feel them!
Conn, sonar, faint contact, long range! :arrgh!: (Been playing Dangerous Waters the last couple of days lol)
rascal101
01-31-09, 12:38 AM
Where is the precious,
we wants it,
we needs it,
go on gives it to us
iambecomelife
01-31-09, 06:47 PM
Where is the precious,
we wants it,
we needs it,
go on gives it to us
Okay - I am setting a release date for next week Friday if things go well. :D Some people are still reporting problems, so I want to give my beta testers a second beta. This beta will also have new content (at least six new freighters and ore carriers, plus skins). I wanted to have some more types of deck cargo but I'm still waiting on some assistance.
rascal101
01-31-09, 07:09 PM
Ok thanks for the update.
Next question what you gonna do when this is done and dusted.
One thing I always wanted to see modded or would love to have someone with some experience tell me how so I could try it myself-
The way light hits objects, near and far - light in SH3 never seems to look 'real' -metal never quite looks like metal, wet surfaces never look wet, and sunlight never looks properly reflected - some games or 3d cards seem to have a way to get or produce a bloom affect, I wonder if the SH3 engine could or would be able to
Also: Smoke and Explosions
I've never seen smoke in SH3 look like smoke, nor is there much variety or randomness in explosions - GWX3 goes a long way to deal with these things, I love what they have done but still not much variety within the affects themselves, in terms of size, colour etc.
I'm thinking of white or yellowed steam as a coal fired ship sinks and the seawater hits the boiler, big bang, or phosperous smoke and damage caused by high explosives, just thinking out loud.
I wonder if you have any any ideas or can point me to where or how you play with these things so I can try myself.
Thanks again and looking forward very much to 'the fleet'
McHibbins
02-07-09, 01:18 AM
Any Releaseupdate ?
linerkiller
02-07-09, 06:55 AM
yep...that should be out yesterday:shifty:
Awful Smutje
02-07-09, 10:08 AM
Release date: When it's done. :03:
We don't want another buggy, unfinished release like SH3, do we?
:O:
McHibbins
02-07-09, 06:09 PM
Release date: When it's done. :03:
We don't want another buggy, unfinished release like SH3, do we?
:O:
But......meine Mannschaft wird langsam ungeduldig ;)
rascal101
02-09-09, 03:25 AM
Jus thotught to ask if we have any update on release, pleaseunderstand not a hurry up in any way obviously you need to do what you need to do
Hope development is going well, best wishes to the testers and of course the amasing Mr IAMBECOMELIFE
Archive1
02-12-09, 11:26 PM
Can't wait to watch those trucks trundle by on those tires! :yeah:
Just kidding IABL, just kidding.
Look forward to the final product, it's always worth waiting for.
UberTorpedo
02-14-09, 05:54 PM
Can't wait to watch those trucks trundle by on those tires! :yeah:
Just kidding IABL, just kidding.
Look forward to the final product, it's always worth waiting for.
I wouldn't hold your breath. Go back to the beginning of this thread and look at the date......
iambecomelife
02-14-09, 07:12 PM
Yaay! I love Writing Requirement term papers! :DL
iambecomelife
02-14-09, 07:21 PM
Seriously, some things have to come before the MFM. I sincerely believed I could make the prior release date; it did not work out. My apologies to anyone who was misled by my earlier messages; stay tuned for more updates next weekend.
-IABL
rascal101
02-15-09, 01:28 AM
Hi Mr IABCL, thanks for the update and yes the real world must come first. So we can look forward to the Merchant Fleet release perhaps next week - whatever please take your time.
On a connected issue - re your poll, it was interesting top see folks were almost unanimous in their wish for better affects, lighting, explosions, smoke and damage - Although one guys was a bit kinky for turds for some reason!
Can you tell us if you are planning any changes or additions to Merchant fleet to account for the poll results -
One thing I have been mucking around with is a mod by Arsenovic RCB's SH4 for GWX 3.0
http://www.subsim.com/radioroom/showthread.php?t=136018
It's actually very good - still has the enhanced damaged affects of GWX 3.o but not so many huge explosions and more smaller ones - with a variety of explosion sounds - all adds to the randomness and some pleasant surprises - I hope you might take a look at what he's done
Best Regards
R
iambecomelife
02-15-09, 03:41 PM
@Rascal101: Interesting ideas. I have read accounts of many different reactions to torpedo hits, indicating that many different particle effects might be appropriate. Flames could be reddish, green, or blue. Damage to the boilers usually meant lots of steam. Oil burned with thick black smoke, wood fires were lighter colored, and so on. Not sure how much of this I can do, but I will give it a try once most of the ships are out.
Some pics of a new American tanker, built to the Isherwood design system:
http://www.t2tanker.org/ships/images/virginia.jpg
http://www.geocities.com/CapeCanaveral/Campus/3415/images/panpenns.jpg
http://uboat.net/allies/merchants/1635.html
http://uboat.net/allies/merchants/3236.html
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-1-12.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-2-13.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-3-15.jpg
LordNeuro"Serbia"
02-15-09, 07:37 PM
U r making a fantastic addon. Take u time and make it like it should. And ideas will be there, u allweys cann make somthing like thise or like theat. And thise last pictures just show it. U r making a wery nice addon:yeah:.
Keep up the epic job u r making.
Maybe it will be better for subsimers who is playing SH3 yet to release main mod now and make some nessesery addons later ? :oops:
iambecomelife
02-17-09, 10:39 AM
Maybe it will be better for subsimers who is playing SH3 yet to release main mod now and make some nessesery addons later ? :oops:
That's what I am planning to do. There will be several fixes/addons uploaded for the MFM as time goes on.
Some shots of testing on the Isherwood tanker:
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-13-7.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-11-6.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-9-11.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-8-12.jpg
iambecomelife
02-17-09, 10:42 AM
Several variants of a modern fast freighter type. The vessel in the middle has a Waterman SS Co. paint scheme.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-4-15.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-7-9.jpg
robbythesub
02-17-09, 03:13 PM
Great stuff and still waiting patiently!!!:up:
LordNeuro"Serbia"
02-17-09, 07:24 PM
Beautifol ships, wery wery good work. And smoke , fire is it a addon too, or is it going too cum liter like the option donwload. It relly looks superb. I hope theat the relise date is near:yeah:
Keep up the amezing job.
rascal101
02-17-09, 11:25 PM
Holy crap batman I was drooling over the ships - I forgot to even notice the smoke and fire effects in these screenies - I hope this comes with the MFM
But one thing - when a ship's on fire it burns for quite a while so smoke goes higher into the atmosphere and is blown in the wind direction.
I dont want to be picky but I seem to remember some one was working on raising the height of the damaged ship smoke and having smoke affected by wind direction - was this mod ever published? - By smoke and height I'm referring to the damage fires and smoke not to normal funnel smoke
rascal101
02-20-09, 07:16 AM
Well I for one dont hold with no news is good news So do we have a new ETA
Best wishes to all Merchant Fleet mod team and Mr IAMBECOMELIFE
coronas
02-20-09, 07:30 AM
I found this links and put here. Sorry if hijacking but it look interesting:
http://www.armed-guard.com/
http://www.ibiblio.org/hyperwar/USN/rep/ASW-51/index.html About Antisubmarine Warfare in WWII.
http://www.armed-guard.com/buttons.html A couple of links with pictures, names of ships, rarities, ...
:salute:
iambecomelife
02-20-09, 07:05 PM
Minor Update: The invincible demon (AKA "Writing Requirement Term Paper") has been slain. Stay tuned for more updates...
And as for the smoke - it is based on the GWX team's improved effects mod. I will ask permission before releasing it.
Minor Update: The invincible demon (AKA "Writing Requirement Term Paper") has been slain. Stay tuned for more updates...
And as for the smoke - it is based on the GWX team's improved effects mod. I will ask permission before releasing it.
shall we wait for updates or the mfm release?:rock::ping:
UberTorpedo
02-21-09, 09:50 PM
http://i442.photobucket.com/albums/qq145/UberTorpedo/ImpatientCat.gif
cheers :rotfl:
UberTorpedo
02-23-09, 01:30 AM
Still waiting...
http://i442.photobucket.com/albums/qq145/UberTorpedo/FPIG-0005-FINGER.gif
UberTorpedo
02-24-09, 10:52 PM
Waiting...
http://i442.photobucket.com/albums/qq145/UberTorpedo/drstrangelove-763806.jpg
magicsub2
02-25-09, 04:13 AM
and people said i was wasting my time waiting for patrolboats shooting torpedos.:dead:
Oneshot/Onekill
02-26-09, 06:41 AM
has there been a relese date posted yet?
If so i have one question, will we have to delete any of our cuurent data/sea ship files before enabling this mod with JSGME?
P.S. Your doing a fantastic job!:up:
LordNeuro"Serbia"
02-26-09, 10:32 AM
Rb is got same work on a ships and subs turn. It is posibol too add a tga files on ships , subs mennig u cann make a ships names and add it . Here is the tread
http://www.subsim.com/radioroom/showthread.php?t=148453
Theat shore would be gr8 too see the names in game. What r u thots on theat Iambecomelife. Cann it be dann.
Uber Gruber
02-26-09, 10:34 AM
A release you say ?! A "release"....mmMMMM....I have a vague recollection of the word, i think it was used in olden times when something was made available to the public....but that was a long time ago and the trend never really caught on.
:arrgh!:
Oneshot/Onekill
02-26-09, 11:23 AM
A release you say ?! A "release"....mmMMMM....I have a vague recollection of the word, i think it was used in olden times when something was made available to the public....but that was a long time ago and the trend never really caught on.
:arrgh!:
:rotfl: :rotfl: :rotfl:
Well one can dream, i guess?
UberTorpedo
02-26-09, 03:50 PM
and waiting...
http://i442.photobucket.com/albums/qq145/UberTorpedo/IAS_TP2_-_Customer_AF_Impatient.gif
Laphroaig75
02-27-09, 11:28 AM
@Ubertorpedo
Its ready when its ready...
UberTorpedo
02-27-09, 12:10 PM
@Laphroaig75
For some insight I suggest you go back to post #45 by bigboywooly. He's not kidding
when he says this has been going on for years...
I hope IABL comes through soon :up: or there may not be much of an audience left in the house.
McHibbins
02-27-09, 10:24 PM
X-mas 2012
@iambecomelife
Please check your PMs
melnibonian
02-28-09, 06:05 AM
I hope IABL comes through soon :up: or there may not be much of an audience left in the house.
Sadly this is looking more and more probable :cry:
Please guys...ths thread is about IABL's mod and details.
I know it we are waiting for it since ages, but he is the author and he will decide when it's ready, and you gotta respect that. I'd like to remind you all that he is working for free in his spare time, and that he has already released individually some ships for general use and a good pack of them for NYGM.
So please again...no further comments about release dates. :zzz:
iambecomelife
03-02-09, 06:14 PM
Minor update: Bigboywooly had some concerns about the large average ship size, so there has been work done on several smaller cargo ships. I have also made a few big modern vessels but overall, average tonnage will shift slightly downward. Over the weekend I did some paint schemes for the new models - American Export, Alcoa Lines, and so on.
Ore carriers are being added to the game, aside from the big old-fashioned one that was already released.
I am in the very early stages of adding auxiliary warships built from parts of civilian merchants and tankers. These will include fleet oilers, ammunition ships, general stores ships, attack transports, small troop carriers, seaplane tenders, PT-boat tenders, and so on. Not as hard as it sounds because it's basically adding extra rafts, launches, cranes, and maybe aircraft/pt boats to existing models.
I honestly do not mean to string people along but b/c of academics it's hard to know when I will have time to work on the mod. (But tonight I've done a bunch of assignments early! Woohoo!) :DL
I have spring break coming up very soon, so expect a lot more developments.
coronas
03-02-09, 06:27 PM
Good news, Master! Thanks for update. :yeah:
bigboywooly
03-02-09, 06:36 PM
Ah dammit :damn:
Forgot that career you wanted
You have it via PM
Nice to hear you working on some smaller tonage units :yeah:
why don't you release the mod with freighters,tankers and when you re ready release-update
with the smaller cargo and auxiliaries etc
cheers:cool::har:
Contact
03-03-09, 04:27 AM
No no no, I want it all in one big peace of pie and at once :salute:
Jimbuna
03-03-09, 08:08 AM
In your own good time IABL http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Uber Gruber
03-03-09, 08:30 AM
WELEASE BWIAN:arrgh!:
WELEASE BWIAN:arrgh!:
PERFECT
Oneshot/Onekill
03-03-09, 12:36 PM
Very nice. I'm not going to be impatient IABL:yeah: . Do what you can.
iambecomelife
03-07-09, 09:05 AM
Minor Update:
I spent yesterday evening on naval auxiliaries. An oiler and an ammo ship have been completed. I am going to design a couple more oilers - one based on the "USS Kennebec" (seen here).
http://www.navsource.org/archives/09/19/091903604.jpg
I am also looking into adding signal flags to the ships. My plan is to add nodes for flags, insert the flags & animations used in the nationality flags, and retexture them according to the signal flag alphabet.
Freakwave
03-07-09, 09:37 AM
Signal flags :yeah: Another reason to get real close :arrgh!:
iambecomelife
03-07-09, 11:21 AM
A modern American oiler based on the "USS Cimmaron". Four five inch guns are mounted towards the bow and stern.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-12-7.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-2-14.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-6-12.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-4-16.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-11-7.jpg
iambecomelife
03-07-09, 11:24 AM
An American ammunition ship. It represents a modern, fast merchantman requisitioned for Naval service. There are three 3-inch gun mounts on the bow and a 4.7 inch gun on the stern.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-7-10.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-8-13.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-9-12.jpg
signal flags, animations, what next. Just gets better. I may have said this before, but your ships look to good to sink!:up:
Your artwork and research is much appreciated. I have always enjoyed reading the comments you write about the various ships and their history. It shows your close attention to detail. For you it is not just a question of putting a ship together and launching it. What I am trying to say is that it's all good stuff and well worth the wait. Thanks for keeping up the good work.:salute:
Looks like stolen from Silent Hunter 7 or higher...:)
Excellent as always!:up:
Dutchie-one
03-07-09, 04:01 PM
Hello, can somebody tell me if those Empire class freighers
is a Empire C class ?
They were in use bij the Dutch Mechant navy.
Tanks, Dutchie-one :up:
iambecomelife
03-07-09, 04:32 PM
Hello, can somebody tell me if those Empire class freighers
is a Empire C class ?
They were in use bij the Dutch Mechant navy.
Tanks, Dutchie-one :up:
Not really. I just designed them based on photos of typical UK merchant vessels built during the war. For instance, "Empire Tide", "Belgian Airman", and "Paulus Potter" (as you probably know, a UK-built Dutch cargo ship).
http://uboat.net/allies/ships/photos/nl/paulus_potter.jpg
http://uboat.net/allies/merchants/1929.html
Dutchie-one
03-07-09, 08:01 PM
Hello, can somebody tell me if those Empire class freighers
is a Empire C class ?
They were in use bij the Dutch Mechant navy.
Tanks, Dutchie-one :up:
Not really. I just designed them based on photos of typical UK merchant vessels built during the war. For instance, "Empire Tide", "Belgian Airman", and "Paulus Potter" (as you probably know, a UK-built Dutch cargo ship).
http://uboat.net/allies/ships/photos/nl/paulus_potter.jpg
http://uboat.net/allies/merchants/1929.html
Yes, also:
Vermeer ex. Empire Raleigh
Paulus Potter ex. Empire Johnsom
Pieter de Hoogh ex. Empire Halley
Rembrandt ex. Empire Trust
Jan Steen ex. Empire Ocean Victory ?
Fans Hals
one of the books mentioned 10 ships al whit the names of 17 Century Painters
Greetz, Dutchie-one :yeah:
iambecomelife
03-07-09, 08:36 PM
Hello, can somebody tell me if those Empire class freighers
is a Empire C class ?
They were in use bij the Dutch Mechant navy.
Tanks, Dutchie-one :up:
Not really. I just designed them based on photos of typical UK merchant vessels built during the war. For instance, "Empire Tide", "Belgian Airman", and "Paulus Potter" (as you probably know, a UK-built Dutch cargo ship).
http://uboat.net/allies/ships/photos/nl/paulus_potter.jpg
http://uboat.net/allies/merchants/1929.html
Yes, also:
Vermeer ex. Empire Raleigh
Paulus Potter ex. Empire Johnsom
Pieter de Hoogh ex. Empire Halley
Rembrandt ex. Empire Trust
Jan Steen ex. Empire Ocean Victory ?
Fans Hals
one of the books mentioned 10 ships al whit the names of 17 Century Painters
Greetz, Dutchie-one :yeah:
I have a nice book on Vermeer's artwork somewhere in my basement - one of these days I'll have to dig it up.:rotfl:
Thanks for the info - I didn't know about any of them except "Paulus Potter". It's a shame that the "Paulus Potter" had such a short life - just like the man she was named after. At least the entire crew was rescued.
nikbear
03-08-09, 03:45 AM
Your ships are simply stunning IAMBL, True works of art:salute::salute::salute:
robbythesub
03-08-09, 05:43 AM
I have downloaded the arrow tanker and some others, and enabled them with jsgme, so do they appear generally within the game as part of convoys or on their own?
Just out of interest so that I can look out for them.
Thanks :yeah:
bigboywooly
03-08-09, 07:07 AM
I have downloaded the arrow tanker and some others, and enabled them with jsgme, so do they appear generally within the game as part of convoys or on their own?
Just out of interest so that I can look out for them.
Thanks :yeah:
Depends on the mods you have installed but should appear both as singles and in convoy no problem
robbythesub
03-08-09, 01:17 PM
OK great- I will keep an eye out for them then!
ozzysoldier
03-11-09, 11:01 AM
don't want to be a problem maker but
eta eta eta
keep up the good work :yeah:
Uber Gruber
03-11-09, 12:50 PM
I think you should start from scratch but use a more "duck-egg" blue colour as opposed to the "opal-sea" blue you're currently using. :woot:
rod_oil
03-16-09, 08:05 AM
I was a young man when i first time heard about Merchant Fleet Mod from iambecomelife. I just curious: any chances to see this mod in my mid age? :haha:
denis_469
03-16-09, 11:21 AM
I was a young man when i first time heard about Merchant Fleet Mod from iambecomelife. I just curious: any chances to see this mod in my mid age? :haha:
Rod_oil: Hi! Not smile in IABL so people made large work and you (like beta-tester) know about. May be you himself can more rapide made sich work? I think, that no, but I can errors... And you now see IABL mods in first and second beta, or I do not right?
Even "Empire TW" alredy relised:haha:
Xorosha byla lozhka k obedu...
Looks like stolen from Silent Hunter 7 or higher...:)
Excellent as always!:up:
Probably will have similar release date;)
rod_oil
03-19-09, 08:27 AM
Rod_oil: Hi! Not smile in IABL so people made large work and you (like beta-tester) know about. May be you himself can more rapide made sich work? I think, that no, but I can errors... And you now see IABL mods in first and second beta, or I do not right?
Do you lost your sense of humour? It was just a joke :) Do not be so stressed, comrade :sunny:
denis_469
03-19-09, 08:47 AM
Do you lost your sense of humour? It was just a joke :) Do not be so stressed, comrade :sunny:
Thank, for words... But you right - I lost humor total. Life is bad...
ozzysoldier
03-21-09, 12:51 PM
iambecomelife where are u?:lurk:
u on a vacation?:lost:
or back at school:/\\x:
hope to see your new mod soon
keep op the good work:rock:
OneTinSoldier
03-22-09, 03:58 AM
Hello iambecomelife,
All your previews of the new upcoming MFM look really fantastic and I look forward to it!
I am wondering someting... why don't you just point all the people that are salivating and impatient for this new version of MFM to your older one? You know, the 1.1 version that's paint jobs for the game's default models. I still use it and it's really great! I just install GWX 3.0, the 2 extra ships mod although I don't know if it's actually needed, then the Community Units 2.1 mod and use the EnglishNames.cfg from it, and then run the MFM v1.1 bat file(MVPMI.bat). Works a treat! Worlds better then the games default paint jobs. I mean you really did a good job of skinning the games default models and I thank you for it!! :up: I'm sure other folks would be very happy with it until you release the newer version. :03:
Cheers
Uber Gruber
03-22-09, 09:25 AM
Merchant Fleet Mod you say? Well personaly I've never 'eard of it, though I believe there's an old man, at the far end of the village, who might be able to help....he's 107 you know so he should remember that far back.
:arrgh!:
iambecomelife
03-22-09, 12:06 PM
Minor Update: Yet another modding hiatus because of a huge computer upgrade I've been doing. The motherboard was "misbehaving" off and on this week, but I think I have everything squared away! I should start preparations for the second beta release this upcoming week.
ozzysoldier
03-22-09, 04:01 PM
and eta on alpha?
Sailor Steve
03-22-09, 04:03 PM
Delta? Gamma? Ypsilon?
:rotfl:
When it's done!(tm)
Jimbuna
03-22-09, 04:47 PM
Delta? Gamma? Ypsilon?
:rotfl:
When it's done!(tm)
Ah....the memories come pouring back :hmmm::DL
SpeedyPC
03-24-09, 05:51 PM
:nope::nope::nope::nope::nope::nope::nope::damn:
Contact
03-25-09, 04:07 AM
Watch your head speedy :DL
iambecomelife
03-25-09, 11:42 PM
Well, that earlier post was premature. After about 10 OS installations, messing up my BIOS, nearly slicing through a live cable, and almost shorting out my motherboard two times, I now have a fully-reconditioned gaming (and modding) machine. My pad looks like a bombmaker's hideout, what with all the wires & parts everywhere. Three cheers for mechanical ineptitude!
Seriously, I don't like keeping you guys waiting, but it can be a challenge balancing the mod with other obligations. I don't have any more presentations scheduled for this week, so I should be able to get quite a bit done. If you're still anticipating the mod, thanks for putting up with me. If you've given up, sorry for the letdown.:nope:
iambecomelife, An old saying applys here, "All good things come to those who wait." Sometimes it just takes longer than other times.
Contact
03-26-09, 06:00 AM
If it is making a progress it means it is worth waiting :salute:
LordNeuro"Serbia"
03-26-09, 10:41 AM
There is no need too feal bad , or thinking u let sombady dawn. U r giving up ur free time to make thise exelent mod, and we must be happy for theat. Take u time , iven if is not easy too as gamers too weit , but like it was said here "HW3 iambecomelife, An old saying applys here, "All good things come to those who wait." Sometimes it just takes longer than other times."
So wenn ever u finish ur mod u should feel wery proud and we will be wery happy.:yeah:
Keep up the gr8 work.
I have a requist for mister Iamb.... now the mod isn't ready yet, is it possible to make the wakes longer P. Thomsen explain in a thread how it can be done, a lot of work becouse it's ship by ship you have to do.
Would be great to see that now with Desga new foam
Contact
03-27-09, 05:54 AM
I have a requist for mister Iamb.... now the mod isn't ready yet, is it possible to make the wakes longer P. Thomsen explain in a thread how it can be done, a lot of work becouse it's ship by ship you have to do.
Would be great to see that now with Desga new foam
Length of the ship depends on how fast it goes. And I think everyone of us is having different attitude on how really long the wake should be.
GoldenRivet
03-27-09, 08:55 AM
iambecomelife, An old saying applys here, "All good things come to those who wait." Sometimes it just takes longer than other times.
I prefer this one
"The things that come to those who wait are the left overs from those who got there first!"
mr chris
03-29-09, 09:44 AM
Hi IABL,
You still test this out?
Sorry i have been away for a few months.
My computer blew up on me. But have a brand spanking monster now.
So if your still testing it out. Just to let you know im back around and able to help.
Has a beta been released? if you where can I get it? I need it for TSWSM
iambecomelife
04-04-09, 04:17 PM
No new beta yet.
Chinese U-47, check your PM please.
Oneshot/Onekill
04-04-09, 11:07 PM
Just checking back in to see how your doing IABL?
I hope that everything is still moving forward, no more motherboard meltdown's?:doh:
iambecomelife
04-05-09, 12:42 AM
Good news - I got a ton of work done this evening. Ship halves, more paint schemes - the works. I may decide to update the rec manual images again - after that the updated beta will be ready for release. :D
For now, signal flags & new cargoes have been postponed.
iambecomelife
04-05-09, 03:07 AM
I have a requist for mister Iamb.... now the mod isn't ready yet, is it possible to make the wakes longer P. Thomsen explain in a thread how it can be done, a lot of work becouse it's ship by ship you have to do.
Would be great to see that now with Desga new foam
That will probably need to be taken care of in an update, along with some of the other effects I want to add.
coronas
04-05-09, 07:56 AM
Good news, IABCL.
I'm ready for testing! :salute:
That will probably need to be taken care of in an update, along with some of the other effects I want to add.
thanks, great news :yeah:
cemtufekci
04-05-09, 10:49 AM
Is this mode only about skins? Or will there be new ships? Anyway looking forward to it!!!
makman94
04-05-09, 11:11 AM
hello Iambecomelife, well are you intend to release your mod ever?
everybody here ,when see a post from you ,says ' aaa,maybe he released it ! ' but then....dissapoitment !
posting things like ''i will do this and this and this and....'' no realy help.realese your mod (if and when) the ships are done and then you can always release a version2 with this and this and this and....
of course thats my opinion Iambecomelife and if you think different you have my respects! (just felt to speak)
bye
cemtufekci
04-05-09, 11:56 AM
In my opinion don't rush. Do a clean job and do the best you can. The latter the better.:rock: It's may opinion anyway.
nikbear
04-05-09, 02:22 PM
Good news - I got a ton of work done this evening. Ship halves, more paint schemes - the works. I may decide to update the rec manual images again - after that the updated beta will be ready for release. :D
For now, signal flags & new cargoes have been postponed.
Great news IAMBL,Nice to see things are coming along well and your puter is back on song,all the best:03::yeah:
iambecomelife
04-12-09, 07:49 PM
Oh, yeah! New recognition sillehouetes finally done, thanks to skwasjer & S3ditor...
Oh, yeah! New recognition sillehouetes finally done, thanks to skwasjer & S3ditor...
you mean that soon will have the mod?
cheers:damn:
BulSoldier
04-14-09, 03:32 AM
This mod should look amaizing when its done.I would ask however if the mod isnt something like week away, could you keep some percentage to completetion(spl?) on the first post, like
models - 100%
skin - 53%
something like that so we can have an idea how the progress is going.
Contact
04-14-09, 08:49 AM
Progress bar: http://img183.imageshack.us/img183/5373/timercontrolprogressbar.th.png (http://img183.imageshack.us/my.php?image=timercontrolprogressbar.png)
:haha:
Progress bar: http://img183.imageshack.us/img183/5373/timercontrolprogressbar.th.png (http://img183.imageshack.us/my.php?image=timercontrolprogressbar.png)
:haha:
you seems so pissed the last days :nope::nope::nope:
Sailor Steve
04-14-09, 11:54 AM
Is this mode only about skins? Or will there be new ships? Anyway looking forward to it!!!
This mod is not about skins at all! It's ALL new ships! More than 50 of them! Go back and read from the beginning. That's why it's taking so long.
Well, he's making different skins for all his ships, but he's made dozens of brand-new ship classes.:rock:
cemtufekci
04-14-09, 01:20 PM
This mod is not about skins at all! It's ALL new ships! More than 50 of them! Go back and read from the beginning. That's why it's taking so long.
Well, he's making different skins for all his ships, but he's made dozens of brand-new ship classes.:rock:
:damn: WOW!!! :o That's fantastic! :doh:
BulSoldier
04-14-09, 03:28 PM
It would be truly awesome.I only hope it wont have any problem to be played with gwx3.
Contact
04-15-09, 02:30 AM
you seems so pissed the last days :nope::nope::nope:
You try not to be pissed when: You can't find job you want for six months and when you can't pass your car the maintenance inspection for second time because some bloody deafner welder can't do it's job right and you will need to pay extra fee for another inspection. :nope:
Today I'm going back to them and they will fix that deafner again for free!
cemtufekci
04-15-09, 02:33 AM
It may take half an hour to load a single mission with this mod + gwx but it will be worthwhile for sure.
It may take half an hour to load a single mission with this mod + gwx but it will be worthwhile for sure.
half an hour! than you have a very slow pc like i copple months ago
i add new planes and ships and it takes me now 2 min with the new one
cemtufekci
04-15-09, 12:21 PM
half an hour! than you have a very slow pc like i copple months ago
i add new planes and ships and it takes me now 2 min with the new one
:salute: Well i was just overstating. I have community ships + gwx and it takes upto 5 minutes. 50 new ships is said to be coming with this mod so it may take more than 5 minutes.
Contact
04-15-09, 03:01 PM
At sea everything goes slower.. :yawn:
:salute: Well i was just overstating. I have community ships + gwx and it takes upto 5 minutes. 50 new ships is said to be coming with this mod so it may take more than 5 minutes.
that could be becouse the community unit mod, many people have problems with it, you should ask jimbuna the mod is working fine with his game and he have probably many other mods to
i have 20 new ships and more than 10 new planes, but no extra minutes :DL
iambecomelife
04-15-09, 09:21 PM
Well, I just tried the new beta but it keeps crashing in museum. I'm nodding off behind my keyboard, so I'm off to bed. :damn: Should be better news tomorrow, once I pinpoint all the bugs...
Oneshot/Onekill
04-16-09, 04:42 AM
Oh boy...(Long sigh) This could be a very excruishiating beta test im afraid.:damn:
iambecomelife
04-16-09, 04:30 PM
Oh boy...(Long sigh) This could be a very excruishiating beta test im afraid.:damn:
I am trying to get a handle on all these bugs so that you don't experience a lot of aggravation when playing with the mod. Better I tear my hair out than you guys. ;)
I just got home, so I promise you that more work on the CTD bugs will follow. It is almost certainly nothing serious - just incorrect ship ID designations, spelling errors, and the like.
iambecomelife
04-17-09, 09:34 AM
I have fixed all the problems - no CTD's in museum with stock or GWX! I'm having open testing, so post here if you are interested and you will get the link within a few hours.
Thanks for your patience.:DL
Oneshot/Onekill
04-17-09, 09:51 AM
I have fixed all the problems - no CTD's in museum with stock or GWX! I'm having open testing, so post here if you are interested and you will get the link within a few hours.
Thanks for your patience.:DLIm glad your nailing down those little critters IABL. Your doing a fine job. Don't mind my sarcasim, I just can't help it sometimes.:up:
Sorry, I posted to the wrong thread before.
Beautiful looking work m8, top class.
I wonder if you might kindly send me the beta testing link as I'm dying to incorporate some of this fantastic work into my movie.
Cheers and best regards
Aces
I have fixed all the problems - no CTD's in museum with stock or GWX! I'm having open testing, so post here if you are interested and you will get the link within a few hours.
Thanks for your patience.:DL
I would be willing to beta test iambecomelife if you'd care to send me the link.:D
iambecomelife
04-17-09, 03:48 PM
Minor Update: The MFM Open Beta is being uploaded right now.:D There's no password and it's easy to find if you know where to look (however, I advise novice users to wait for the beta reports & final release). About 45 minutes to go, so check your PM's within about an hour. Next I will upload the date based skin pack (vessels get more weathered and camoflaged as the war goes on).
Thanks for your interest, and I hope you enjoy the testing.
makman94
04-17-09, 06:33 PM
many thanks Iambecomelife,
i put four of your ships in a mission and everything is running fine until now (and the sinks).will continue with the others tomorrow.you have pm
congatulations....great job ! :up:
iambecomelife
04-17-09, 06:56 PM
You should all have received the links by now. Again, please post pics or descriptions of the first ships you encounter in each class - I would like to know which paint schemes SH3 tends to use.
McHibbins
04-18-09, 05:13 AM
Would be nice to test your mod. Will you also call me in ?
hi iabl
first screen at testing t09 sinking after Gunfiring
http://i268.photobucket.com/albums/jj22/nik112/t03startsinking.jpg
M30 after explosion
http://i268.photobucket.com/albums/jj22/nik112/m30.jpg
wonderful job THANKS
ps you have a pm
So far so good. Beautiful ships.
http://img509.imageshack.us/img509/3968/sh3img184200913634859.png
And another
http://img116.imageshack.us/img116/7277/sh3img184200912254762.png
iambecomelife
04-18-09, 04:33 PM
Thanks for the screens/comments everyone - S3ditor decided to stop working (it crashes on startup), so posting's going to be light again until skwas or someone else can help me out. :damn:
rascal101
04-18-09, 10:34 PM
Hi to all and to IAMBECOMELIFE for the merchant fleet, I've been waiting for this for literally years and feel so close -
Any way a question for you - I thought to have a bit of a sneak peak via NIK112's Replaced ships mod - if its anything to go by the new fleet will make SH3 almost a completely new game!
Ok a couple of observations - I've come across a couple of the new ships, they all seem to have great damage affects and are visually stunning. However I noticed on the sides of a couple of the new ships there is a panel that seems to be well wrong. Seems to be featuring a part of the command deck superstructure, but on the side of the hull and always in the middle. Forinstance your looking at the hull from square on the right side, in the middle of the ship above the water line you see a door and some portholes and they are stretched and out of scale. Other ship models the hull is fine
Also
Came across Arrow freighter or tanker I think - it had a small, square American flag on the sides in line with early war neutral ship schemes, but was UK flagged - perhaps it wasnt being so neutral afterall - so was this a neutral or not, can the modders tell me
Also
Is there any way some one can take a look at the surfaces in the game to emphasise the shine or reflictive quality of gloss paint or the fact that they were wet, there is some sort of reflection or shine in the game but its set too low and I dont know how to beef it up to make it more real.
Also any way to make the water look more like water and less like blue or green honey
mr chris
04-19-09, 06:28 AM
Hmm am having trouble not with the MFM but with the english names file.
Every time add the MFM names and then hit save it keeps saying unable to save root and path is not correct. Is the anyone with any ideas out there.
Could some one upload there English Names file with the MFM names already in so i then replace the one i cant change?
coronas
04-19-09, 06:52 AM
It's needed adding O01B=Ore Freighter-UK in English names.
@ Mr chris: Look "read atributes" is not checking in Englishnames.cfg propieties.
mr chris
04-19-09, 07:11 AM
Thanks for the hint Coronas:up:
Also added the one posted above.
Had to go into the properties and give myself permission to change the file.
iambecomelife
04-22-09, 07:58 AM
FYI people, tentative release date for the first installment is between Friday and Sunday of this week. If you want you can go to FILEFRONT and download the latest beta (no PW) although it has some errors and I recommend you wait for the final product.
Thanks for your support.
unterseemann
04-22-09, 08:25 AM
Hi! Although i still get problems with some of your ships ( english M11B and M12B), everything runs fine both in museum and carreer. I start a new carreer in nov 1939. The first ship i came across was a merchant type 33 but i always thought it was a type 9. Identification is now very though, especially in bad weather and mistakes are easy to make even for skilled kaleuns! Your work is great
<A href="http://i19.photobucket.com/albums/b161/gneisenau/sh32009-04-2200-15-21-09.jpg" target=_blank>http://i19.photobucket.com/albums/b161/gneisenau/sh32009-04-2200-15-21-09.jpg</a>
First kill
http://i19.photobucket.com/albums/b161/gneisenau/sh32009-04-2200-20-49-78.jpg</a>
One of the problem i told you before:
http://i19.photobucket.com/albums/b161/gneisenau/sh32009-04-1804-11-13-04.jpg
(http://i19.photobucket.com/albums/b161/gneisenau/sh32009-04-2200-20-49-78.jpg)
Sorry, I don't know exactly what ship this is. Above water, a work of art as usual.
http://img524.imageshack.us/img524/4686/sh3img21420091917231.png
Gave her a fish.
http://img524.imageshack.us/img524/9979/sh3img2142009191843718.png
Went to check if the prop was still turning.
http://img512.imageshack.us/img512/2040/sh3img2142009191932453.png
Something just aint right...
iambecomelife
04-22-09, 06:30 PM
Thanks for the hint. Will investigate.
And I am aware of the reflection problems. Unfortunately, these will not be fixed until Privateer and/or Skwas release some new modding tools. I can get reflections of the appropriate size/shape, but every time I import them they are covered with the deck textures. After multiple attempts I was unable to find a solution.
I don't know exactly what ship this is
Me neither, but let us see how well developed is my Kaleun's eye :D
My guesstimation for that ship is:
Ship length=90 to 100 metres
Mast=25 metres
Funnel=22 metres
Top of bridge=20 metres
Tonnage=Around 4000
So how far am I off, IABL? :hmmm:
papa_smurf
04-24-09, 02:46 PM
From what i've seen, this is going to be a superb mod. Excellent work iambecomelife:salute:.
mr chris
04-24-09, 03:08 PM
Right im just about to pull all my hair out. I installed a second 4870 x2 graphics card and a 1250wat coolmaster psu this week and now i cant even even get SH3 to load a mission. Im running the lastest drivers and have tried old ones as well. Im just at the end of my teather I have got the beta mod installed and all i want to do is test it out but my it keeps ****in crashing. Anyone have any ideas?
LordNeuro"Serbia"
04-24-09, 03:22 PM
Tray reinstaling the game. It mayte help. I had the similar problem with new card and after reinstaling the game it work. Theat is a maybe the solution, just maybe. I m shore sombady have a beter 1.
Cheers
iambecomelife
04-24-09, 03:36 PM
Me neither, but let us see how well developed is my Kaleun's eye :D
My guesstimation for that ship is:
Ship length=90 to 100 metres
Mast=25 metres
Funnel=22 metres
Top of bridge=20 metres
Tonnage=Around 4000
So how far am I off, IABL? :hmmm:
That's about right, although the tonnage is less than 4K.
mr chris
04-24-09, 04:15 PM
Tray reinstaling the game. It mayte help. I had the similar problem with new card and after reinstaling the game it work. Theat is a maybe the solution, just maybe. I m shore sombady have a beter 1.
Cheers
Tried reinstalling the game a few times now. I'm just running out of options now.
Could it be a problem in the Detection tool that comes with SH3 ?
What if you went back to one grfx card and tested
Just my 5 cents
rascal101
04-24-09, 08:32 PM
I thought to ask if IAMBECOMELIFE might be able to tell at a glance if the merchant fleet mod will work with the mods listed below or if I will need to delete some for it to work
American_Ore_Freighter_1.0
GWX - Open Hatch Mod
No Morse code
GWX - Integrated Orders
GWX - No Medals on Crew
GWX 3 St Naz and Schluese and other units
Rbs1_SH4_Effects_GWX_30_71
Torpedo damage Final ver2.0
Waterstream+Exhaust KombiMod V1.0
Combat Radio Frequency
combi env-test version2
WEBSTER's Better Waterline Colors for v1.4 and v1.5
WideScreen_SH3_V1
ManosEnvironmentPro v1.1
RB_SH4_Effects_for_SH3_2_03
Best wishes to all SH3 players and modders
makman94
04-24-09, 08:58 PM
That's about right, although the tonnage is less than 4K.
for the game: length=115m and i)for stock mast=22m
ii)for gwx mast=about 23,135m
but the tonnage ....how do you calculate that?
makman94
04-24-09, 09:06 PM
I thought to ask if IAMBECOMELIFE might be able to tell at a glance if the merchant fleet mod will work with the mods listed below or if I will need to delete some for it to work
American_Ore_Freighter_1.0
GWX - Open Hatch Mod
No Morse code
GWX - Integrated Orders
GWX - No Medals on Crew
GWX 3 St Naz and Schluese and other units
Rbs1_SH4_Effects_GWX_30_71
Torpedo damage Final ver2.0
Waterstream+Exhaust KombiMod V1.0
Combat Radio Frequency
combi env-test version2
WEBSTER's Better Waterline Colors for v1.4 and v1.5
WideScreen_SH3_V1
ManosEnvironmentPro v1.1
RB_SH4_Effects_for_SH3_2_03
Best wishes to all SH3 players and modders
hello Rascal, two things that i notice :
1.'Rbs1_SH4_Effects_GWX_30_71' and 'RB_SH4_Effects_for_SH3_2_03' are for the same purpose,meaning that the second one is overwritting the first one.no need to run both.i think that the first one is for gwx3.0 but not sure about that.better check it
2.as you are running M.E.P. v1.1 no need to run 'combi env-test version2'.remove the 'combi env-test version2' from your list
about your question , i think that you can run MFM mod but better iambecomelife to confirm this
bye
iambecomelife
04-24-09, 09:18 PM
for the game: length=115m and i)for stock mast=22m
ii)for gwx mast=about 23,135m
but the tonnage ....how do you calculate that?
Using rules of thumb.
400 foot freighters tended to be from 4600-5500 GRT. 450 foot tankers tended to be about 7500-8000 tons. And so on (although there were many exceptions).
makman94
04-24-09, 09:23 PM
Using rules of thumb.
400 foot freighters tended to be from 4600-5500 GRT. 450 foot tankers tended to be about 7500-8000 tons. And so on (although there were many exceptions).
i got it, thank you Iambecomelife :up:
McHibbins
04-25-09, 09:15 AM
Right im just about to pull all my hair out. I installed a second 4870 x2 graphics card and a 1250wat coolmaster psu this week and now i cant even even get SH3 to load a mission. Im running the lastest drivers and have tried old ones as well. Im just at the end of my teather I have got the beta mod installed and all i want to do is test it out but my it keeps ****in crashing. Anyone have any ideas?
What kind of error message occurs ? It´s possible to load the main menu ? Then it will have nothing to do with starforce imho.
Did you play a little bit with your grafic-driver-options ? Try medium or quality.
Maybe it´s a rendering problem that forced a ctd which could be handled in the drivermenu.
edit : sry for my bad english:oops:
for the game: length=115m and i)for stock mast=22m
ii)for gwx mast=about 23,135m
but the tonnage ....how do you calculate that?
Mainly thanks to the cargo bays and overall look of the ship :)
This ship has 4 cargo bays but is relatively small, so 1000 Tons per cargo bay should be OK. That's the reason I gave 4000 tons as figure, but I already though it might be a bit too much. Looks like it was, and on the other side I downsized the length a bit, but for a speed measurement with fixed wire method I would have used a rounded up 100 metres value, so indeed the result would have been close enough :up:
The purpose of this little exercise was just to show that real life kaleuns did it this way, and that in SH3 with IABL merchant fleet we better learn tod o so, because using recognition manuals will be simply impossible in most circunstances (As in real life was).
iambecomelife
04-26-09, 05:20 PM
To everyone, here is the link to the open "3rd Beta" of the MFM, plus the skin pack. Keep your eyes peeled for additional updates & changes in the upcoming weeks.
http://files.filefront.com/MFM+Skin+Pack7z/;13615137;/fileinfo.html
http://files.filefront.com/MFM+Beta+47z/;13614841;/fileinfo.html
ATM I am trying to decide between one of three courses:
-Continue work on the Merchant Fleet Mod as a SH3-supported modification, with additional nationalities, an ID book, and so on
-Start a new merchant mod with SH4 compatibility
-Start a total conversion mod for SH3 (more details later, but I WILL say it deals with a new time period).
If you have an opinion re: my next course of action, feel free not to keep it to yourself. :cool:
cant wait until they are SH4 compatible, saves my team a lot of work!!! thanks!
linerkiller
04-27-09, 12:32 AM
To everyone, here is the link to the open "3rd Beta" of the MFM, plus the skin pack. Keep your eyes peeled for additional updates & changes in the upcoming weeks.
http://files.filefront.com/MFM+Skin+Pack7z/;13615137;/fileinfo.html
http://files.filefront.com/MFM+Beta+47z/;13614841;/fileinfo.html
ATM I am trying to decide between one of three courses:
-Continue work on the Merchant Fleet Mod as a SH3-supported modification, with additional nationalities, an ID book, and so on
-Start a new merchant mod with SH4 compatibility
-Start a total conversion mod for SH3 (more details later, but I WILL say it deals with a new time period).
If you have an opinion re: my next course of action, feel free not to keep it to yourself. :cool:I will suggest the second option...you have already done a TITANIC work...:up:
rascal101
04-27-09, 12:54 AM
Hi to Mr IAMBECOMELIFE - is really funny to think I've waited nearly three years for this! and it took 25 minutes to downlod and two seconds to install - life is strange!
OK a question for you and then a statement re your request for comment re future directions
First the question - In your last post where you provide the links for MFM you call the mod "3rd Beta" does this mean there still may be bugs and that the thing may still require some tweaking - can you clarify if this is a beta or is it the real deal.
Second
Re Future directions - a thought for you. As soon as SH4 was released I ran out and purchased, played for a while, was wowed by the graphics but bored by the overall game-play - in the end, and for me, I put it down to the Pacific theatre which I didnt find all that challenging, unlike the Atlantic, where the hunter soon turns into the hunted - this for me was always the interest things just got harder the longer you stayed alive.
God I hope I dont cause the usual argument about Pacific V's Atlantic -thats not the point - I then installed the regualtion patches for SH4 as they appeared and fairly flew down to the store to purchase UBOAT Missions -
OK so I was never able to properly install UBoat missions, even when it was first released, god knows I tried, I believe others had some difficulties too, but as usual help was never really forthcoming.
The trouble may well have been that my original copy of SH4 might have been damaged, or that that my copy of Uboat missions might be damaged. Whatever, I can play SH4 patched and modded but it dont interest me, I cant play the game with UBoat missions added on and so I have never been able to sample the Atlantic mods that have since been added to SH4.
I cant get a new copy of SH4 as it's just not available and I cant get a new copy of Uboat missions for the same reason. What worries me is that the GWX team and you will start producing mods for SH4 which poor suckers like me will never be able to play because we've damaged original discs and so cant install the various patches and mods on SH4 to play - and we cant purchase new ones cos they simply aint out there in retail land
So I guess there a few thoughts in there for you and maybe a stray member of the GWX development team who may happen accros this tale of woe -
I love the Silent Hunter series, I've played 100s of games - but SH3 is the only one that has kept me entertained for nearlythree years of continuous play, I'd have love to have gotten more involved in SH4 but becuse of some technical issue with Uboat missions I cant
The trouble I guess in producing mods for SH4 is that for various reasons some of us will not have a copy of Uboat missions or the final patch for SH4 so we have not been able to make it work and therefore we cant play
By the way - there was some poll done by Niel Stevens last week or the week before, might one take this to mean a SH5 is under consideration or perhaps even in development as we speak?
I'd love to hear your thoughts
Regards and thanks for the Merchant Fleet Mod
Rascal
Contact
04-27-09, 01:37 AM
IABL - You might want to take a rest from all that moding :) Please don't start the same moding for SH4. It will probably take another 3 years ? :haha:
Now seriously I think it is not compatible with OLC Gold yet right ?
Oneshot/Onekill
04-27-09, 03:36 AM
To everyone, here is the link to the open "3rd Beta" of the MFM, plus the skin pack. Keep your eyes peeled for additional updates & changes in the upcoming weeks.
http://files.filefront.com/MFM+Skin+Pack7z/;13615137;/fileinfo.html
http://files.filefront.com/MFM+Beta+47z/;13614841;/fileinfo.html
ATM I am trying to decide between one of three courses:
-Continue work on the Merchant Fleet Mod as a SH3-supported modification, with additional nationalities, an ID book, and so on
-Start a new merchant mod with SH4 compatibility
-Start a total conversion mod for SH3 (more details later, but I WILL say it deals with a new time period).
If you have an opinion re: my next course of action, feel free not to keep it to yourself. :cool:After you take some much needed R&R I would like to see you go with option #1 IABL.:up:
ryoga_77
04-27-09, 04:47 AM
IABL,i have enjoyed keeping track of the progress of your creation,at the moment i have just finished installing and look forward to send an eel to their sides on my first outing.Might i suggest/implore you make an equivalent pack for the major naval forces which would cover naval units not previously released/realised.I find it unrealistic that France has no battleships whilst being the 4th largest Navy at the time.Hope this suggestion finds some form of favour with your goodself.
Thank You for all your hard work.
:arrgh!:
nikbear
04-27-09, 05:53 AM
I would go with
-Continue work on the Merchant Fleet Mod as a SH3-supported modification, with additional nationalities, an ID book, and so on
For the sake of seeing things to its final intended conclusion and for the great many people who have waited patiently,kept faith with you in this endeavour and been looking forward to the finished wonderful,grand piece of work:salute:I know I have,ever since I joined SUBSIM,many moons ago and first saw those images and you outlined the huge undertaking that you had planned to do....Hopefully that wait is nearly at an end :yeah::salute::woot::rock::up::yep:
coronas
04-27-09, 07:57 AM
I would go with
-Continue work on the Merchant Fleet Mod as a SH3-supported modification, with additional nationalities, an ID book, and so on
For the sake of seeing things to its final intended conclusion and for the great many people who have waited patiently,kept faith with you in this endeavour and been looking forward to the finished wonderful,grand piece of work:salute:I know I have,ever since I joined SUBSIM,many moons ago and first saw those images and you outlined the huge undertaking that you had planned to do....Hopefully that wait is nearly at an end :yeah::salute::woot::rock::up::yep:
Solved my CTD problems; I agree. :salute:
McHibbins
04-27-09, 08:04 AM
Which cdt problems ?
denis_469
04-27-09, 11:45 AM
IAMBECOMELIFE - thank vary large for you excellent mod!
Sailor Steve
04-27-09, 12:29 PM
While I'd like to see another pack with the small coastal merchants, I honestly think SH4 is the wave of the future. I'd move on.
@ rascal101: SH4 Gold, which includes U-Boat missions, is readily available and for a good price these days. If for some reason you can't get a copy at all, there are plenty of people here who would be glad to help out. I sent my spare copy to someone months ago, and can't really afford to buy one for someone else currently, but if it can't be obtained at all and you have the money I'd be glad to get a copy and send it to you.
And as to your other question: yes, we've been talking about SH5 for months now. I was one of the ones who got to speak to Elanaiba directly in Houston, and while he would give no details at all, he did say that they were working on it. There are several threads devoted to it around the forums.
coronas
04-27-09, 02:39 PM
Which cdt problems ?
Old missions with old ship names. Some ships names changued in new Beta.
rascal101
04-27-09, 06:31 PM
Hi to you and thanks for your reply all very interesting - As for SH4Gold - I have not seen this in the games stores in Australia - mind you absense of evidences isnt necassarily evidence of absense I will ask my local if they can get it - one thing, is the 'gold' edition two seperate discs or when you install do you install once and get the lot - otherwise I may well take you up on this - in fact I'd say there would be many keen subsimmers who are in the same boat - ie unable to get a new game as its not availiable so they would not get to enjoy the newer sh4 Atlantic content and mods - I would certainly pay you for the trouble so no problems in that regard.
Interesting re SH5 - guess we'll have to wait and see although would be nice to get some more excitement gowing if as you say they are actually working on it - thanks for the heads up any way
While I'd like to see another pack with the small coastal merchants, I honestly think SH4 is the wave of the future. I'd move on.
@ rascal101: SH4 Gold, which includes U-Boat missions, is readily available and for a good price these days. If for some reason you can't get a copy at all, there are plenty of people here who would be glad to help out. I sent my spare copy to someone months ago, and can't really afford to buy one for someone else currently, but if it can't be obtained at all and you have the money I'd be glad to get a copy and send it to you.
And as to your other question: yes, we've been talking about SH5 for months now. I was one of the ones who got to speak to Elanaiba directly in Houston, and while he would give no details at all, he did say that they were working on it. There are several threads devoted to it around the forums.
Happy Times
04-28-09, 12:52 AM
I have years of experience in installijn SH3 mods and 13 times i tried to install this one.
Im moving on untill a simple installer is done, otherwise il go mad.:damn:
Just a quick question.
In the MFM Skin pack it says unpack to sh3 commander
Do I need sh3 commander for this mod to work ?
So for what I've seen i must say : Extremly nice work.
IAMBECOMELIFE your mod is outstanding, thank you very much!:yeah:
McHibbins
04-28-09, 04:53 AM
@ Coronas
What is the date of your readme in your download ? 4/17/09 ?
Do you also tweaked the names.cfg in the seafolder with the files which came with IABLs mod ?
Otherwise it´s sounds strange ´cause i´ve got no ctds anymore.
@Happy Times
Where´s your problem ? Maybe i can help you with an PM ?! Don´t want to post all my changed files ´cause the post would be to long.
@ Jail
You don´t need SH3 Commander. The skins are only important for Commander´s randomnise function.
But if you want to get the full immersion of SH3Cs randomnise funktion,
you´ll have to change the ship.name.cfg there also like for example :
.
.
.
.
.
M25A=GenericMerchantsAndTankers
M30A=GenericMerchantsAndTankers
M33A=GenericMerchantsAndTankers
M34A=GenericMerchantsAndTankers
M39A=GenericMerchantsAndTankers
M40A=GenericMerchantsAndTankers
NGM=GenericMerchantsAndTankers
NTRS=GenericMerchantsAndTankers
O02A=GenericMerchantsAndTankers
L02A=KGN
L03A=KGN
L01B=KGN
L02B=KGN
L03B=KGN
RP01A=M35B
AK01A=M35B
AK02A=M35B
AK03A=M35B
T01A=T13A
T02A=T13A
T03A=T13A
T04A=T13A
T06A=T13A
T09A=T13A
T10A=T13A
T11A=T13A
T13A=T13A
T15A=T13A
T16A=T13A
T17A=T13A
T18A=T13A
T19A=T13A
O01A=T13A
T01B=LTMS
T02B=LTMS
T03B=LTMS
T04B=LTMS
T05B=LTMS
T06B=LTMS
T07B=LTMS
T08B=LTMS
T10B=LTMS
T11B=LTMS
T12B=LTMS
T13B=LTMS
T14B=LTMS
T15B=LTMS
T16B=LTMS
T18B=LTMS
AO01A=LTMS
AO02A=LTMS
S01B=KSSJ
S02B=KSSJ
S03B=KSSJ
S04B=KSSJ
S01A=KSSJ
S02A=KSSJ
S03A=KSSJ
S04A=KSSJ
AM01A=AMM
.
.
.
.
.
to get a name or cargo and crew lost after your missions in the Patrol log. You can also change or add the randomised.event.cfg there to get different tonnage, but imho there´re so many different ships coming with that mod that there´s no need for that.
coronas
04-28-09, 06:37 AM
@McHibbins:
Yes, I have the 04/17/2009 readme but I did some test missions for previous Betas. Some shipnames (M10 to Hog Islander b.e.) are different and...CTD in old missions. I changued names in missions and go on. Thanks for your interest.
Anyone else having trouble downloading the skinpack.
I keep getting
Your download cannot be completed at this time. Please try again later by re-visiting FileFront.com (http://www.filefront.com/).
If this error persists, please contact FileFront support (http://support.filefront.com/).
You will be redirected to FileFront.com (http://www.filefront.com/) in 30 seconds.
linerkiller
04-29-09, 12:25 AM
I just downloaded the latest beta...What is the impact of the mod on the loading time:06:?? My current loading time is 10-12 minutes
Thanks to all people involved in the creation of this mod!!:up::rock::up:
@ CWorth
No problems here. Did a re download to check and it works ok here
I'm using ie7
@McHibbins
Thank you for the help will give it a try.
McHibbins
04-29-09, 02:18 AM
I just downloaded the latest beta...What is the impact of the mod on the loading time:06:?? My current loading time is 10-12 minutes
Thanks to all people involved in the creation of this mod!!:up::rock::up:
Impacts of mods on the loading time are always heavy. 10 Minutes seems to be quite normal. Even after a system defrag I need 15-20 for the first loading...faster after a restart to update your career via SHC.
Ok...but i must say that i also added IABL´s ship to other nations :03:
linerkiller
04-29-09, 06:56 AM
Impacts of mods on the loading time are always heavy. 10 Minutes seems to be quite normal. Even after a system defrag I need 15-20 for the first loading...faster after a restart to update your career via SHC.
Ok...but i must say that i also added IABL´s ship to other nations :03:
excuse me for my bad explaining:88)
10-12 miutes without the mod... I play GWX 2.1+Schnellboot mod+various liners&ship mods...i hope that MFM wont increase that more than 5 mins:-?!
rascal101
04-29-09, 07:24 AM
Cant believe it, have waited so long for this mod and I cant get the mod to work -
Ok so I've downloaded MFM Beta 4 - placed the names in the Important text doc into my English CFG and German CFG - then put the MFM into Mods folder of JSGME
Please refer to activated mods list below - have I missed something or should they be in a different order Any ideas any one?
WideScreen_SH3_V1
ManosEnvironmentPro v1.1
GWX - Integrated Orders
GWX - No Medals on Crew
GWX 3 St Naz and Schluese and other units
No Morse code
Waterstream+Exhaust KombiMod V1.0
WEBSTER's Better Waterline Colors for v1.4 and v1.5
GWX - Open Hatch Mod
Rbs1_SH4_Effects_GWX_30_71
MFM-Beta-4
The game loads and I can fit out a sub and crew, but when I go on patrol the game takes an age to load, the load bar goes from left to right, then, when its almost complete and I get some message from Microsoft with an offer to tell them SH3 has encountered a problem etc etc etc - Museum does the same thing, takes an age to do anything with a lot of clicking and whirring sounds and then the game just crashes
HELP!!
Regards
Rascal
Hi pal
1/do a clean install of the game+1.4 patch+gwx 3.0 or disable all and then enable first mfm .After enable one by one all the other mods except gwx st nazaire.
try the game begining a new career
i think that the prob is on st nazaire mod cause bbw had added the t3a tanker and there is a conflict at english names cfg (there are 2 ships named t13a) .
hope that will work
cheers:ping::haha:
Anyone else having trouble downloading the skinpack.
I keep getting
Your download cannot be completed at this time. Please try again later by re-visiting FileFront.com (http://www.filefront.com/).
If this error persists, please contact FileFront support (http://support.filefront.com/).
You will be redirected to FileFront.com (http://www.filefront.com/) in 30 seconds.
At home I get this message too.
And I forgott to move the files to my memory stick when I was at work.:wah::wah::wah:
After some thinking I remotely controlled my pc at work and uploaded the files to my skydrive.
To iambecomelife : If you want I can share the link for people that wants to DL the mod.
Fishers of Men
04-30-09, 02:15 PM
Installed MFM Beta 4 mod using readme.txt directions and found no conflicts with any other GWX mods, including the GWX3 St. Naz and Schluese v3 mod. The only requirement is that you need to start a new career. I also use the Thomsens Ships v3.1 and the CLAssemblage2(GraphPack) mods and there is some files that are overlaid. I am not sure if these two mods get broken or not. Maybe the creators of these mods can shed some light on this. I always try to take care in which mods I load in what order for them to work correctly.
Installed MFM Beta 4 mod using readme.txt directions and found no conflicts with any other GWX mods, including the GWX3 St. Naz and Schluese v3 mod.
Very strange... I have had a lot of conflits and of course a CTD.... see below:
"T09A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"M35B.val" has already been altered by the "LifeBoats&Debris_v4" mod.
"M35B.val" has already been altered by the "Damage immersion" mod.
"M36B.val" has already been altered by the "LifeBoats&Debris_v4" mod.
"M36B.val" has already been altered by the "Damage immersion" mod.
"NLL_.val" has already been altered by the "LifeBoats&Debris_v4" mod.
"NLL_.val" has already been altered by the "Damage immersion" mod.
"NRC_.val" has already been altered by the "LifeBoats&Debris_v4" mod.
"NRC_.val" has already been altered by the "Damage immersion" mod.
Folder "Data\Sea\T09A" has already been added by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.dat" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.dsd" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.eqp" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.sim" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.sns" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.val" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A.zon" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_en.log" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_fr.log" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_ge.log" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_shp.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_sil.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_T01.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_T02.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_T03.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T09A_T04.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
Folder "Data\Sea\T13A" has already been added by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.dat" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.dsd" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.eqp" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.sim" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.sns" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.val" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A.zon" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_en.log" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_fr.log" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_ge.log" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_shp.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_sil.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_T01.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_T02.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_T03.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
"T13A_T04.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units" mod.
I'm waiting for a soluce...Please, help!
Outstanding work !!!
Iv'e painted some models for M$ train sim so I got some clue how much work is done for this MOD
P.S. Is the stock T1 weak in explosive ? I had to put 4-5 direct hits to a medium merchant before it sank.
http://i118.photobucket.com/albums/o110/msts/Sub/shot1241130518copy-1.jpg
http://i118.photobucket.com/albums/o110/msts/Sub/shot1241130485copy.jpg
http://i118.photobucket.com/albums/o110/msts/Sub/shot1241129788copy.jpg
This last boat had some sound problems. The sound of sinking ship but I havent touched it.
rascal101
04-30-09, 11:22 PM
Ah this is driving me nuts - still cant get MFM to work, please take a look at my activated mods list below - one thing - I'm trying to check the mod is working well by first viewing everything in the museum, and this is where I get a problem. The museum takes a hundered years to almost load then crashes with a message to tell Microsoft
Is there a chance that the mod actually works in game just not the museum? I dont want to start a career and then encounter crashes after I'm well into a career so is the museum crash telling me the mod doesnt owrk or is something else going on
Can some one take a look at the list below to see if there is a conflict, or perhaps I need to do a complete clean install
No Morse code
WideScreen_SH3_V1
ManosEnvironmentPro v1.1
MFM-Beta-4
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Open Hatch Mod
Waterstream+Exhaust KombiMod V1.0
Rbs1_SH4_Effects_GWX_30_71
new wakes
McHibbins
05-01-09, 06:09 AM
First try the mod as a standalone. If there´re still problems you can be sure there´re no probs with other mods (I´ve got 25 activated together with mfm4). And IF it is so, try a clean reinstall.
@ Jail
The soundproblem you´re describing is a prob which stock ships have too. It was coming up with GWX and has imho something to do with the cfg. files. Ships are deeper in the water and the flooding - level was tweaked. Hmm..how can i describe it in english.....the game is thinking the ship is sinking ´cause of the depth in the water ( even in rough weather) but the engine allows her to swim, and so sometimes the sinking sound is coming up.
rascal101
05-01-09, 06:29 AM
Thanks McHibbins - Good advise - Incidently with 25 mods activated may I ask what you have going - sounds impressive would be interested to know especially if your after realism
Best Regards
Rascal
@ Jail
The soundproblem you´re describing is a prob which stock ships have too. It was coming up with GWX and has imho something to do with the cfg. files. Ships are deeper in the water and the flooding - level was tweaked. Hmm..how can i describe it in english.....the game is thinking the ship is sinking ´cause of the depth in the water ( even in rough weather) but the engine allows her to swim, and so sometimes the sinking sound is coming up.
I understand. Heard the sound from a tiny corvette in rough sea.
Other ueser: You have to start a new campaign to get MFM4 to work. Trying to load a saved game from before you installed MFM4 crashes. Think I unloaded lifeboats mod because of the conflict with MFM4
Ok got the skinpack downloaded and am looking forward to sinking a few of these ships very soon.
Looks like the problem with downloading was Filefront was doing some server maintenance on that day.
McHibbins
05-02-09, 04:33 AM
Sorry, 21 not 25.
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Capaign
GWX - Open Hatch Mod
Phoenix Map tools
Phoenix1957 New Main Screen toolbar
Red U-Marker
Das Boot Offiziere
Offiziersmützen
Torpedo damage final 2.0 (changed some files)
GWX - VIIC41 Player Sub
Authentic Off_Faces #2
Water_Stream_for_Uboats_V4 (changed some files)
Emblem Pack
Das Boot Soundmod (changed some files)
Lifeboat&Debris_V4 (changed some files)
MFM- Beta-V4 (changed some files)
Seaform (changed some files)
Smoke Mod Pascal (changed some files)
Greycamo VIIB
As you see some Modnames are different from the Originals. Reason is, i made some Changes in different files to get them work together.
rascal101
05-02-09, 06:05 AM
Hi to all well this is really frustrating - Ok as per previous advise I have worked my way through my list of activated mods in JSGM and to my great surprise it turns out its the MFM mod itself is the cause of the problem
So I have unintalled SH3 complety even used SH3 REGCLEAN - a very useful tool - I now have a completely clean and unmodded SH3 with GWX 3 correctly installed - no other mods or alterations running with MFM installed via JSGM - I try to load a career and the red load bar goes left to right but kind of halts about a centermetre from the right side. My computer seesm to hang there groaning and whirring for an age and then crashes with a Microsoft error message.
Without MFM I go right into a career and away I go
So hase any one got any ideas - I loaded the MFM Importans names into the EnglishNames folder in Sea in SH3 Data folder, see list below, I have no other mods running - can any one help me I'm really stumped, should the names be in any other folder or have I not done something else
[Names]
Iceberg=Large Iceberg
IcebergM1=Medium Iceberg
IcebergM2=Medium Iceberg
IcebergM3=Medium Iceberg
IcebergS1=Small Iceberg
IcebergS2=Small Iceberg
IcebergS3=Small Iceberg
BBBismarck=KM Bismarck
BBTirpitz=KM Tirpitz
BBScharnhorst=KM Scharnhorst
BBGneisenau=KM Gneisenau
BBUSSIowa=Iowa class
BBNevadaA=Nevada class
BBKingGeorgeV=HMS King George V
BBDukeOfYork=HMS Duke of York
BBPrinceOfWales=HMS Prince of Wales
BBAnson=HMS Anson
BBHowe=HMS Howe
BBNelson=HMS Nelson
BBRodney=HMS Rodney
BBRevenge=Revenge class
BBLittorio=RN Littorio
BBItalia=RN Italia
BBRoma=RN Roma
BBVittorio=RN Vittorio Veneto
BCHood=HMS Hood
BCRepulse=Renown class
BCGrafSpee=KM Graf Spee
BCDeutschland=KM Deutschland
CA_Averof=RHN Giorgios Averof
CAHipper=KM Admiral Hipper
CABlucher=KM Bluecher
CAPEugen=KM Prinz Eugen
CALutzow=KM Luetzow
CAScheer=KM Admiral Scheer
CAFiume=RN Fiume
CAGorizia=RN Gorizia
CAPola=RN Pola
CAZara=RN Zara
CAPr26bis=Maxim Gorki class
CAPr26=Kirov class
CANorfolk=Dorsetshire class
CADevonshire=London class
CACumberland=Kent class
CLNOrleans=New Orleans class
CLKclass=K class
CLBrooklyn=Brooklyn class
CLDido=Dido class
CLFiji=Fiji class
CLSouthampton=Southampton class
CLAbruzzi=RN Duca degli Abruzzi
CLGaribaldi=RN Giuseppe Garibaldi
CVIllustrious=Illustrious class
CVUSSEssexCV9=Essex class
CVGrafZeppelin=KM Graf Zeppelin
CVECasablanca=Casablanca class
CVEBogue=Bogue class
GeAuxCruiser=Commerce Raider
BrAuxCruiser=Auxiliary Cruiser
DDFletcher=Fletcher class
DDTribal=Tribal class
DDV&W=V&W classes
DDType7y=Storozhevoy class
NDD_SU1=Novik class
DDType34=Type 34 class
DDType36A=Type 36A class
DDClemson=Clemson class
DDSoldati=Soldati class
DDSomers=Somers class
DDA&B=A&B classes
DDHuntI=Hunt I class
DDHuntII=Hunt II class
DDHuntIII=Hunt III class
DDCClass=C&D classes
DDJClass=J&K classes
DDLClass=L class AA
DDNClass=N class
DDQClass=Q&R classes
DDSClass=S&T classes
DDTown=Town class
DDBourrasque=Bourrasque class
DEEvarts=Evarts class
DEBuckley=Buckley class
DEJCButler=JC Butler class
DEBPS=Uragan Torpedo Boat
FFBlackSwan=Black Swan class
FFCaptainI=Captain class I
FFCaptainII=Captain class II
FFRiverClass=River class
FFColony=Colony class
FFTacoma=Tacoma class
Ftboot=Flottenbegleiter class
COFlower=Flower class
COBathurst=Bathurst class
HDSubCT13=Sub Chaser 13 class
PTSchnellboot=Schnellboot
MTBVos=Motor Torpedo Boat
RAFHSL=RAF Air Sea Rescue
PTElco=Elco Torpedo Boat
MAS=MAS Torpedo Boat
PBTrawler=Armed Trawler
PCTrawler=ASW Trawler
NHPB=Vorpostenboot class
NPTV=Small Vorpostenboot
NPTV_KFK=Kriegsfischkutter
TB1924=Type 23-24 classes
TB1937=Type 35-37 classes
MS1935=Minesweeper
NMSR=Raeumboot class
MSTrawler=Isles class
MSTrawler1=Isles class
LCMAL=Naval Artillery Barge
LCMTL=Naval Tranport Barge
NLCVP=Higgins Boat
Smallhunter=Sub chaser
LST=Landing Ship Tank
DS=Large Depot Ship
SD=Small Depot Ship
NMSS=Sperrbrecher class
FishingBoat=Fishing Boat
FishingBoat1=Motor Vessel
FishBoatL=Motor Vessel
FishingBoat2=Small Trawler
FishingBoat3=Fishing Ketch
FishingBoat3L=Fishing Ketch
DST=Large Trawler
NF_boat_4=Pelagic Trawler
NF_boat_5=Small Fishing Boat
SCHO=Schooner
Sloop=Sloop
JunkM=Medium Junk
JunkS=Small Junk
TugBoat=Tugboat
LTgBoat=Tugboat
HarbourTugBoat=Large Tugboat
ATug=Armed Tugboat
AC4=Cyclops
AMM=Ammunition Ship
KGN=Large Merchant
KLS=Medium Cargo
LLS=Medium Cargo
KSQ=Tramp Steamer
LSQ=Tramp Steamer
KBL=Small Freighter
KSS=Small Merchant
LSS=Small Merchant
KLAKE=Great Lakes Freighter
NSCT=Coastal Freighter
LGH=Lightship
LL=Liberty Cargo
VV=Victory Cargo
C3Cargo=Large Cargo
NFAD=Dithmarschen class
OTMS=Large Tanker
LTMS=Large Tanker
OTMST2=Modern Tanker
NECT=Medium Tanker
OTSF=Small Tanker
LTSF=Small Tanker
SJT=Intermediate Tanker
NWP=Nipiwan Park-type Tanker
COT=Coastal Tanker
NOTCW=Whale Factory Ship
NRC=Ore Carrier
LPL=Ocean Liner
PPL=Large Troop Ship
NPTB=Small Ocean Liner
LUS=HMT Aquitania
CHT=Chatham-type Troop Ship
NLOL=Ceramic-type Ocean Liner
KCA=Passenger/Cargo
PTR=Troop Ship
PTL=Large Passenger/Cargo
TR=Troop Transport
HSL=Hospital Ship
M35B=Empire-type Freighter
M36B=CAM Freighter
PRT=Cyclops-type Collier
GRA=Granville-type Freighter
BuV_Dock1=Floating Dock
BuV_Dock2=Floating Dock
NKSEF=Coal Freighter
Schute_M2=Small Coal Tender
L01B=Heavy Merchant 01
M01B=Medium Merchant 01
M02B=Medium Merchant 02
M03B=Medium Merchant 03
M04B=Medium Merchant 04
M06B=Medium Merchant 06
M07B=Medium Merchant 07
M08B=Medium Merchant 08
M09B=Medium Merchant 09
M10B=Hog Islander-UK
M11B=Medium Merchant 11
M12B=Medium Merchant 12
M13B=Medium Merchant 13
M14B=Medium Merchant 14
M15B=Medium Merchant 15
M16B=Medium Merchant 16
M17B=Medium Merchant 17
M18B=Medium Merchant 18
M19B=Medium Merchant 19
M20B=Medium Merchant 20
M21B=CAM-Ship 02
M22B=Medium Merchant 22
M23B=Medium Merchant 23
M24B=Medium Merchant 24
M25B=Medium Merchant 25
M26B=Medium Merchant 26
M27B=Medium Merchant 27
M28B=Medium Merchant 28
M29B=Medium Merchant 29
M30B=Medium Merchant 30
M31B=Medium Merchant 31
M32B=Medium Merchant 32
M33B=Medium Merchant 33
M34B=Medium Merchant 34
M37B=Medium Merchant 37
M38B=Medium Merchant 38
M39B=Medium Merchant 39
M40B=Medium Merchant 40
O02A=Ore Freighter 02
T01B=Tanker 01
T02B=Tanker 02
T03B=Tanker 03
T04B=Tanker 04
T05B=Tanker 05
T06B=Tanker 06
T07B=Tanker 07
T08B=Tanker 08
T10B=Tanker 10
T14B=Tanker CAM-Ship
T15B=Tanker 15
T16B=Tanker 16
T18B=Tanker 18
T01A=Tanker 01
T03A=Tanker 03
T06A=Tanker 06
T09A=Tanker 09
T10A=Tanker 10
T13A=Tanker 13
T16A=Tanker 16
T17A=Tanker 17
T18A=Tanker 18
T19A=Tanker 19
RP01A=Repair Ship
AK01A=Naval Cargo Ship 01
AK02A=Naval Cargo Ship 02
AK03A=Naval Cargo Ship 03
AM01A=Ammunition Ship 01
AO01A=US Oiler 01
AO02A=US Oiler 02
L02A=Heavy Merchant 02
L03A=Heavy Merchant 03
M01A=Medium Merchant 01
M03A=Medium Merchant 03
M05A=Medium Merchant 05
M06A=Medium Merchant 06
M07A=Medium Merchant 07
M09A=Medium Merchant 09
M10A=Hog Islander-US
M13A=Medium Merchant 13
M15A=Medium Merchant 15
M17A=Medium Merchant 17
M22A=Medium Merchant 22
M25A=Medium Merchant 25
M30A=Medium Merchant 30
M33A=Medium Merchant 33
M34A=Medium Merchant 34
M39A=Medium Merchant 39
M40A=Medium Merchant 40
NRC=Rose Castle Ore Carrier
coronas
05-02-09, 06:57 AM
@Rascal:
There is not T15B ship in Sea folder nor British roster. Delete T15B=Tanker 15 in English names. I think there is the problem.
:salute:
McHibbins
05-02-09, 08:18 AM
Coronas,
you´re right, the ship isn´t there...but....can´t be the crash problem.
For me the mod is working smooth and fine...still with T15B on my list.
[Names]
Iceberg=Großer Eisberg
IcebergM1=Mittlerer Eisberg
IcebergM2=Mittlerer Eisberg
IcebergM3=Mittlerer Eisberg
IcebergS1=Kleiner Eisberg
IcebergS2=Kleiner Eisberg
IcebergS3=Kleiner Eisberg
BBBismarck=KM Bismarck
BBTirpitz=KM Tirpitz
BBUSSIowa=USS Iowa
BBKingGeorgeV=King George V
BBDukeOfYork=HMS Duke of York
BBPrinceOfWales=HMS Prince of Wales
BBAnson=HMS Anson
BBHowe=HMS Howe
BBNelson=HMS Nelson
BBRodney=HMS Rodney
BBRevenge=Revenge - Klasse
BBNevadaA=Nevada - Klasse
BBLittorio=RN Littorio
BBItalia=RN Italia
BBRoma=RN Roma
BBVittorio=RN Vittorio Veneto
BBScharnhorst=KM Scharnhorst
BBGneisenau=KM Gneisenau
BCGrafSpee=KM Graf Spee
BCDeutschland=KM Deutschland
BCHood=HMS Hood
BCRepulse=Repulse Klasse
CA_Averof=Georgios Averof
CAHipper=KM Admiral Hipper
CABlucher=KM Blücher
CAPEugen=KM Prinz Eugen
CALutzow=KM Lützow
CAScheer=KM Admiral Scheer
CAFiume=RN Fiume
CAGorizia=RN Gorizia
CAPola=RN Pola
CAZara=RN Zara
CAPr26bis=Maxim Klasse
CAPr26=Kirov Klasse
CANorfolk=Dorsetshire Klasse
CADevonshire=London Klasse
CASuffolk=HMS Suffolk
CACumberland=Kent Klasse
CLNOrleans=New Orleans Klasse
CLKclass=Köln Klasse
CLBrooklyn=Brooklyn Klasse
CLDido=Dido Klasse
CLFiji=Fiji Klasse
CLSouthampton=Southampton
CLAbruzzi=Duca degli Abruzzi
CLGaribaldi=RN Giuseppe Garibaldi
CVIllustrious=Illustrious - Klasse
CVUSSEssexCV9=Essex - Klasse
CVGrafZeppelin=Graf Zeppelin
CVECasablanca=Casablanca - Klasse
CVEBogue=Bogue - Klasse
GeAuxCruiser=Blockadebrecher
BrAuxCruiser=Hilfskreuzer
DDFletcher=Fletcher Klasse
DDTribal=Tribal Klasse
DDV&W=V&W Klassen
DDType7y=Sowjetzerstörer Typ-7y
NDD_SU1=Sowjetzerstörer Typ Novik
DDType34=Typ-34
DDType36A=Typ-36A
DDClemson=Clemson Klasse
DDSoldati=Soldati Klasse
DDSomers=Somers Klasse
DDHuntI=Hunt I Klasse
DDHuntII=Hunt II Klasse
DDHuntIII=Hunt III Klasse
DDA&B=A&B Klassen
DDCClass=C&D Klassen
DDJClass=J&K Klassen
DDLClass=L Klasse Flak
DDNClass=N Klasse
DDQClass=Q&R Klassen
DDSClass=S&T Klassen
DDTown=Town Klasse
DDBourrasque=Bourrasque Klasse
DEEvarts=Evarts Klasse
DEBuckley=Buckley Klasse
DEJCButler=JC Butler Begleitzerstörer
DEBPS=Uragan Klasse
FFBlackSwan=Black-Swan Klasse
FFCaptainI=Captain I Klasse
FFCaptainII=Captain II Klasse
FFRiverClass=River Klasse
FFColony=Colony Klasse
FFTacoma=Tacoma Klasse
Ftboot=Flottenbegleiter
COFlower=Flower Klasse
COBathurst=Bathurst Klasse
HDSubCT13=U-Jagdboot Typ-13
PTSchnellboot=Schnellboot
RAFHSL=Rettungschnellboot Typ 2
MTBVos=Vosper Torpedoboot
PTElco=Elco Torpedoboot
MAS=MAS Torpedoboot
PBTrawler=Bewaffneter Trawler
PCTrawler=Bewaffneter Trawler
MSTrawler=Isles Klasse Minensuchboot
MSTrawler1=Isles Klasse Minensuchboot
NHPB=Vorpostenboot
NPTV=Kleines Vorpostenboot
TB1924=Torpedoboot Raubtier-Klasse
TB1937=Torpedoboot Klasse-1937
NPTV_KFK=Kriegsfischkutter Klasse
MS1935=Minensuchboot Typ M 35
NMSR=Minenraumboot Klasse R-Boot
LCMAL=Marineartillerie Leichter
LCMTL=Marinetransporter Leichter
Smallhunter=Sowjetisches U-Jagdboot
LST=Landungsboot
DS=Marineversorger
SD=Kleiner Marineversorger
NMSS=Sperrbrecher
FishingBoat=Kleiner Fischkutter
FishingBoat1=Fischerboot
FishBoatL=Fischerboot
FishingBoat2=Trawler
FishingBoat3=Fischkutter
FishingBoat3L=Fischkutter
DST=Hochsee-Trawler
NF_boat_4=Trawler Typ Pelagic
NF_boat_5=Kleines Fischerboot
SCHO=Schoner
Sloop=Segelschiff
JunkM=Mittelgroße Dschunke
JunkS=Kleine Dschunke
TugBoat=Schlepper
LTgBoat=Schlepper
HarbourTugBoat=Großer Hafenschlepper
ATug=Bewaffneter Schlepper
AC4=Cyclops
AMM=Munitionsfrachter
KGN=Großes Frachtschiff
C3Cargo=Großer Frachter
KLS=Mittelgroßer Frachter
LLS=Mittelgroßer Frachter
KSQ=Trampdampfer
LSQ=Trampdampfer
KBL=Kleiner Frachter
KCA=Passagier und Frachtschiff
KSS=Kleiner Frachter
LSS=Kleiner Frachter
KLAKE=Küstenmotorschiff
NSCT=Küstenfrachter
LGH=Leuchtfeuerschiff
LL=Liberty Frachter
VV=Victory Frachter
M35B=Empire Typ Frachter
OTMS=Großer Tanker
LTMS=Großer Tanker
OTMST2=Tanker
NECT=Mittelgroßer Tanker
OTSF=Leichter Tanker
LTSF=Leichter Tanker
SJT=Kleiner Tanker
NWP=Alter kleiner Tanker
COT=Küstentanker
NOTCW=Walfabrikschiff
NRC=Erzfrachter
PPL=Passagierlinienschiff
LPL=Passagierlinienschiff
LUS=Passagierdampfer
NPTB=Postdampfer
CHT=mittleres Passagierschiff
NLOL=Alter Passagierdampfer
PTR=Passagierschiff
PTL=Passagierschiff
TR=Truppentransporter
HSL=Lazarettschiff
PRT=Kohlefrachter
NFAD=Dithmarschen Klasse
GRA=Mittelgroßer Frachtdampfer
NLCVP=Higgins Boat
BuV_Dock1=Schwimmdock
BuV_Dock2=Schwimmdock
NKSEF=Schüttgutfrachter
Schute_M2=Kohlenschute
M36B=Katapultschiff
;Iambecomes MF Mod
L01B=Großes Frachtschiff
L02B=Großes Frachtschiff
L03B=Großes Frachtschiff
M01B=Mittelgroßer Frachter
M02B=Mittelgroßer Frachter
M03B=Mittelgroßer Frachter
M04B=Mittelgroßer Frachter
M06B=Mittelgroßer Frachter
M07B=Mittelgroßer Frachter
M08B=Mittelgroßer Frachter
M09B=Mittelgroßer Frachter
M10B=Mittelgroßer Frachter
M11B=Mittelgroßer Frachter
M12B=Mittelgroßer Frachter
M14B=Mittelgroßer Frachter
M15B=Mittelgroßer Frachter
M16B=Mittelgroßer Frachter
M17B=Mittelgroßer Frachter
M18B=Mittelgroßer Frachter
M19B=Mittelgroßer Frachter
M20B=Mittelgroßer Frachter
M21B=Katapultschiff
S01B=Leichter Frachter
S02B=Leichter Frachter
S03B=Leichter Frachter
S04B=Leichter Frachter
T01B=Tanker
T02B=Tanker
T03B=Tanker
T05B=Tanker
T06B=Tanker
T07B=Tanker
T08B=Tanker
T11B=Tanker
T12B=Tanker
T13B=Tanker
T14B=Tanker Katapultschiff
T16B=Tanker
P01B=Transport
P02B=Transport
P03B=Transport
L02A=Großes Frachtschiff
M01A=Mittelerer Frachtdampfer
M05A=Mittelerer Frachtdampfer
M10A=Mittelerer Frachtdampfer
M16A=Mittelerer Frachtdampfer
M18A=Mittelerer Frachtdampfer
M19A=Mittelerer Frachtdampfer
M20A=Mittelerer Frachtdampfer
S01A=Leichter Frachter
S02A=Leichter Frachter
S03A=Leichter Frachter
S04A=Leichter Frachter
T01A=Tanker
T02A=Tanker
T03A=Tanker
T04A=Tanker
T09A=Tanker
T11A=Tanker
T13A=Tanker
T15A=Tanker
T16A=Tanker
T17A=Tanker
T18A=Tanker
O01A=Marine Tanker
P01A=Transport
P02A=Transport
P03A=Transport
F01B=Dampfschleppnetzfischer 1
F02B=Dampfschleppnetzfischer 2
F03B=Dampfschleppnetzfischer 3
F04B=Dampfschleppnetzfischer 4
L01B=Großer Frachter
M01B=Mittlerer Frachter
M02B=Mittlerer Frachter
M03B=Mittlerer Frachter
M04B=Mittlerer Frachter
M06B=Mittlerer Frachter
M07B=Mittlerer Frachter
M08B=Mittlerer Frachter
M09B=Mittlerer Frachter
M10B=Hog Islander-UK
M11B=Mittlerer Frachter
M12B=Mittlerer Frachter
M13B=Mittlerer Frachter
M14B=Mittlerer Frachter
M15B=Mittlerer Frachter
M16B=Mittlerer Frachter
M17B=Mittlerer Frachter
M18B=Mittlerer Frachter
M19B=Mittlerer Frachter
M20B=Mittlerer Frachter
M21B=Katapultfrachter
M22B=Mittlerer Frachter
M23B=Mittlerer Frachter
M24B=Mittlerer Frachter
M25B=Mittlerer Frachter
M26B=Mittlerer Frachter
M27B=Mittlerer Frachter
M28B=Mittlerer Frachter
M29B=Mittlerer Frachter
M30B=Mittlerer Frachter
M31B=Mittlerer Frachter
M32B=Mittlerer Frachter
M33B=Mittlerer Frachter
M34B=Mittlerer Frachter
M37B=Mittlerer Frachter
M38B=Mittlerer Frachter
M39B=Mittlerer Frachter
M40B=Mittlerer Frachter
O02A=Erztransporter
T01B=Tanker
T02B=Tanker
T03B=Tanker
T04B=Tanker
T05B=Tanker
T06B=Tanker
T07B=Tanker
T08B=Tanker
T10B=Tanker
T14B=Tanker CAM-Ship
T15B=Tanker
T16B=Tanker
T18B=Tanker
T01A=Tanker
T03A=Tanker
T06A=Tanker
T09A=Tanker
T10A=Tanker
T13A=Tanker
T16A=Tanker
T17A=Tanker
T18A=Tanker
T19A=Tanker
RP01A=Reparaturschiff
AK01A=Marineversorger
AK02A=Marineversorger
AK03A=Marineversorger
AM01A=Munitionstransporter
AO01A=US Oiler 01
AO02A=US Oiler 02
L02A=Großer Frachter
L03A=Großer Frachter
M01A=Mittlerer Frachter
M03A=Mittlerer Frachter
M05A=Mittlerer Frachter
M06A=Mittlerer Frachter
M07A=Mittlerer Frachter
M09A=Mittlerer Frachter
M10A=Hog Islander-US
M13A=Mittlerer Frachter
M15A=Mittlerer Frachter
M17A=Mittlerer Frachter
M22A=Mittlerer Frachter
M25A=Mittlerer Frachter
M30A=Mittlerer Frachter
M33A=Mittlerer Frachter
M34A=Mittlerer Frachter
M39A=Mittlerer Frachter
M40A=Mittlerer Frachter
NRC=Rose Castle Erzfrachter
Just have a look. Ok, it´s german and most are renamed but it works fine.
cemtufekci
05-02-09, 10:47 AM
There are two ships i found that are not in the list of iombecomelife gave us: O01B and Q01B. They are in the sea folder but don't present in the list. Should they be? Also for example i noticed that Buoys are not in the list of names.cfg of GWX but present in the sea folder. I don't understand this names.cfg isue. When do we get CTD and we don't get?
McHibbins
05-02-09, 10:50 AM
There are two ships i found that are not in the list of iombecomelife gave us: O01B and Q01B.
Imho i think IABL wanted to surprise us with this little bastards.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.