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cemtufekci
05-02-09, 11:10 AM
Imho i think IABL wanted to surprise us with this little bastards.

Yeah i am really surprised now:doh: but what makes me CTD:damn: i don't understand. Must something that is in the sea folder be in names.cfg? OR if i clean all the names from the names.cfg is it ok:haha:? What is the rule of thumb?:wah:

Lopo
05-02-09, 12:35 PM
I tried override the conflicts I have had with my installed mods by deleting some ships (O02A, T09A, T13A, M35B. M36B, NLL and NRC) from all files. So I could install MFM without conflict but when I opened the museum I had again a CTD.
Well, I was sure I have done something wrong but I didn't know what (I'm really a newbie as modder).

As I was waiting for this mod since long-past, I tried to extract some ships and to enable them via JSGME... and all works fine for these ships! No CTD when opening the museum. I suspect something wrong in the MFM and/or my installed mods but I don't know what...

Hope this experience can help you.

coronas
05-02-09, 12:41 PM
@McHibbins:
There is a T15B folder in older Betas with only two skins without entry in English names; and T15B has entry in MFM-4 but there is not folder.
I think that a ship named in Englishnames without ship folder or not .cfg in roster folder makes CTD.
Ships in Sea folder without entries in Englishnames don't show in game.
Anybody can comfirm this?:06:

cemtufekci
05-02-09, 12:51 PM
Ships in Sea folder without entries in Englishnames don't show in game.
Anybody can comfirm this?:06:
I tried an empty Englishnames with some icebergs only but i had CTD. I think all ships must be included in Englishnames:06: or i don't know if i understood your question right.
Edit:
Well i am mistaken. Yes you can. I tried it with GWX and it is alright in the museum no CTD only names are different, they are the default names, yet i am not sure if they will show in game. I think they will with different names also. But when i tried this with MFM4 i got the CTD so i understand that my problem with MFM4 is not with EnglishNames.cfg, somewhere else. Maybe roster folder?

denis_469
05-02-09, 01:57 PM
I tried an empty Englishnames with some icebergs only but i had CTD. I think all ships must be included in Englishnames:06: or i don't know if i understood your question right.
Edit:
Well i am mistaken. Yes you can. I tried it with GWX and it is alright in the museum no CTD only names are different, they are the default names, yet i am not sure if they will show in game. I think they will with different names also. But when i tried this with MFM4 i got the CTD so i understand that my problem with MFM4 is not with EnglishNames.cfg, somewhere else. Maybe roster folder?

All ships from mod work right. You need more Videomemory or RAM. English names not must write total. In my comp english names is empty. You computer is weak for so many ships.

cemtufekci
05-02-09, 02:10 PM
All ships from mod work right. You need more Videomemory or RAM. English names not must write total. In my comp english names is empty. You computer is weak for so many ships.
Thank you for that!!! I was about to lose my mind.:sunny:

coronas
05-02-09, 03:47 PM
Thanks, Denis! :salute:

Lopo
05-02-09, 04:39 PM
All ships from mod work right. You need more Videomemory or RAM. English names not must write total. In my comp english names is empty. You computer is weak for so many ships.

@ Denis,

Thank you for the information. Perhaps, can you tell me please if 2.0 GB RAM and NVIDIA GeForce 8800 GT with 512 MB Video RAM is enough for MFM? (I also have 4 processors running - Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz)

Thanks a lot for helping :salute:

rascal101
05-02-09, 05:07 PM
Any one here frm IAMBECOMELIFE on this -
Seems a few folks are getting it, and by the way I dont think its a ram thing I got the following
NVIDIA GEFORCE 98GT
QUAD cpu
4 GIG ram

coronas
05-03-09, 04:00 AM
@Rascal:
Two NRC (NRC=Ore Carrier; NRC=Rose Castle Ore Carrier) :hmmm: Try deleting the first one in [Names]
Don't exasperate. You get it! :yeah:

denis_469
05-03-09, 04:06 AM
@ Denis,

Thank you for the information. Perhaps, can you tell me please if 2.0 GB RAM and NVIDIA GeForce 8800 GT with 512 MB Video RAM is enough for MFM? (I also have 4 processors running - Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz)

Thanks a lot for helping :salute:


I have 2 Gb RAM and 2x512Mb 8800. It's enough. But with other large mods like War Elite, GWX, WAC and LSH museum CTD and during game can CTD so weak comp. For indicator - if you museum CTD, so comp weak.

Sander
05-03-09, 09:08 AM
Hi all,

I normally never post here and read the forums only, but I may have a solution for rascal's problem so I thought I'd register. I had exactly the same problem he has when loading the museum: bar proceeds to 95%, then stays there forever and crashes. I decided to start disabling ships and see where the problem is. Finally I got the thing to work by disabling M31B, M32B, M33A, M33B, M34A and M34B.

Just delete those folders from the sea folder and the respective files from the american and british roster folders. Also remove them from the names file. Don't ask me why, but this just worked for me.

I strongly hope this solves your problem. If so, have fun!

Sander

cemtufekci
05-03-09, 09:52 AM
I would recommend anyone trying to run the game with an empty englishnames.cfg before trying to edit the cfg. If you have still CTD maybe it is because of the low system and not because of the cfg. So maybe adding less ships may help. It may be what happened in Sander's situation. Maybe it would be the same result if he deleted a different combination of six ships.

McHibbins
05-03-09, 11:11 AM
Welcome aboard Sander :sunny:

mengle
05-03-09, 11:46 AM
CTD are not comming from the sea folder and conf. the ships in community unit mods that are not working are stil in sea folder but no more in roster

coronas
05-03-09, 01:12 PM
Wellcome Sander!:salute:
And thanks for the tip. :yeah:

Lopo
05-03-09, 04:29 PM
Hi all,

I normally never post here and read the forums only, but I may have a solution for rascal's problem so I thought I'd register. I had exactly the same problem he has when loading the museum: bar proceeds to 95%, then stays there forever and crashes. I decided to start disabling ships and see where the problem is. Finally I got the thing to work by disabling M31B, M32B, M33A, M33B, M34A and M34B.

Just delete those folders from the sea folder and the respective files from the american and british roster folders. Also remove them from the names file. Don't ask me why, but this just worked for me.

I strongly hope this solves your problem. If so, have fun!

Sander

Just tried solution suggested (plus some ships in conflict with my currents mods) and I got again CTD when opening museum...

For my configuration, I think Denis 469 is right, my computer is perhaps not enough strong for all MFM. So I select about twenty ships from this great mod and try to open the museum... And all works fine for me so I will try to find some consolation with my mini mod :wah:

Captain Birdseye
05-03-09, 07:26 PM
Does anyone know why my SHŁ was fine running this mod before the weekend, now after coming back, enabling and disabling the VIIC41 mod, my SH3 CTD's when I try to start a patrol?

rascal101
05-04-09, 12:19 AM
Will try Sander's fix myself - In the meantime anyone heard from IAMBECOMEKIFE he seems to have dissappeared since he released the mod

Jail
05-04-09, 12:35 AM
I use this mod + some other ships. Works like a charm here. Did exactly what was stated in the Readme and copied all names to both english and german. Gameplay is : english text and german speech. I can view the museum to with no CTD. I'm in my second patrol and loveing every encounter of ships I'm runninh into except DD's :ping:
The skinpack is something I don't use could that be the problem ?

System spec
Intel c2d cpu 2.4Ghz
2 gig ram
gf 7900 gtx

cemtufekci
05-04-09, 02:59 AM
I use this mod + some other ships. Works like a charm here. Did exactly what was stated in the Readme and copied all names to both english and german. Gameplay is : english text and german speech. I can view the museum to with no CTD. I'm in my second patrol and loveing every encounter of ships I'm runninh into except DD's :ping:
The skinpack is something I don't use could that be the problem ?

System spec
Intel c2d cpu 2.4Ghz
2 gig ram
gf 7900 gtx

Interesting. I have a little better specs but still get CTD. Are you also running GWX? Also what is your VRAM?

cemtufekci
05-04-09, 03:05 AM
CTD are not comming from the sea folder and conf. the ships in community unit mods that are not working are stil in sea folder but no more in roster
To my excuse i didn't understand what you mean. I don't run community units. Also i tried community units with MFM.

mengle
05-04-09, 08:10 AM
To my excuse i didn't understand what you mean. I don't run community units. Also i tried community units with MFM.

somebody was talking about CTD in sea folder or conf.
i just want to say when you a ship don't add in the roster files you can't get a CTD

McHibbins
05-04-09, 08:13 AM
Will try Sander's fix myself - In the meantime anyone heard from IAMBECOMEKIFE he seems to have dissappeared since he released the mod

Yep, sent him an PM. asked him few questions in the other Thread-->no response. Maybe R&R or RL. :hmmm:

Jail
05-04-09, 11:47 AM
Interesting. I have a little better specs but still get CTD. Are you also running GWX? Also what is your VRAM?

Just got back to this nice community.No GWX yet. It's in my sh3 download folder ready to be installed. I'm a bit rusty in the game so I play stock with some mods to get the hang of it again.
My vram is 512Mb and I even use my winamp while I play.

Mods that I have installed
Lifeboats&Debris_v3b (unloaded)
SWCs-ArticGhost7c
MFM-Beta-4
Milk
Almost all ships from VonDos

Captain Birdseye
05-04-09, 06:53 PM
Just to let everyone know, Sander's fix worked for me. So the problem must be this mixed with the problem of some systems not being able to handle the extra power needed.

Also on the topic of people commenting on iambecomelife's apparent b-liner. To be fair to the guy he did say it was a beta, and we all downloaded it as so. Beta's are for ironing out bugs, which is exactly what's taking place :up:

rascal101
05-05-09, 01:42 AM
Let me just say I have no coinmplaint re IAMBECOMELIFE, I think he's god just for the effort he's gone to with this mod and yes I know its Beta.

I was asking where he is cos he just seems to have vanished and he might have an idea why so many folks are having problems

SO absolutley no offence intended to Mr IAMBECOMELIFE, come back!

R

McHibbins
05-05-09, 05:12 AM
SO absolutley no offence intended to Mr IAMBECOMELIFE, come back!



So it is :up:

LordNeuro"Serbia"
05-07-09, 03:49 PM
I must reort theat nither Sander fix or original file work for me. I m running gwx 3.0 plus sam others mod. And i get the ctd in museum.
I hope theat wile find the solution for thise nice addon.:yeah:

cemtufekci
05-07-09, 04:03 PM
I think this is all related to computer power. gwx 3.0 + mfm is a big load for computers. Try adding 10 or 20 ships from mfm. If you get no CTD try some more. It worked for me.

iambecomelife
05-10-09, 03:10 AM
Hey guys,

I just finished exams so I'll have a little time to mod. Expect some updated files in the next few days that will (ideally) resolve the CTD issues.

To those who are having problems, for now I recommend the following solutions:

-Install the MFM on a clean copy of SH3 or SH3+GWX or SH3+NYGM. I can't emphasize this enough.
-Make sure your system exceeds the minimum specs (ideally, 2-4 gigs RAM and AMD 64 processor or its equivalent)
-Do not install ships like my ore freighter and the improved T-2 tanker separately - almost all of them are included in the mod.

Lopo
05-10-09, 03:18 AM
Welcome back, Sir, hope you have successfully passed your exams.:up:

nikbear
05-10-09, 08:56 AM
Got my fingers crossed for your exams IAMBL :03::yeah:

BulSoldier
05-11-09, 01:15 PM
Im interested will this mod be usable at some point with gwx 3.0 and OLC gold ?

rascal101
05-13-09, 02:12 AM
He's buggered off again - They seek him high, they seek him low, but they just cant find that damed illusive IAMBECOMELIFE

Ludwig van Hursh
05-14-09, 09:06 AM
Can i have link where I can download all of this mod and its updates and skins.

LordNeuro"Serbia"
05-14-09, 09:51 AM
http://hosted.filefront.com/iambecomelife

I hope u dont maynd Iambecomelife. (http://hosted.filefront.com/iambecomelife)

Lugworm
05-16-09, 12:16 PM
Hi fellow kaleuns,
Some observations on the MFM and the problems people have been having, firstly thanks IABL if I could only use one mod apart from GWX that is, it would be this one. I have loved the look of old merchants from the days of watching them sail up the Thames in the early 60s with my father at Tilbury Fort opposite the Gravesend river pilot station, and there was still a few relics from the 30s and 40s sailing, also the Thames was still a major highway for traffic up to the docks upriver in those days, but that’s another story.

As soon as the MFM was released I ended my current career upgraded to GWX 3.0 and the latest Commander, I downloaded the MFM and added the mods I had been using before and checked out the museum, it nearly loaded then CTD. Well I did get the JSME telling me about conflicts with some of the mods so I tried loading them up in different orders and still had the same problem of CTD after CTD whatever way I put them in.
I had wanted to add OLCE2, the Waterstream mod by Rubini, Lifeboats and debris V4 by Rubini, the fine Vondos shipyard ships, Anzacmicks damage immersion mod and also the Hi res foam mod.
These had all seemed happy in my last GWX 2.1 set-up and had found it pretty stable with only the odd CTD on a dodgy game save. After days of trying to get them to work together due to the slow museum load time and then CTD with my upgrade to GWX 3.0 and the MFM I was nearly pulling my hair out.
While checking out the new mods that come out I came across the CL Assemblage 2 mod put together by coba_83 and Lekor a couple of Russian modders that packaged a lot of the mods I wanted to use and they had also ironed out some of the conflicts that occur with them. In the package you get: -
Philipp Thompson’s water mod, I like the texture but it does look a bit “shiny” and “glass” like with the sky reflections.
The Waterstream and exhaust combi mod by Rubini
Lifeboats and debris V4 by Rubini
Long wake mod
Anzacmicks damage immersion mod
Racerboys SH4 effects and more for SH3 V7.1
Asanovics free walk bridge and interior camera mod.

Using this mod meant I could not use OLC2 due to the conflicts with Racerboys mod so I added the mods in the order below and tested in the museum after each one was added: -
GWX 16km atmosphere
GWX no medals on crew
MFM beta 4
Ultimate aircraft sound mod
CL Assembage 2
This showed up a few conflicts with the GWX 16km Atmosphere and MFM and greyed them out in the JSME but still no CTD in the museum. I started to add the Vondos ships one at a time and managed to still open the museum, after adding only two the museum would run but the frame rate was very slow, add any more Vondos ships and it would crash.
I always thought if the museum crashed the game would not run but it seems that it just runs out of memory space with all the added new units available to the community now. So if anyone trying the MFM and getting the museum CTD problem fire up the game and you might be pleasantly surprised it runs ok. It seems to for me.
I have just finished my third patrol and have had only one dodgy game save CTD and have been adding a Vondos ship each time I am in port now to seeing how it goes, so far so good. Saying that I will start a new patrol tonight after adding another ship so fingers crossed.
Other observations are that I don’t seem to be seeing the casualty list, cargo type or ship name in Commander but do so for the SH3 ships, also the lifeboats seem very few and far between spawning from the MFM ships but fine in the SH3 ships.
Shame you can’t use Racerboys SH4 effects mod with OLC2, as that mod was a revelation I love it.
Sorry if this was a ramble and for my bad English and grammar even though I am English myself I find it hard when putting pen to paper as it were.

Letum
05-16-09, 03:21 PM
What the....this mod has been released?
Whoo!

Jail
05-16-09, 04:21 PM
To my big surprise i met a convoy with many of the MFM Beta 4 boats and som original stock ships in a large convoy. Awsome !!! Sorry I was so suprised I forgot to take a screen shot.

ozzysoldier
05-18-09, 01:14 PM
when is alpha comming out?

Sailor Steve
05-18-09, 06:58 PM
What the....this mod has been released?
Whoo!
No. It's been pre-released. You can download the latest test version, but in his last post IABL said he has a little work left to do.

But it should be soon.

ozzysoldier
05-21-09, 02:40 PM
when is the release ?????
i'm still whating and runnig around like a chikken whith no head:har:

gheistrotor
05-21-09, 03:50 PM
After dealing with crashes in the museum and then crashes in career mode while surfaced. I decided after reloading everything and starting over to break the MFM into five smaller mods. I have MFM-American Merchants, MFM-American Tankers, MFM-British Tankers, MFM-British Merchants Lite (only first 20 merchants), MFM-British Merchants (all 40 plus the other non-tanker ships). They are all loaded into the MODS folder and I can add and substract as I like. Early in the war it is just the British ships and later I switch to British Merchants Lite when I add the Americans. I add the American tankers when I go tanker hunting around the Gulf of Mexico. This set-up seems to work fine for me. Thanks again for all the beautiful ships it has been well worth the wait.

iambecomelife
05-22-09, 12:20 AM
@Lugworm - Terribly sorry. :( To everyone - this has not been abandoned but I am just having an extremely hectic time in real life (not for any bad reasons, though). :DL

My machine was taken offline to test an old spare part for functionality, but I should have it running again this evening. Tomorrow I promise to upload a more stable version, after which I'll continue working on the extras, like small craft, Dutch/Russians/Swedes, and more fequent time-based skin changes.


*****************

On a related note, part of the reason for my absence has been an intense modding project on another game forum ( this was hinted at recently - more news later).:arrgh!:

More news, including the mod's time period, etc. will come later; in the meantime, I will constantly improve content/functionality for the MFM. This has been more like a constantly updated evolution than any true "mod".

Thanks for your support!

melnibonian
05-22-09, 02:05 AM
Do we have a firm ETA or it's still to early to say?

iambecomelife
05-22-09, 04:08 AM
Do we have a firm ETA or it's still to early to say?

ETA for improvements to the beta is tomorrow. That's the only ETA I want to give for now.

asanovic7
05-22-09, 10:50 AM
Hi fellow kaleuns,
Some observations on the MFM and the problems people have been having, firstly thanks IABL if I could only use one mod apart from GWX that is, it would be this one. I have loved the look of old merchants from the days of watching them sail up the Thames in the early 60s with my father at Tilbury Fort opposite the Gravesend river pilot station, and there was still a few relics from the 30s and 40s sailing, also the Thames was still a major highway for traffic up to the docks upriver in those days, but that’s another story.

As soon as the MFM was released I ended my current career upgraded to GWX 3.0 and the latest Commander, I downloaded the MFM and added the mods I had been using before and checked out the museum, it nearly loaded then CTD. Well I did get the JSME telling me about conflicts with some of the mods so I tried loading them up in different orders and still had the same problem of CTD after CTD whatever way I put them in.
I had wanted to add OLCE2, the Waterstream mod by Rubini, Lifeboats and debris V4 by Rubini, the fine Vondos shipyard ships, Anzacmicks damage immersion mod and also the Hi res foam mod.
These had all seemed happy in my last GWX 2.1 set-up and had found it pretty stable with only the odd CTD on a dodgy game save. After days of trying to get them to work together due to the slow museum load time and then CTD with my upgrade to GWX 3.0 and the MFM I was nearly pulling my hair out.
While checking out the new mods that come out I came across the CL Assemblage 2 mod put together by coba_83 and Lekor a couple of Russian modders that packaged a lot of the mods I wanted to use and they had also ironed out some of the conflicts that occur with them. In the package you get: -
Philipp Thompson’s water mod, I like the texture but it does look a bit “shiny” and “glass” like with the sky reflections.
The Waterstream and exhaust combi mod by Rubini
Lifeboats and debris V4 by Rubini
Long wake mod
Anzacmicks damage immersion mod
Racerboys SH4 effects and more for SH3 V7.1
Asanovics free walk bridge and interior camera mod.

Using this mod meant I could not use OLC2 due to the conflicts with Racerboys mod so I added the mods in the order below and tested in the museum after each one was added: -
GWX 16km atmosphere
GWX no medals on crew
MFM beta 4
Ultimate aircraft sound mod
CL Assembage 2
This showed up a few conflicts with the GWX 16km Atmosphere and MFM and greyed them out in the JSME but still no CTD in the museum. I started to add the Vondos ships one at a time and managed to still open the museum, after adding only two the museum would run but the frame rate was very slow, add any more Vondos ships and it would crash.
I always thought if the museum crashed the game would not run but it seems that it just runs out of memory space with all the added new units available to the community now. So if anyone trying the MFM and getting the museum CTD problem fire up the game and you might be pleasantly surprised it runs ok. It seems to for me.
I have just finished my third patrol and have had only one dodgy game save CTD and have been adding a Vondos ship each time I am in port now to seeing how it goes, so far so good. Saying that I will start a new patrol tonight after adding another ship so fingers crossed.
Other observations are that I don’t seem to be seeing the casualty list, cargo type or ship name in Commander but do so for the SH3 ships, also the lifeboats seem very few and far between spawning from the MFM ships but fine in the SH3 ships.
Shame you can’t use Racerboys SH4 effects mod with OLC2, as that mod was a revelation I love it.
Sorry if this was a ramble and for my bad English and grammar even though I am English myself I find it hard when putting pen to paper as it were.

Errr? :o

=FI=Ghost
05-22-09, 11:42 AM
I apologise if this has been addressed before, but is this mod compatible with GWX 3.0+OLC Gold?

melnibonian
05-22-09, 12:12 PM
I apologise if this has been addressed before, but is this mod compatible with GWX 3.0+OLC Gold?

It's still under development (in Beta Testing), but hopefully it should be compatible with GWX

Lugworm
05-22-09, 04:30 PM
Shame you can’t use Racerboys SH4 effects mod with OLC2, as that mod was a revelation I love it.
I did mean OLCE, are you saying you can use Racerboys SH4 effects and more for SH3 and OLCE, i understood the readme for OLCE said you should not enable Racerboys mod, but i can be a bit thick sometime. Please confirm.

iambecomelife
05-22-09, 11:03 PM
Ok - I am running a test prior to the uipdate's release so stand by.

iambecomelife
05-23-09, 12:19 AM
MFM Beta 4.1 is now being uploaded on Filefront. It is primarily designed to improve stability, as opposed to adding new content. Try it and let me know if/when/where you still experience ctd's.

iambecomelife
05-23-09, 05:42 AM
Latest version:

http://files.filefront.com/13794822 (http://files.filefront.com/13794822)

Skins:

http://files.filefront.com/MFM+Skin+Pack7z/;13615137;/fileinfo.html

LordNeuro"Serbia"
05-23-09, 06:43 AM
The skin pack file is same as for ver. 4. I mein is there a need too donwload it agein?
I hope thise new ver. will work on my comp . I havent any luck so far and theat is a damn shame. Keep up the fantastic job iambecomelife:yeah:

iambecomelife
05-23-09, 08:54 AM
The skin pack file is same as for ver. 4. I mein is there a need too donwload it agein?
I hope thise new ver. will work on my comp . I havent any luck so far and theat is a damn shame. Keep up the fantastic job iambecomelife:yeah:


YOu're right - do not download the skin pack if you have done so already. An enhanced skin pack is coming later.

mengle
05-23-09, 10:08 AM
i tryed the mod with JGSM and added the names in conf. sea, but i had a ctd in the museum, and if the museum won't load you bet your going to have problems in careers :-?

Lugworm
05-23-09, 10:28 AM
Mengle, give it a try in career, i am on my second career (i an ashamed to say) since enabling MFM beta2 and have had no problem except one dodgy game save. My museum CTD's every time, i dont think the museum was designed for all the units availible now and its a "memory thing" just give it a go, as i have said before you may be pleasantly surprised.

mengle
05-23-09, 11:35 AM
Mengle, give it a try in career, i am on my second career (i an ashamed to say) since enabling MFM beta2 and have had no problem except one dodgy game save. My museum CTD's every time, i dont think the museum was designed for all the units availible now and its a "memory thing" just give it a go, as i have said before you may be pleasantly surprised.


oké you could be right :hmmm:

iambecomelife
05-23-09, 01:15 PM
i tryed the mod with JGSM and added the names in conf. sea, but i had a ctd in the museum, and if the museum won't load you bet your going to have problems in careers :-?

Did you download any of my individually released ships like the Ore Freighter? If so, did you disable them in JSGME before installing the MFM beta?

Also, have you ever tried to install the beta on a fresh SH3 or fresh GWX install?

Thanks in advance for your diagnoses.

mengle
05-23-09, 02:30 PM
Did you download any of my individually released ships like the Ore Freighter? If so, did you disable them in JSGME before installing the MFM beta?

Also, have you ever tried to install the beta on a fresh SH3 or fresh GWX install?

Thanks in advance for your diagnoses.

when install i get this warning
"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.sim" has already been altered by the "Rbs1_SH4_Effects_GWX_30_71" mod.
"M36B.sim" has already been altered by the "Rbs1_SH4_Effects_GWX_30_71" mod.

and yes i installed individually ships of yours (manually)
i delete them first before trying again

ozzysoldier
05-24-09, 03:13 AM
ctd in museum for me to :damn: rest seems fine
and one question is it possible to split the recognition manual
for the tankers and merchants in two :timeout:
for exampel tankers ore carriers and troopships in one and mearchants in the other
it takes some time to flip through the whole of it :rotfl:
its because tankers ore carriers and troopships have a different kind of silhououette then the most mearchants
i think it was so in ww2

Lopo
05-24-09, 05:04 AM
Again a CTD when trying to open the museum... Have installed MMF by JSGME without conflicts on a clean installation.

My specs:
Microsoft Windows XP Professional Service Pack 3
QuadCore Intel Core 2 Quad Q6600, 2400 MHz (9 x 267)
Asus P5K (3 PCI, 2 PCI-E x1, 2 PCI-E x16, 4 DDR2 DIMM, Audio, Gigabit LAN, IEEE-1394) Intel Bearlake P35
3328 Mo (DDR2-800 DDR2 SDRAM)
NVIDIA GeForce 8800 GT (512 Mo)

My mods:
GWX 3
OLC MKII
Thomsen's sound pack 3.2
Torpedo damage Final ver2.0
Seafloor SF V3 Final
Men&Work
Waterstream+Exhaust Kombimod 1
Foam
All Von Doos boats

Take care

Phobus
05-28-09, 01:52 PM
Lovely ship. In the fourth picture can anyone tell me the Mark of the long barreled Sherman tank which is stowed on the foc'sle deck? (Ha ha)

Phobus
05-28-09, 01:59 PM
Lovely visuals but can anyonetell me the Mark of the Sherman with the long barrel which is stowed on the foc'sle deck in pic #4? Ha ha.

Phobus
05-28-09, 02:03 PM
Sorry guys, my last post re the Sherman tank, is in the wrong thread so please ignore it.

Shakatan
05-30-09, 01:29 PM
Hi!
I've been waiting for this brilliant mod for years.:up:
Version 4.1 works great for me, none CTD in Museum in opposite to previous version - 4.0 (had crashes).

I had also some conflicts when i want enable LifeBoats&Debris_v4:

"M35B.val" has already been altered by the "MFM-Beta-4.1" mod.
"M36B.val" has already been altered by the "MFM-Beta-4.1" mod.
"NLL_.val" has already been altered by the "MFM-Beta-4.1" mod.
"NRC_.val" has already been altered by the "MFM-Beta-4.1" mod.

Is this safe to let those files to overwrite MFM-4.1 or it will cause CDT?

My specs:
XP Home SP3
CPU: Pentium 4 3.0GHz in HT mode
RAM: 2x 1GB DDR2 667MHz
GPU: Gigabyte GeForce 6600 128MB (GV-NX66128DP)

Thanks again for your outstanding job!:rock:
Shakatan

iambecomelife
05-30-09, 07:58 PM
Let it overwrite them - I don't think there will be any problems.

Shakatan
05-31-09, 07:04 PM
Let it overwrite them - I don't think there will be any problems.
:up: Thanks for answer, i'll give it a try ;)

Shakatan

asanovic7
06-01-09, 05:28 AM
Let it overwrite them - I don't think there will be any problems.
Hey!

You can overwrite those val files as well as the sim files(racerboy mod 7.1 and lifeboat buoyancy) without guilt.. No problems will be since the first mod changes funnel smoke, the second behaviour of the ship..

I tried the mf mod with gwx 3.0. Museum worked fine(since musem is the theme).
I didn't try career, because I wanted to see if it will work with gwx st.nazaire mod and other units, and heck, it didn't. That tanker of yours in gwx st.nazaire mod is being overrun with mf, so that shouldn't be problem.

I have a thought it is because of the harbour traffic issue, too many ships for cpu to handle together with campaign ships around the world. I will try with lite harbour campaign file and let you know.

Anyway, those ships look beautifully. I notticed already how enviroment and effect mods improved much the look of sh3, but ships are the same, looking really like some "plastic boats". These new boats really correct that issue, also improving the variety of fleets.

Great work, iambecomelife! :up:

Cheers!

iambecomelife
06-01-09, 06:35 PM
Hey!

You can overwrite those val files as well as the sim files(racerboy mod 7.1 and lifeboat buoyancy) without guilt.. No problems will be since the first mod changes funnel smoke, the second behaviour of the ship..

I tried the mf mod with gwx 3.0. Museum worked fine(since musem is the theme).
I didn't try career, because I wanted to see if it will work with gwx st.nazaire mod and other units, and heck, it didn't. That tanker of yours in gwx st.nazaire mod is being overrun with mf, so that shouldn't be problem.

I have a thought it is because of the harbour traffic issue, too many ships for cpu to handle together with campaign ships around the world. I will try with lite harbour campaign file and let you know.

Anyway, those ships look beautifully. I notticed already how enviroment and effect mods improved much the look of sh3, but ships are the same, looking really like some "plastic boats". These new boats really correct that issue, also improving the variety of fleets.

Great work, iambecomelife! :up:

Cheers!

Thanks - I try my best.

Right now I need to figure out if I want to develop this version further or start from scratch, making different (and more detailed) vessels. New methods of "shipbuilding" will help me create a new mod in much less time, so I'm leaning towards the latter choice.

Graf Paper
06-01-09, 06:45 PM
Waitaminute! :stare:

You mean to say you want to start over again? :o

...After waiting how many years for this to be released? :damn:


(...runs down street screaming and tearing his hair out.) :88)


Bless you, IABL, but can't you give us something? :wah:

denis_469
06-02-09, 11:23 PM
Iambecomelife - i glad see that you made second part you excellent MFM. Wait soviet and norway ships!

Best regards.

andym
06-06-09, 02:52 PM
I just tried the mod and it all went horribly wrong.Im not sure that the english names file is correct.This is what i currently have prior to installing the mod,can someone tell me if it looks ok.


[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
;Iambecomes MF mod
L01B=Heavy Merchant 01
L02B=Heavy Merchant 02
L03B=Heavy Merchant 03
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=Medium Merchant 10
M11B=Medium Merchant 11
M12B=Medium Merchant 12
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
S01B=Light Merchant 01
S02B=Light Merchant 02
S03B=Light Merchant 03
S04B=Light Merchant 04
T01B=Tanker 01
T02B=Tanker 02
T03B=Tanker 03
T05B=Tanker 05
T06B=Tanker 06
T07B=Tanker 07
T08B=Tanker 08
T11B=Tanker 11
T12B=Tanker 12
T13B=Tanker 13
T14B=Tanker CAM-Ship
T16B=Tanker 16
P01B=Converted Transport 01
P02B=Converted Transport 02
P03B=Converted Transport 03
L02A=Heavy Merchant 02
M01A=Medium Merchant 01
M05A=Medium Merchant 05
M10A=Medium Merchant 10
M16A=Medium Merchant 16
M18A=Medium Merchant 18
M19A=Medium Merchant 19
M20A=Medium Merchant 20
S01A=Light Merchant 01
S02A=Light Merchant 02
S03A=Light Merchant 03
S04A=Light Merchant 04
T01A=Tanker 01
T02A=Tanker 02
T03A=Tanker 03
T04A=Tanker 04
T09A=Tanker 09
T11A=Tanker 11
T13A=Tanker 13
T15A=Tanker 15
T16A=Tanker 16
T17A=Tanker 17
T18A=Tanker 18
O01A=Naval Oiler 01
P01A=Converted Transport 01
P02A=Converted Transport 02
P03A=Converted Transport 03
F01B=Steam Trawler 01
F02B=Steam Trawler 02
F03B=Steam Trawler 03
F04B=Steam Trawler 04
;AOTDMAXS Mod
KLSSHansa=Medium Hansa Freighter
KMCSHansa=Hansa Freighter
KMSSHansa=Hansa Type Freighter
LUSBremen=TS Bremen
LUSEuropa=TS Europa
M35Hansa=Hansa Freighter
KGHAN=Large Hansa Freighter
NPL_Hap=Small Passenger\Steamer
NPL_KDF=KDF Steamer
PKDF=KDF Liner
PPLHansa=Hapag Liner
NKSS_CAT=Cam Merchant
NKSMM=Small Cargo
PPP=Liner Pasteur
TUS=Large Liner

iambecomelife
06-06-09, 06:33 PM
@ andy: You probably have the freighters M35B and M36B listed twice. Delete one instance of both of them and try it again.

WolfOfCampscapel
06-15-09, 05:18 PM
Hmm. Only the beta-4.1.rar is downloadable right now, no skins file... were they combined into one download, perhaps?

BulSoldier
06-16-09, 09:35 AM
I have to ask is this mod still underdevelopnent or it is frozen since ive seen that iambecomelife said that he could start from the begining.

JT1981
06-20-09, 09:02 PM
Hmm. Only the beta-4.1.rar is downloadable right now, no skins file... were they combined into one download, perhaps?

also want to know....:hmmm:

iambecomelife
06-30-09, 09:38 PM
Hi guys - I am starting on other country's ships but I've barely scratched the surface, sadly. My priorities now that the UK & US have been covered are Denmark, Sweden, Norway, Panama, Netherlands, and the USSR (Japan, Ireland, Portugal, Brazil, Argentina & Spain may be done in the distant future). I hope to have some screenshots soon. This process is mainly reskinning & cloning - few new models will be produced b/c existing ships are adequate stand-ins. Improving stability & ease of install will also be a top priority. In addition I may try to integrate what's been done on the "Small Craft Mod" with the MFM. Hopefully, more news & screenies later this week.

Nictalope
06-30-09, 09:45 PM
really waiting for this one,
are the neutral cargo, etc ships have those big flags on the sides of the hull, as many war-time pics show ? :yep:

Cheers

iambecomelife
06-30-09, 10:02 PM
really waiting for this one,
are the neutral cargo, etc ships have those big flags on the sides of the hull, as many war-time pics show ? :yep:

Cheers

Yes - Neutrals will have combinations of hull flags, stripes, home port text, & nationality text. If a country becomes belligerent its ships will gradually switch to grey paint & the odd camo pattern scheme.

iambecomelife
06-30-09, 10:29 PM
Hi all,

I normally never post here and read the forums only, but I may have a solution for rascal's problem so I thought I'd register. I had exactly the same problem he has when loading the museum: bar proceeds to 95%, then stays there forever and crashes. I decided to start disabling ships and see where the problem is. Finally I got the thing to work by disabling M31B, M32B, M33A, M33B, M34A and M34B.

Just delete those folders from the sea folder and the respective files from the american and british roster folders. Also remove them from the names file. Don't ask me why, but this just worked for me.

I strongly hope this solves your problem. If so, have fun!

Sander

Hadn't noticed that post! Thanks! I think it's an issue with the cfg file text consistency. Will investigate.

papa_smurf
07-01-09, 04:36 AM
Keep up the good work, as this will be a must have mod when it's out:up:

coronas
07-01-09, 02:40 PM
Thanks for update excellent news. :salute:

geosub1978
07-01-09, 03:50 PM
A small feedback.
With pure SH3 1.4b there is not a problem for the campaign. However with WAC I can load only max 3 random units. If the problem for loading the campaign in WAC is total number of the ships, then it is strange because I implemented the IAMBECOMELIFE'S ships for NYGM in WAC with no problems (after resolving the conflicts of course).

Captain Nemo
07-02-09, 05:03 AM
Are there any alternative places that this mod can be downloaded as the link in iambecomelife's first post appears to be invalid?

Thanks.

Nemo

EDIT: All seems OK now so you can ignore the above post.

PL_Cmd_Jacek
07-05-09, 08:12 AM
Will the MOD be compatible with "Community units" mod ? Today I play with Community units and when I installed the Beta version the SH3 crashed.

ozzysoldier
07-05-09, 05:18 PM
it will crash even whith out
it dit whith me and i only put the mod on nothing else

iambecomelife
07-11-09, 08:26 PM
I will try to look at the troublesome ships tomorrow and post an update(s) later.

ozzysoldier
07-13-09, 11:24 AM
atlast got it to run what a great mod :yeah:

only it ctd if i use a skin mod ore emblem pack

so u maybe want to try to fix this

have tride sevrel skins and emblem packs

thanks for the great mod i hope the small crafts will be comming soon

iambecomelife
07-13-09, 12:40 PM
I just checked those merchant ships' files. I didn't find any text errors so it may be a cloning issue; I will reclone them and investigate.

iambecomelife
07-13-09, 02:03 PM
Minor Update: I'm back in the saddle, skinning ships for the Danish merchant marine. :arrgh!: Most of their companies were pretty obscure but I have some valuable sources for paint schemes...

One of the updates in the final version will be the inclusion of "Belligerent Neutral" merchant ships. These will be ships from neutral countries carrying contraband and/or traveling in Allied convoys. Players will have to use their observation skills to determine if a neutral is genuinely "neutral" or if it's carrying a cargo to the Allies. For instance, if you spot a Swedish freighter loaded with military vehicles on deck heading towards an English port, chances are it's fair game.

PavelKirilovich
07-14-09, 06:33 PM
I'm surprised nobody's commented on this yet. Regarding the belligerant neutrals, that is superb. The part of me that wants to do a good job has me making jot notes of what I see on merchant decks of the ships I attack or come near, so I can report that to BdU, where it ideally percolates throughout the entire upper command structure... and eventually, Oberkommando der Wehrmacht and the folks over at Wolf's Lair in Ostprussia learn that a convoy carrying a lot of M4 Shermans or GMC trucks was sighted at XYZ, travelling seven knots, moving on course ABC, and that way they know the folks in Tunisia or North Africa are being reinforced, for example. And on it goes.

Awesome job man, especially if they work properly (no penalties incurred) out of the box. :D

nik112
07-15-09, 02:09 AM
Hi IABL

"I will try to look at the troublesome ships tomorrow and post an update(s) later. "

I get a lot of ctd. i use a lot of mods and yours its at the bottom. i broke it to pieces and enabling-disabling trying to find which unit its the prob.Later i ll post a pic of the enabled mods. As about specs:

i7 2.4 ghz
nvidia gtx 250
ram 4gb

cheers

iambecomelife
07-18-09, 05:55 PM
Hi, I don't know if it's because of some particular ships installed (other than yours) or if it does that out of the box, but there seems to be an ID problem with the M01B. It appeared with a weird texturing, white stripes out of places etc. I uninstalled it, remapped the IDs, reinstalled and now the textures are OK.

Could you please send me the link to the updated file? Thanks!

I checked some cargo ship files to try to determine the CTD's cause but still no luck. I continuing with the neutral skins - some examples are below. Most funnel colors were taken from one of the "Talbot-Booth" merchant ID handbooks, printed in 1942 as a guide for Royal Navy personnel (and merchant junkies, I suppose...)

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-4-19.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-5-15.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-6-14.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-7-12.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-8-14.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-9-13.jpg

Graf Paper
07-19-09, 04:54 AM
Those screen shots are so gorgeous they ought to be three-page foldouts!

Name: Ingrid Kohlhauler
Birthdate: 3-12-1937
Measurements: 150-45-18
Sign: Pisces
Turn-ons: Heavy loads, travelling with friends.
Turn-offs: U-boats, sinking, barnacles.


I never realized I was getting so wrapped up in this game. :doh:

ozzysoldier
07-19-09, 05:04 AM
odd probelem ctd at 3rd patrol previous, 2 patrols no probelems

the errorsignature states

AppName sh3.exe AppVer 1.4.0.1 ModName kernel.dll ModVer 0.0.0.0.
Offset 0001a323

help please these mods are instald

MFM-Beta-4.1
GWX - 16km Atmosphere
GWX - Alternative Flotillas
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
Visible U-Marker
Hitman Optics for GWX3 v.1
No Morse code
Marhk's Super Smoke v1
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
GWX - Contact Color
LifeBoats&Debris_v4

Nictalope
07-19-09, 08:17 PM
Iambecomelife: They look awesomely good to me.
You got a PM :salute:

nik112
07-22-09, 02:42 PM
hi
same prob here.i have install the mod last, installed in parts (part1=merchants part 2=tankers part 3= all the others) but the damn ctd .....:har::timeout:
any help would be appreciated.

cheers

Lopo
07-22-09, 03:04 PM
I have a mini MFM with the next ships:
AK03A, L01B, L02B, M01B, M10B (which one modified after the release by Mykhayl), M11B, M17B, M18B, RP01A, T07B, T14B and T17A.
I have a lot of mods including all VonDos ships plus some ships from Community Units mod which I merged into GWX - St Naz and Schluese and other units v4 mod. I haven't CTD but I have looked longtime for that balance...
Indeed, MFM is always a beta version...

Hope this can help
Cheers

iambecomelife
07-27-09, 08:40 PM
To everyone who has msged me - sorry for the delays in getting back but I'm juggling lots of stuff.

WRT the crashing I inspected more files but I haven't yet determined the exact issue. :damn:

Skinwise there has been more work done on the Danes & the Greeks. more news later.

iambecomelife
07-27-09, 08:53 PM
Hi IABL, I uploaded the cloned M01B dat/sim/zon/dsd/val here:
http://rapidshare.com/files/257499501/M01Bcloned.7z.html

I noticed something else, I use about 50 of your MFM beta ships to test my mod and every ship I saw in game has no reflections or uses other ship reflections (for example a ~100m steamer with a ~150m or so hull reflection).

So far I haven't had much time for it and I only corrected 3 of your older small merchants that I took from NYGM (S01B, S02B & S03B) but if you want I can help you out on those at some point and at the same time check eventual other ID problems or the like.

Another thing though I'm not sure if it's important but I think it could be cause for CTD, when checking reflections in the .dat files I noticed several of your ships use the same labels, from the file they were based upon, for example several ships have labels "NLL_propeller", "NLL_rudder" etc.
Since the game engine does recognize labels in some cases (library stuff etc) maybe it could be a problem. Same as the reflections I only changed the labels for the 3 small NYGM ships so far but this can be done fairly quickly at the same time as the reflections.

Other than that they all look beautiful and those Danish skins are just gorgeous :)


Thanks, the reflection issue has been a longstanding problem. Whenever I corrected the reflections it would completely ruin the ship textures on the hull (hull would be covered with deck textures, for some reason). For the time being I have decided it's better to have inaccurate reflections than to have all of the ship skins messed up.

TBH I doubt the duplicate id's are the problem - from my days cloning ships manually back in 2006-07 I remember that you can have ships share many of their hex ID's without crashing (although some ID's will indeed cause problems).

I suspect that part of the problem with crashes may be the preexisting entries BBW created for my ships in GWX. Could someone please send me a "pure" GWX englishnames.cfg?

Thanks.

rs77
07-30-09, 05:28 AM
Thanks, the reflection issue has been a longstanding problem. Whenever I corrected the reflections it would completely ruin the ship textures on the hull (hull would be covered with deck textures, for some reason). For the time being I have decided it's better to have inaccurate reflections than to have all of the ship skins messed up.

hi,

one thing came to my mind as for messed up textures, take a look at this thread and DD's solution, maybe it's the same problem ?
http://www.subsim.com/radioroom/showthread.php?t=119249&highlight=twisty+periscope

regards

KeybdFlyer
07-30-09, 05:05 PM
Just thought I'd add my humble observations - no clue about modding so maybe they're worthless anyway! :)

I've been adding the MFM_Beta ships two at a time in an attempt to isolate the ones causing my CTDs. I'm up to M30A/B and for the M30A, the file M30A.cfg shows:

<in the Unit Class area>
Classname=O02A
Displayname=Ore Carrier 02

<in the Unit 1 area>
Name=Ore Carrier 02

Amending the Classname to M30A and the names to Medium Merchant 30 fixed that up ok, but I have had to remove L02A, M06A and M19B - they cause ctd (for me) - cause unknown (to me! lol)

Sorry I can't be more help, but my skills in this area are non-existant. Hope the info at least narrows your fault-finding a little. The ships, btw, are completely excellent - brilliant work IABL, you deserve a medal. :salute:

nik112
07-31-09, 12:33 PM
hi
playing the game with the mod installed i noticed that some ships (such as t02, t04 t08 ore freighter 1&2) remaining at the back of the convoy moving slowly or there are stopped. which way can be fixed that?
cheers:damn:

iambecomelife
07-31-09, 07:56 PM
Just thought I'd add my humble observations - no clue about modding so maybe they're worthless anyway! :)

I've been adding the MFM_Beta ships two at a time in an attempt to isolate the ones causing my CTDs. I'm up to M30A/B and for the M30A, the file M30A.cfg shows:

<in the Unit Class area>
Classname=O02A
Displayname=Ore Carrier 02

<in the Unit 1 area>
Name=Ore Carrier 02

Amending the Classname to M30A and the names to Medium Merchant 30 fixed that up ok, but I have had to remove L02A, M06A and M19B - they cause ctd (for me) - cause unknown (to me! lol)

Sorry I can't be more help, but my skills in this area are non-existant. Hope the info at least narrows your fault-finding a little. The ships, btw, are completely excellent - brilliant work IABL, you deserve a medal. :salute:

Thank you very much for your help. I will investigate this this evening!

@nik112 - What probably happened is that the ships suffered storm damage. What I recommend is disabling any modifications to the game that increase the default wave size. The MFM ships generally sit lower in the water than most SH3 vessels, so they may incur some damage in heavy seas.

von Kinderei
08-09-09, 09:50 AM
Been outta the loop for a time ...

Is this mod avalible now or what and if so where can I pick it up at


Thanks :salute:

Sailor Steve
08-10-09, 12:17 PM
A test version was released awhile ago. Some players are using it with no problems, and some are experiencing CTDs.

So far there has been no official release.

Wulfmann
08-10-09, 12:57 PM
I got these ships at the library (I am on dial up:yawn:) and installed them.
I happen to be in Dec 1941 in my current from start of war career and also just finished re-reading the book Operation Drumbeat.
With no disrespect to the GWX team, I have never found early 42 off the US east coast anything like what I have read. I usually get spotted a lot by planes and US DD's which was not likely in Paucheschlag.
I had never in any version of SH3 experienced a real Drumbeat:06:
So, I had two goals in mind. I wanted to see all these great looking ships and I wanted to finally experience what U-123 did under Hardegen for those 2 patrols (19 ships sunk)
But, I was not sure if I was going to over do it so I added a few random ships in the RND.mis file on the US coast but then added many more to the SCR which would be much easier to eliminate later. (Note, don't be a Dummkoph and try this without backing up the originals!:har:)

What a blast.:yeah:

One problem was this DD escorted convoy in January (GWX not mine) sorry, never happened but it allowed me to see some of the new big tankers, very sweet. I will see if I can find that convoy and eliminate it:timeout:

I ran right up to the NY port entrance in a driving rain, sank a small tanker and was driven under by a PT.
I headed south for the Grand Banks area and sank a Clemson DD a little fishing trawler and 5 varied cargo most the new ones installed and they are certainly the finest looking merchants ever added to the game:up:
And in keeping with U-123 i sank another small tanker but did not get credit for it.:wah:
It was so much like the book described I was shocked it worked out on the first attempt:salute:
Only 21K but I have it saved for tonight and hope to get 3-4 more ships before I race home to reload and come back to this very happy time a refreshing change form the intense never catch a breath normal situations I face in the NA and my Type VII (I almost never use a type IXC but the extra range allowed me to get there faster and still operate but, slow diver this barge).

I am not surprised at how nice the ships are just surprised I did a fair edit to the RND file and a huge edit to the SCR and they both work fine.

While I would normally not add ships to the SCR, the window is so small for Pauchenschlag the chances of seeing the same thing each time is very unlikely whereas in most others the routes run a larger length of time.

These great looking ships inspired me to edit the files to get a nice Beating of the Drums and of course, sink the Amerikaneren Schwine!!!

Thanks again for these beautifully done ships, they really took things up a notch:rock:

Wulfmann :shucks:

KeybdFlyer
08-11-09, 04:39 AM
I'm getting towards the end of my "two-by-two" additions and came across a couple of tiny glitches with T06A. There seems to be no T06A.cfg in the Data/Roster/American/Sea folder (so I pinched T03A.cfg and changed the names) and inside Data/Sea/T06A there's a T03B_en.log file that I assumed shouldn't be there (so I deleted it, lol). T03A and T06A are now installed and appear to work just fine. Love the work you've put into these ships btw. The detail is exceptional, I sometimes spend 10 or 15 minutes at a time just watching them "sail" along whilst taking screenshots! Many thanks for all the hard work! :salute:

Wulfmann
08-11-09, 09:41 AM
I have noticed some heavily armed US tankers in this package.
They have destroyer turrets I believe 5 or 6 of them.

From my reading if there was such a ship it would not have been in use in early 1942 and in fact almost no US flagged ships were armed in early 1942.
Usually only British ships were armed at that point.

Would like to get a reference on a commercial tanker being as heavily armed as a DD.

When I saw this ship I put 4 fish into it, no I chose not to engage on the surface, why?????:rotfl:

Wulfmann

Wulfmann
08-11-09, 09:46 AM
I just had a thought on these fine models that would go one step further in improving all the ships.

Is it possible to make versions of the stock ships to these standards? They would have the exact name and data (speed etc) of the stock models but would actually replace them.

That would mean eventually all ships would be at this much higher level of detail and would automatically appear where the replaced version would have.

Just a suggestion.
With all we are paying you, Iambecomelife, get to it !! :rotfl:

Wulfmann

nik112
08-12-09, 01:28 AM
do you mean something like this?
http://www.subsim.com/radioroom/showthread.php?t=150572

cheers

iambecomelife
08-12-09, 02:09 AM
I have noticed some heavily armed US tankers in this package.
They have destroyer turrets I believe 5 or 6 of them.

From my reading if there was such a ship it would not have been in use in early 1942 and in fact almost no US flagged ships were armed in early 1942.
Usually only British ships were armed at that point.

Would like to get a reference on a commercial tanker being as heavily armed as a DD.

When I saw this ship I put 4 fish into it, no I chose not to engage on the surface, why?????:rotfl:

Wulfmann

Those are not commercial tankers - they're fleet oilers, which were armed earlier than conventional ships. Plus they had more weapons & probably better gun crews.

http://www.navy.mil/midway/images/n30121.jpg

Wulfmann
08-12-09, 09:58 AM
I was pretty sure you had a good reference.

Problem, IMO, with this ship is they were not standard sail alone or typical convoy oilers they were with a task force.

I know there are game limitations on these, ergo there is no "fleet oiler" class so they have to appear in the generic line up.

I would also guess close to all of these served in the pacific but that is a guess on my part.

Great model, nice work :up:

Wulfmann

Wulfmann
08-12-09, 10:00 AM
do you mean something like this?
http://www.subsim.com/radioroom/showthread.php?t=150572

cheers

Yes, but the link does not take me to any mod.

Wulfmann

nik112
08-12-09, 11:59 AM
hi pal
here's the link:http://www.subsim.com/radioroom/showthread.php?t=150748

but this period am testing and i ll revise the mod using ships also from iabls released mfm 4.1 .i propose to wait for a while, but if you want to use there mustn't be inside sea folder the orig ships such as m10 , m11 etc

cheers

Wulfmann
08-12-09, 03:30 PM
Exo auto, sefxaristo para poli

Lykosanthros

iambecomelife
08-12-09, 08:22 PM
FYI, people, there will be a SH4 version of the Merchant Fleet mod coming out soon. It is intended for use with the various Atlantic campaigns that have been devised. One of the main benefits will be reduced file size, because it will not be necessary to clone each ship so that nationality-specific paint schemes are applied.

More details to come in the next several days.

melnibonian
08-13-09, 10:44 AM
FYI, people, there will be a SH4 version of the Merchant Fleet mod coming out soon.

That's good news but what about the Merchant Fleet Mod for SH3?

bojan811
08-13-09, 03:53 PM
Is this mod working?
Can it be imported and test in SH3 or?

iambecomelife
08-15-09, 12:08 AM
Is this mod working?
Can it be imported and test in SH3 or?

It works but is not stable & is in a VERY unfinished state. I am working on resolving the stability issues at present so that it can be used for a typical SH3 install w/o problems.

ozzysoldier
08-15-09, 04:19 AM
keep up the good work

Jimbuna
08-15-09, 06:14 AM
It works but is not stable & is in a VERY unfinished state. I am working on resolving the stability issues at present so that it can be used for a typical SH3 install w/o problems.

You must be bitterly disappointed after having worked on it for so long and suddenly been faced with these problems upon its release :nope:

Keep pluggin away....never give in....and good luck http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Wulfmann
08-15-09, 06:43 PM
I left out a couple people were reporting problems with but the many many ones I added work just fine.

I made an additional Pauchenschlag SCR and RND.mis file so I could see increased traffic along the lines of the book and in the SCR they were all Iambecomelife's ships
I have seen a bunch of these ships in the game without one single CTD

I did test each ship in Museum before I ran a patrol but after 3 East Coast and one Caribbean Sea mission I report all is well

Wulfmann

EmeAzul
08-16-09, 09:03 PM
IABL, I have completed 3 patrols with a subset of your MFM ships and have experienced no CTD's. However, I took the precaution of only loading 66 of your ships, 51 British and 15 unique American ones, so that I had no duplicates of the same ship type (i.e. one British & one American of the same type). I realize this probably breaks your heart, given how much time and effort you put into the other 23 American ships, but I believe this tactic for now anyway may have contributed to the stability of my mod install.

The American Roster has all 66 ships, while the British Roster has the 51 British ships, plus 8 of the American ones which could be used without nationality issues (i.e. TGA files with no American Flag and/or American shipping company name on the hull). Of the 44 ships sunk in the 3 patrols, 29 of them or 66% were your ships. This is proportionately higher than the total number of ships (63 or 49% GWX + 66 or 51% MFM), but I've found that this is usually the case with added on ships, where the game randomly picks the add on ships more often than it should.

I hasten to say that all of your ships are spectacular to see while running the game. The detail is incredible as everyone knows, they sit in the water a bit lower which makes them look heavier and they just look and move very graciously. It's almost a shame having to sink them. I'll be glad to pass along some other observations via PM, if you are interested. Good luck on solving the other stability issues. Cheers

gj2020
08-21-09, 03:05 PM
FYI, people, there will be a SH4 version of the Merchant Fleet mod coming out soon.


Fantastic news! I'm looking forward to this one.:woot:

KeybdFlyer
08-21-09, 03:59 PM
Ok, I've installed all of the MFM ships a couple at a time and the only ones causing me a problem (ctd) are as previously mentioned, i.e. L02A, M06A & M19B. M15B is listed, but I don't appear to actually have one! All the rest are in-game and look gorgeous! Many, many thanks for all your hard work, IABL - I hope the problems work-out well for you in the end. Beautiful models! :yeah:

pkl75
09-02-09, 08:14 AM
IABL, I have completed 3 patrols with a subset of your MFM ships and have experienced no CTD's. However, I took the precaution of only loading 66 of your ships, 51 British and 15 unique American ones, so that I had no duplicates of the same ship type (i.e. one British & one American of the same type). I realize this probably breaks your heart, given how much time and effort you put into the other 23 American ships, but I believe this tactic for now anyway may have contributed to the stability of my mod install.

The American Roster has all 66 ships, while the British Roster has the 51 British ships, plus 8 of the American ones which could be used without nationality issues (i.e. TGA files with no American Flag and/or American shipping company name on the hull).



Can you explain what files need to be modified from MFM base set in order to exclude some ships from the installation? And which ships?

Is the stability issue caused by large number of ship types, or some bug in some type(s)?

Wish that also SH3 will get this as finished (reliable) version! Please do not give up. :salute:

EmeAzul
09-05-09, 04:44 PM
Pkl75, sorry for the late response. I don't really know what is causing the instability of the Mod; only Iambecomelife can determine that for sure. I made the assumption, based on some earlier comments from beta testers, that there could have been some duplication of object ID designations during the cloning process. This may turn out to be totally inaccurate (I hope so), but it was on this premise that I eliminated from my install any American Ship of the same type as a British equivalent ship.

So for example, I eliminated the M01A American ship, because there was a M01B British ship, but I kept the M05A American ship because there was no equivalent M05B British ship. Besides the M01A, I left out the M03A, M07A, M09A, M10A, M13A, M15A, M17A, M22A, M25A, M30A, M33A, M34A, M39A, M40A, T01A, T03A, T06A, T10A, T16A, and T18A. In addition, I left out the Q01B at Iambecome's suggestion and the revised NLL_ and NRC_. You leave them out by deleting the appropriate folders in the Sea folder and by deleting the appropriate files in the Roster/Country/Sea folders.

Again all 66 ships that I did keep look great in the game. I highly recommend their being added. Hope this helps. Cheers

EmeAzul

Stiebler
09-12-09, 08:15 AM
My own experience with the Merchant Fleet mod has been that a crash to desktop (CTD) can often so corrupt memory that it is necessary to re-boot the computer before carrying out any further tests.

I found out the hard way that certain combinations of ships, which caused CTDs, were in fact stable if I performed a re-boot and tried again.

It seems clear, however, that some of IABL's ships just do not like to live with one another in the same mod.

I lack the time to pursue this any further. I hope the information is of use to those who may be testing still.

Stiebler.

SquareSteelBar
09-12-09, 10:40 AM
...It seems clear, however, that some of IABL's ships just do not like to live with one another in the same mod...Looks like ID conflicts...:hmmm:

Uber Gruber
09-27-09, 08:38 AM
So to summate then, the state of play is that this mod sould not be used yet as it is currently unstable...is this correct ?

It has been so long in development that i would suggest releasing it in stages, starting with those ships that have not yet caused problems. i say this because it would be nice to enjoy at least some of the the benefits of your hard work before SH5 comes along.

Feel free to shoot me if you disagree....

Cheers, Ug.

melnibonian
09-27-09, 09:59 AM
It has been so long in development that i would suggest releasing it in stages, starting with those ships that have not yet caused problems.

To tell you the truth I don't really see this happening. We have been waiting this mod for at least three years now and all we'got was "sorry guys I will start working on a SH4 version". To tell you the truth I don't really think we will ever play the SH4 version as well.

Personally I lost belief in IMB and his mod, and I am really sad about it but it is the way I feel.

mainexpress
09-27-09, 09:20 PM
To tell you the truth I don't really see this happening. We have been waiting this mod for at least three years now and all we'got was "sorry guys I will start working on a SH4 version". To tell you the truth I don't really think we will ever play the SH4 version as well.

Personally I lost belief in IMB and his mod, and I am really sad about it but it is the way I feel.I'll 2nd that motion.:zzz:

Wulfmann
09-28-09, 10:09 AM
Perhaps some of us that do a lot of our own modding being willing to add these and then test, pull some, retest etc is just beyond the majority that want to drop them in and have them work right off.

That is not a cut, it is just understanding the differences in how much some are willing to do or not to improve the visual aspect of GWX3.

I put them in, tested by opening the library and checking each one.
then to be even safer I removed any duplicate American version that was a British ship of the same name.

I have no problems and feel these are the nicest merchant ever added to SH3, bar none.

However, they require user effort and some do not want to or are unable to edit them.
That really is too bad.
I agree there should be a group of known problem free ones that could be released but IABL has the right to choose how and when he wants to do whatever.

Wulfmann

EmeAzul
09-28-09, 11:46 AM
I totally agree with Wulfmann, with just a little editing effort you can add two-thirds of Iambecomelife's Merchant Fleet and enjoy those superb additions with absolutely no CTD problems. I'm on my 6th patrol with 66 of his ships added and have had no problems at all. Those ships are so nice, I would not want to go on patrol without them. Cheers

EmeAzul

Rasher
09-28-09, 11:53 AM
Hi guys

I have been waiting to play SH3 again for a year now and the reason for the wait was because of this mod. I totally agree that it is up to the modder at the end of the day but I also understand peoples fustration and I would love to get 2 thirds of the ships into the game but im not very good at modding. Can someone please write me an idiots guide to getting the ships downloaded and into the game. I would really appreciate any help cheers:up:

Rasher

Uber Gruber
09-28-09, 11:53 AM
I can appreciate the point raised here but I'm also aware that many users will lack wither the technical skill or confidence to edit SH3 files. We can say "stuff you non-geeks" or we can help.....i'll leave that decision to whoever feels they can.

Hitman
09-28-09, 01:35 PM
Can someone please write me an idiots guide to getting the ships downloaded and into the game. I would really appreciate any help cheers:up:

It's only a few posts up, I quote EmeAzul:

I left out the M01A, M03A, M07A, M09A, M10A, M13A, M15A, M17A, M22A, M25A, M30A, M33A, M34A, M39A, M40A, T01A, T03A, T06A, T10A, T16A, and T18A, Q01B, NLL_ and NRC_. You leave them out by deleting the appropriate folders in the Sea folder and by deleting the appropriate files in the Roster/Country/Sea folders.

Again all 66 ships that I did keep look great in the game. I highly recommend their being added. Hope this helps. Cheers

Rasher
09-28-09, 02:19 PM
Thanks Hitman

So can I just manually delete these ships and then place it in the SH3 Mods Folder and enable the mod using JSGME?

Also what order should it be enabled in my list of mods? That is probably going to be my biggest problem? Any help would be great and appreciated.

GWX - Captain America's Officer Icons
GWX - VIIC41 Player Sub
IIA Skin
GWX - Axis Mediterranean Aircraft Skins
OLC Gold MkII Option 4 Enviroment with EDE and GUI with LRT
GWX - Late War Sensors Snorkel Antennas (OLC Gold MkII ~ LRT)
OLC's Modified Search Beams for GWX 3
Waterstream+Exhaust Combi V2.3 for GWX 3
Waterstream+Exhaust Combi - Single Exhaust for Type II
Unoficial Rockets fix for GWX 3
TMT v2
Lifeboat & Debris v4

Thanks

Rasher

melnibonian
09-28-09, 02:26 PM
So for example, I eliminated the M01A American ship, because there was a M01B British ship, but I kept the M05A American ship because there was no equivalent M05B British ship. Besides the M01A, I left out the M03A, M07A, M09A, M10A, M13A, M15A, M17A, M22A, M25A, M30A, M33A, M34A, M39A, M40A, T01A, T03A, T06A, T10A, T16A, and T18A. In addition, I left out the Q01B at Iambecome's suggestion and the revised NLL_ and NRC_. You leave them out by deleting the appropriate folders in the Sea folder and by deleting the appropriate files in the Roster/Country/Sea folders.

Again all 66 ships that I did keep look great in the game. I highly recommend their being added. Hope this helps. Cheers

EmeAzul

To make things simple for everyone can you please upload your version (the one with the deleted files) that works? That way we will all start from the same point and we'll avoid issues with files belonging to a number of different ships.

Thanks a lot in advance

Rasher
09-28-09, 02:49 PM
Hi again

I've just downloaded the mod but cant get hold off the skin pack, Is this essential and does anyone know a good link? The original skin pack link is empty.

Cheers

Rasher

nikbear
09-28-09, 06:01 PM
To make things simple for everyone can you please upload your version (the one with the deleted files) that works? That way we will all start from the same point and we'll avoid issues with files belonging to a number of different ships.

Thanks a lot in advance

That would be a great idea.I'm sure I'm not the only one holding off of D/L this great mod purely and simply because of all the trouble people sem to be having with it,
I think what seems to be forgoten by some is that if you have a group of mods you've D/L'ed working really well,and your getting great patrol's and results,you are loathed to D/L any new mod that might throw a spanner in the works,the results to your game install can be an utter disaster:nope::wah::damn:
I'm sure IAMBL wouldn't mind people helping out each other in getting a workable version that everyone can use without the fear of the dreaded CTD's :wah::cry::timeout::nope:
I know I've seen enough of them to last me a lifetime in the past,so lets try and get our heads together and resolve any issues in the D/L,and then we can all enjoy it:yeah:

mainexpress
09-30-09, 05:22 PM
Pkl75, sorry for the late response. I don't really know what is causing the instability of the Mod; only Iambecomelife can determine that for sure. I made the assumption, based on some earlier comments from beta testers, that there could have been some duplication of object ID designations during the cloning process. This may turn out to be totally inaccurate (I hope so), but it was on this premise that I eliminated from my install any American Ship of the same type as a British equivalent ship.

So for example, I eliminated the M01A American ship, because there was a M01B British ship, but I kept the M05A American ship because there was no equivalent M05B British ship. Besides the M01A, I left out the M03A, M07A, M09A, M10A, M13A, M15A, M17A, M22A, M25A, M30A, M33A, M34A, M39A, M40A, T01A, T03A, T06A, T10A, T16A, and T18A. In addition, I left out the Q01B at Iambecome's suggestion and the revised NLL_ and NRC_. You leave them out by deleting the appropriate folders in the Sea folder and by deleting the appropriate files in the Roster/Country/Sea folders.

Again all 66 ships that I did keep look great in the game. I highly recommend their being added. Hope this helps. Cheers

EmeAzulI assume you backed up necessary files in case you wanted to revert back.I'm wondering if i should try this,or wait until a more stable release is out that doesn't cause CTDs that i can install using JSGME?/ I really want to see IAMBL ships in the game,i'm almost ready to try it your way EmeAzul but i dont want to mess my install up either.I'm so impatient lol... but we have all been waiting so long for this to come out.Me it's been 3 years or so since IAMBL first announced it.

ron2002
10-01-09, 05:48 AM
I can confirm that the way EmeAzul has done his install for the mod works for me with no problems. Without the small modification it would crash every time.

Thanks to Iambecomelife for these great ships. :up:

robbythesub
10-01-09, 04:06 PM
I am running vista 32 and even modded as above, I get ctd on load screen with this mod- I assume this is due to high memory required for the extra mod.

Hope to get vista 64 soon, so wil try it then.

:salute:

Wulfmann
10-01-09, 06:41 PM
Hi guys
I have been waiting to play SH3 again for a year now and the reason for the wait was because of this mod. I totally agree that it is up to the modder at the end of the day but I also understand peoples fustration and I would love to get 2 thirds of the ships into the game but im not very good at modding. Can someone please write me an idiots guide to getting the ships downloaded and into the game. I would really appreciate any help cheers:up: Rasher

I will do a step by step.
Create outside of the game folders for SH3
Download mod and place in that folder
Extract mod to here (right click on zip and chose that option)
Now go to Program files UBI, SH3 folder,
Copy entire Sea and Roster folders to the outside folder as back up, always back up before modding.
Open to data folder open to Sea folder
Now go to the extracted mod package and open to data and Sea folder. Drop all the ships into the Sea folder. (Note without roster file versions these will be inactive so can not cause a problem so dump them all in)

Now go to SH3 Data folder then Roster folder then British folder
Go back to extracted folder files and go to data, roster British. Drag and drop all those into the UBI, SH3 Data, roster, British folder.

Now here comes the tricky but easy part.
With all the same windows opened open a new one UBI, SH3, Data, Roster, American.
Go to extracted files and find the American in Roster.
(Note, you still have the other game folder roster, British open, so have 2 roster files in SH3 open at the same time)
Look at the extracted American list. Drag and drop only those American ships that are NOT also in the British roster folder. You will actually not use that many American ships.
Any ship that is an American version of the British simply do not add it to the American roster folder lineup.

This will eventually be worked out but the CTD most have reported and I have experienced were eliminated by simply not using two versions of the ship in a different country.

Give some of the other guys 24 hours to say this is wrong (In spite of the fact it works for me someone may have an idea to be considered.)

Wulfmann

piri_reis
10-02-09, 03:26 AM
Is there an alternative link to the skin pack? The link on 1st page is dead.

Uber Gruber
10-02-09, 07:39 AM
Should really be made JSGME compatible for those less techy aware.

LGN1
10-02-09, 11:05 AM
Hi,

I have added the following 63 ships and it works fine so far (the letter behind the ships indicate in which country folder I put the ship in the roster folder: A:American,B:British. In general, American ships only go to the American roster folder and some British (the ones of which I deleted the corresponding American ship) go into both roster folders):

AK01A A
AK02A A
AK03A A
AM01A A
AO01A A
AO02A A
L01B B
L03A A

M02B B
M03B A,B
M04B B
M05A A
M06B A,B
M07B A,B
M08B B
M09B A,B
M10B A,B
M11B B
M12B B
M13B A,B
M14B B
M15B A,B
M16B B
M17B A,B
M18B B
M20B B
M21B B
M22B A,B
M23B B
M24B B
M25B A,B
M26B B
M27B B
M28B B
M29B B
M30B A,B
M31B B
M32B B
M33B A,B
M34B A,B
M37B B
M38B B
M39B A,B
M40B A,B

O01B B
O02A A
RP01A A
T01B A,B
T02B B
T03B A,B
T04B B
T05B B
T06B A,B
T07B B
T08B B
T09A A
T10B A,B
T13A A
T14B B
T16B A,B
T17A A
T18B A,B
T19A A

I have added the following lines to my EnglishNames.cfg:

L01B=Heavy 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
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
O01B=Ore Freighter 01
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
T16B=Tanker 16
T18B=Tanker 18
T09A=Tanker 09
T13A=Tanker 13
T17A=Tanker 17
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
L03A=Heavy Merchant 03
M05A=Medium Merchant 05


and to my GermanNames.cfg:

L01B=Schwerer Frachter Typ 1
M02B=Frachter Typ 2
M03B=Frachter Typ 3
M04B=Frachter Typ 4
M06B=Frachter Typ 6
M07B=Frachter Typ 7
M08B=Frachter Typ 8
M09B=Frachter Typ 9
M10B=Frachter Typ 10
M11B=Frachter Typ 11
M12B=Frachter Typ 12
M13B=Frachter Typ 13
M14B=Frachter Typ 14
M15B=Frachter Typ 15
M16B=Frachter Typ 16
M17B=Frachter Typ 17
M18B=Frachter Typ 18
M20B=Frachter Typ 20
M21B=Katapultschiff Typ 2
M22B=Frachter Typ 22
M23B=Frachter Typ 23
M24B=Frachter Typ 24
M25B=Frachter Typ 25
M26B=Frachter Typ 26
M27B=Frachter Typ 27
M28B=Frachter Typ 28
M29B=Frachter Typ 29
M30B=Frachter Typ 30
M31B=Frachter Typ 31
M32B=Frachter Typ 32
M33B=Frachter Typ 33
M34B=Frachter Typ 34
M37B=Frachter Typ 37
M38B=Frachter Typ 38
M39B=Frachter Typ 39
M40B=Frachter Typ 40
O01B=Erzfrachter Typ 1
O02A=Erzfrachter Typ 2
T01B=Tanker Typ 1
T02B=Tanker Typ 2
T03B=Tanker Typ 3
T04B=Tanker Typ 4
T05B=Tanker Typ 5
T06B=Tanker Typ 6
T07B=Tanker Typ 7
T08B=Tanker Typ 8
T10B=Tanker Typ 10
T14B=Katapulttanker
T16B=Tanker Typ 16
T18B=Tanker Typ 18
T09A=Tanker Typ 9
T13A=Tanker Typ 13
T17A=Tanker Typ 17
T19A=Tanker Typ 19
RP01A=Reparatur Schiff
AK01A=Seefrachter Typ 1
AK02A=Seefrachter Typ 2
AK03A=Seefrachter Typ 3
AM01A=Munitionsschiff
AO01A=US Tanker Typ 1
AO02A=US Tanker Typ 2
L03A=Schwerer Frachter Typ 3
M05A=Frachter Typ 5


Probably one can add more ships without getting a CTD, but I want to stay on the safe side and I think 63 ships are more than enough. I have an old machine, Pentium 4, 2.6 GHz, and 2 GB RAM.

I also added some of the ships to other nations to avoid that I immediately know that a ship is from the US or UK if it is one from the MFM.

Concerning a reduced/modified version for download, I doubt that it is a good idea as long as Iambecomelife has not given his permission for such a thing.

Cheers, LGN1

Rasher
10-02-09, 01:30 PM
I will do a step by step.
Create outside of the game folders for SH3
Download mod and place in that folder
Extract mod to here (right click on zip and chose that option)
Now go to Program files UBI, SH3 folder,
Copy entire Sea and Roster folders to the outside folder as back up, always back up before modding.
Open to data folder open to Sea folder
Now go to the extracted mod package and open to data and Sea folder. Drop all the ships into the Sea folder. (Note without roster file versions these will be inactive so can not cause a problem so dump them all in)

Now go to SH3 Data folder then Roster folder then British folder
Go back to extracted folder files and go to data, roster British. Drag and drop all those into the UBI, SH3 Data, roster, British folder.

Now here comes the tricky but easy part.
With all the same windows opened open a new one UBI, SH3, Data, Roster, American.
Go to extracted files and find the American in Roster.
(Note, you still have the other game folder roster, British open, so have 2 roster files in SH3 open at the same time)
Look at the extracted American list. Drag and drop only those American ships that are NOT also in the British roster folder. You will actually not use that many American ships.
Any ship that is an American version of the British simply do not add it to the American roster folder lineup.

This will eventually be worked out but the CTD most have reported and I have experienced were eliminated by simply not using two versions of the ship in a different country.

Give some of the other guys 24 hours to say this is wrong (In spite of the fact it works for me someone may have an idea to be considered.)

Wulfmann


Thanks Wulfmann

I appreciate you taking the time to help. It does still seem a reasonably confusing task. Do I need any special modding software or can I do it with basic cut and paste commands etc? Cheers

Wulfmann
10-02-09, 02:30 PM
My posted method was simply opening folders and dropping things in.

The main difference was explaining what "NOT" to drop in, the American roster ships that are the same named as the British and explaining from start to finish.
No tools, just dropping in, dragging over and dropping in.

I use to do a lot of flight sim mods and I always wrote "how to" believing some may not have any experience in mods (we all were at that point at one time).

Remember the number one rule before doing any modding:
Back up, make copies of the original folders you intend to modify. that way you can always start over and believe me you will many times (maybe not on this but it is a certainty when modding)

Wulfmann

Rasher
10-02-09, 03:04 PM
My posted method was simply opening folders and dropping things in.

The main difference was explaining what "NOT" to drop in, the American roster ships that are the same named as the British and explaining from start to finish.
No tools, just dropping in, dragging over and dropping in.

I use to do a lot of flight sim mods and I always wrote "how to" believing some may not have any experience in mods (we all were at that point at one time).

Remember the number one rule before doing any modding:
Back up, make copies of the original folders you intend to modify. that way you can always start over and believe me you will many times (maybe not on this but it is a certainty when modding)

Wulfmann

Thanks Wulfmann

I think you set it out well and I didn't mean to sound ungrateful or stupid even though I probably sounded both:salute:

I will work through it and give it a go. Thanks again mate

Rasher

mainexpress
10-02-09, 03:42 PM
Is there an alternative link to the skin pack? The link on 1st page is dead.Do we need the skin pack? because yeah the link at filefront is dead

piri_reis
10-03-09, 02:22 AM
Well, it's not mandatory, but has different camo schemes for various years. (Used w/ SH3Cmndr)
I have a skin pack from back when I tested, beta2.2. A 27meg file from Jan3,2009. If it wasn't updated after that, I can upload.. If not it would be nice if somebody had a link.

Wulfmann
10-04-09, 09:10 AM
I am just guessing here but since not all of them do it might those that have the blacker smoke be coal burners???

Have wondered and keep forgetting to to ask about this so thanks for the reminder/prompt

Wulfmann

Freakwave
10-04-09, 04:28 PM
got a skinpack from which the filles are from 17th april 2009. It doesnt say a version number,just MFM_skin_pack.7z ill upload it and put the link in this post.


http://www.megaupload.com/?d=1XGNL2VZ

piri_reis
10-05-09, 02:30 AM
Thank you :up:

robbythesub
10-05-09, 04:38 AM
Could someone please confirm which is the very latest version to download as I am rather confused with all the time etc having passed!

The one I have currently unzipped reads MFM-BETA-4.1

Thanks! :up:

Freakwave
10-05-09, 07:50 AM
I have a MFM-beta-4.7.7z i can upload that too if the need is there. Also 17th april of this year like the skinpack i uploaded in 2 posts above.

This is strange, the first post has a dl link to a 4.1 version added 23-5-2009. Also its much larger in filesize than what i have on my HD. Could be the archive diff. Once i downloaded it ill check the date of the folders and compare both when extracted.

Uber Gruber
10-05-09, 07:53 AM
You're confused? Hell everyone here is....this mod has so luch dust on it that its become quite useless for the majority of sub-simmers.

Oh well, it was a nice idea.

Freakwave
10-05-09, 07:59 AM
Confsusion comes standard in this life, enjoy it since its free like this mod! :D

robbythesub
10-05-09, 08:26 AM
My cersion as above causes CTD on the load up screen let alone during the game, and editing it as per above comments makes no difference on my machine!

Think I will give up on this which is a shame because it promises so much.

Freakwave
10-05-09, 09:22 AM
I have a MFM-beta-4.7.7z i can upload that too if the need is there. Also 17th april of this year like the skinpack i uploaded in 2 posts above.

This is strange, the first post has a dl link to a 4.1 version added 23-5-2009. Also its much larger in filesize than what i have on my HD. Could be the archive diff. Once i downloaded it ill check the date of the folders and compare both when extracted.

The version on my HD and the one you can download in the first post are the same. Therefore i assume 4.1 is the latest. My version number could be due to me renaming. 7z makes a huge diff in compression size versus .rar btw, 46MB versus 277MB!

mainexpress
10-05-09, 05:02 PM
Ok i put the ships in just like wulfmann described,and so far so good,i see them in the Handelsschiffe,but also im on patrol number 2 in my career and yet to see one of these new beauties,just now sailing out of Lorient.Also i downloaded your link for the skinpack freakwave,hopefully it will work.But when i try to go into the museum i CTD:06:

Freakwave
10-06-09, 03:56 AM
I don't even reach the museum, the load times are long to begin with just with GWX alone.
with the MFM it never worked for me yet (the museum). I havent removed doubles and did all the things to avoid crashes yet.

It never crashed for me ingame however, its been a while but i think i used the MFM at max three times so i just could have been lucky. On your patrol you are bound to run into them singlely as well as in convoys. Just because there are so many ships in the MFM. :yeah:

mainexpress
10-07-09, 12:10 AM
Ships look awesome,but where's the funnel smoke:06:

iambecomelife
11-02-09, 10:27 PM
An Update:

This week in between my classes I will be resuming work on neutral merchant ships for the MFM, as well as some alterations to SH3Commander (assuming that Jscones gives his consent). Part of my objective is to test some changes to the merchant ship nationality system. If all goes well they will be used in the WWI Silent Hunter mod "Wolves of the Kaiser".

All this is part of a buildup to the [hopefully] final versions of the mod - one oriented towards stock SH3, and one optimized for GWX users.

I realize there have been some technical support questions which I will try to address ASAP.

As always, I regret the delays but work and school must come first - especially given the current economic situation in my country. :-?

Hunter
11-03-09, 01:18 AM
All this is part of a buildup to the [hopefully] final versions of the mod

Are you still planning to release HMAS Sidney along or after it?

iambecomelife
11-03-09, 12:19 PM
Are you still planning to release HMAS Sidney along or after it?

That won't be possible. The original version has corrupted files and can no longer be opened with S3ditor.

I would like to eventually release a cruiser pack with the "Indianapolis", "Sydney", "York", and "Atlanta", but at the moment WWI ships and finishing the MFM are my priority.

Faslane
11-07-09, 11:27 AM
Downloaded MFM beta 4.1 and tweaked files as recommended by EmeAzul. All show OK in museum and Rec. manual. Just started first patrol with the modded files and already located and sunk 3 of the new medium merchants in quick succession (all in Grid AN14).
- so far so good :). Many thanks to IABL for an excellent mod your work is much appreciated also to EmeAzul for the file tweaks.:salute:

Wulfmann
11-07-09, 12:11 PM
Wolves of the Kaiser??? That sound interesting for sure.

Since I have made sure there are no duplicates for the same ship number, that is no American version of the British ships, I have not had a single CTD, not one in over 25 patrols and I have seen them all in those beauties.

Not sure why MFM works so well for me.

Again, download the entire file remove any duplicate ship that has the same number next to the B for British A for American.
I used the B versions since they are 39-45 ships compared to 42-45 year ships for American versions.

Tell me more about the WWI add on or post a link to it please.
That sounds very cool.
IMO, SH3, because of no wolf packs, would be closer to reality as a WWI sim

Wulfmann

Wulfmann
11-07-09, 12:15 PM
Just a note. Make sure you have the ship in the Sea folder before you add the ships to the Roster folder.
You can have a ship in the Sea folder without the proper corresponding Roster file and it will not CTD but, if you do not have the ship in the Sea folder then add the file to the Roster folder that will cause a CTD.

Wulfmann

Venatore
11-13-09, 08:55 PM
EDIT: A beta version of the mod has been released:
Latest version:

http://files.filefront.com/13794822 (http://files.filefront.com/13794822)



Approximately how many new ships are we looking at in the latest version?

iambecomelife
11-21-09, 02:25 AM
Approximately how many new ships are we looking at in the latest version?

About 35-40.

Someone PM'ed me about the mod & GWX. It will work fine, but you may notice different sinking behavior compared with stock GWX ships. In general the ships will be a little harder to sink, and some vessels like 11,000-12,000 ton tankers may require three torpedoes if they are not carrying dangerous goods.

Be sure to manually paste the entries for the MFM into Englishnames.cfg. I realize that there are already MFM entries in the GWX Englishnames file, but these will NOT get the mod to run. If you do not manually copy/paste the entries, you WILL get a CTD.

Rothwell white
11-21-09, 03:48 PM
T

Latest version:

http://files.filefront.com/13794822 (http://files.filefront.com/13794822)



For some reason i cant download this file :cry: i click on download the page just refreshes its self

iambecomelife
11-21-09, 05:05 PM
For some reason i cant download this file :cry: i click on download the page just refreshes its self

PM me your email address please.

LGN1
11-22-09, 12:47 PM
Hi Iambecomelife,

I have measured the length and mast height of quite a few of your ships and I found that the data in the cfg files is not very accurate. Are you interested in the values I got or do you have a method to obtain the data from the models? Will the length and height of the models change in the final release? Anyway, the ships are really great and I thank you very much for all the work done :up:

Best, LGN1

Rothwell white
11-23-09, 04:16 PM
PM me your email address please.
Sorted thanks :salute: mod up and running and very well done

Lugworm
11-23-09, 07:01 PM
I have been running the MFM for over 20 patrols with a few CTDs but not to bad, but had to reinstall SH3 and all the mods i like, i thought i would install the MFM as per Wulfmanns instructions, the ships are showing up in game but without smoke this time, also saw one with an odd skin problem (white sections on hull) and no it was'nt cammo, any ideas on this one, Other SH3 and GWX ships seem fine so far, smoke and skins, Cheers

Lugworm
11-25-09, 07:30 PM
all sorted

Wulfmann
11-25-09, 09:45 PM
all sorted


Perhaps you could post what you did to sort it out so others running into a similar problem can see your solutions???

Wulfmann

Lugworm
11-26-09, 06:59 PM
Go through Wulfmanns instructions as in post 657 of this thread, then open the extracted MFM mod in the outside the game folder. Open DATA folder, open LIBRARY folder and copy the "particles funnelsmoke" video CD movie.

Then go to PROGRAM files, open UBISOFT folder, open SH3 folder, open DATA folder, open LIBRARY folder and paste the copy of "particles funnelsmoke" video CD movie in there.

That worked for me, :yeah:but best make a backup of the Library folder you are changing, just in case.

pkl75
11-28-09, 10:41 AM
Hi IABL and others,

Is there going to be a final version that one can use directly with JSGME without any manual editing of any files by the user?

Why are the ships sinking with different behavior than stock GWX ships?

Sorry but I could not read the entire thread.

Sailor Steve
11-28-09, 02:33 PM
Why are the ships sinking with different behavior than stock GWX ships?

Sorry but I could not read the entire thread.
Scroll up just nine posts and read #688 by iambecomelife.

Sorry but I could not bother to post a link.

101Dixie
12-05-09, 06:48 PM
Great work :yeah:

I had several CTD issues running GWX, but going through the files a couple at a time a trying to load the museum resulted in the following ships looking like the ones that cause my CTDs:

M30A
T14B
T16B
T18B

In addition I didn't install M35B, M3B, NLL or NRC as other versions of those were already in my data folders.

101Dixie
12-06-09, 12:57 PM
I was sort of wrong on my last post. Although most of the ships showed up fine in the museum, they caused a CTD whenever I tried to start a patrol in GWX with several ships installed. Deleting the roster files for the relevant ships has solved the issue. A lot of the crash causing ships look to be tankers for whatever reason.

The ships that are OK with my setup:

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
L01B=Heavy Merchant 01
L02A=Heavy Merchant 02
L03A=Heavy Merchant 03
M01B=Medium Merchant 01
M02B=Medium Merchant 02
M01A=Medium Merchant 01
M03B=Medium Merchant 03
M04B=Medium Merchant 04
M03A=Medium Merchant 03
M05A=Medium Merchant 05
M06B=Medium Merchant 06
M07B=Medium Merchant 07
M08B=Medium Merchant 08
M06A=Medium Merchant 06
M07A=Medium Merchant 07
M09B=Medium Merchant 09
M10B=Hog Islander-UK
M09A=Medium Merchant 09
M10A=Hog Islander-US
M11B=Medium Merchant 11
M12B=Medium Merchant 12
M13B=Medium Merchant 13
M14B=Medium Merchant 14
M15B=Medium Merchant 15
M13A=Medium Merchant 13
M15A=Medium Merchant 15
M16B=Medium Merchant 16
M17B=Medium Merchant 17
M18B=Medium Merchant 18
M19B=Medium Merchant 19
M17A=Medium Merchant 17
M20B=Medium Merchant 20
M21B=CAM-Ship 02
M22B=Medium Merchant 22
M23B=Medium Merchant 23
M22A=Medium Merchant 22
M25A=Medium Merchant 25
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
M33A=Medium Merchant 33
M34A=Medium Merchant 34
M37B=Medium Merchant 37
M39B=Medium Merchant 39
M40B=Medium Merchant 40
M39A=Medium Merchant 39
M40A=Medium Merchant 40
O01B=Ore Freighter 01
O02A=Ore Freighter 02
Q01B=Medium Merchant 17
RP01A=Repair Ship
T01B=Tanker 01
T02B=Tanker 02
T01A=Tanker 01
T03B=Tanker 03
T04B=Tanker 04
T03A=Tanker 03
T05B=Tanker 05
T07B=Tanker 07
T08B=Tanker 08

iambecomelife
12-12-09, 11:39 PM
Thank you for the advice about which ships might be causing problems.

Now that exam period is winding down I "dusted off" the old files and restarted work on the mod. Unfortunately updates to Windows & java are wreaking havoc with my modding programs (Pack3d & S3ditor). I keep getting texture mapping errors & problems with java.

If anyone knows of a good, easy-to-use 3d program other than Wings3d, I'd love to hear of it - I suspect that Wings3d is the source of many of my current texturing problems.

Ktl_KUrtz
12-22-09, 04:50 AM
I am having problems using this mod with Stock 1.4b.
Every time I hit a Tanker I get a CTD!

Is there a known fix for this problem or is the mod just not compatable with 1.4b?
KUrtz

Ktl_KUrtz
12-30-09, 05:48 AM
Hi,
Sorry to bump the thread but is there a Stock 1.4b version of this fantastic mod?
KUrtz

Freakwave
01-02-10, 06:28 AM
Tankers are causing problems. Read up a bit, there are ppl that posted how to avoid crashes.

Happy new year!

Ktl_KUrtz
01-02-10, 07:56 AM
Cool Freakwave,
Will do!
happy New Year!
KUrtz

Freakwave
01-03-10, 08:48 AM
How have things worked out Kurtz?

Just yesterday i got around to follow the instructions on what ships to remove. I deleted the american tankers with a british equivalent. Merchants i left as they were. Also NLL_ NRC_ Q01B i deleted as per instuctions. Lo and behold museum loaded just fine. Apparently if the museum gets displayed then its a measure how stable the configuration is.

To make it compatible with another mod(either waterstream&exhaust or lifeboats and debris) i commented out M35B and M36B.

Happy hunting!

TarJak
01-08-10, 06:59 AM
Apparently if the museum gets displayed then its a measure how stable the configuration is.

This was the first thing that had to be done when testing GWX, however it is not the be all of testing mods. When the museum loaded we then proceeded to test each unit for each country in each year in the Museum. Once this passed we had a reasonably good idea that the release was stable.

There are however differences between loading units in the museum and in a career which means that CTD's can still happen even if the museum tests OK.

These are usually related to the damage models and the CTD's come most often when specific units are damaged either by player or AI unit interaction.

Ktl_KUrtz
01-14-10, 04:47 AM
How have things worked out Kurtz?

Just yesterday i got around to follow the instructions on what ships to remove. I deleted the american tankers with a british equivalent. Merchants i left as they were. Also NLL_ NRC_ Q01B i deleted as per instuctions. Lo and behold museum loaded just fine. Apparently if the museum gets displayed then its a measure how stable the configuration is.

To make it compatible with another mod(either waterstream&exhaust or lifeboats and debris) i commented out M35B and M36B.

Happy hunting!

Hi Freakwave,
I am still having problems with CTD especially with any Tankers that I hit!
It might be my system, maybe a conflict with some other programmes that I am running.
Have you figured out which are the best tankers to use with stock?
KUrtz

iambecomelife
01-15-10, 02:11 PM
Hi Freakwave,
I am still having problems with CTD especially with any Tankers that I hit!
It might be my system, maybe a conflict with some other programmes that I am running.
Have you figured out which are the best tankers to use with stock?
KUrtz

Hi; can you describe the structural features, nationality, etc of the tankers that are causing the CTD? I may be able to track down the model designation.

Ktl_KUrtz
01-16-10, 08:42 AM
Hi; can you describe the structural features, nationality, etc of the tankers that are causing the CTD? I may be able to track down the model designation.

Will do!
I like using just Stock ships I think they are good enough targets, I just want to improve the skins!
I have exchanged stock Liner for HMS Ceramic, that about the only other thing I have modded with the ships.
I will get back to you on this one.
KUrtz

Freakwave
01-21-10, 10:52 AM
This was the first thing that had to be done when testing GWX, however it is not the be all of testing mods. When the museum loaded we then proceeded to test each unit for each country in each year in the Museum. Once this passed we had a reasonably good idea that the release was stable.

There are however differences between loading units in the museum and in a career which means that CTD's can still happen even if the museum tests OK.

These are usually related to the damage models and the CTD's come most often when specific units are damaged either by player or AI unit interaction.

Thats alot of labor! :o :salute:

Hi Freakwave,
I am still having problems with CTD especially with any Tankers that I hit!
It might be my system, maybe a conflict with some other programmes that I am running.
Have you figured out which are the best tankers to use with stock?
KUrtz

I have sunk one tanker (so far:arrgh!:). No crash. I deleted only those American tankers that have the british equivalent (as recommended). So not much to say about it since your game loads fine. You are saying stock i am using GWX. Not sure if we mean the same thing. Could be a combination of factors i am using :

GWX3.0 All_Weather_Guns
Torpedo damage Final ver2.0
Type VII Black-White-Grey MK1
Unofficial_rockets_fix_GWX3.0
No continuous 'Ship spotted' V1.1 for GWX3+Rubinis RocketFix
MFM-Beta-4.1
LifeBoats&Debris_v4
Waterstream+Exhaust KombiMod V1.0
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
OLC 'Gold' MkII ~ Flat Sun Fix

MH
01-21-10, 11:07 AM
Just a suggetion....i was experiencing some CTDs with tis mod too -after 1940 (some types of ships got activated).
I run mission editor which while opening indicated some file errors with certain ships.I deleted all those folders and its all ok for now.
I'm in 1941 having no ctds at all even loading in mid patrol.
I also used the 4giga patch and windows tweak (look the in WAC thread)since all those ships eat loads of RAM.

Ktl_KUrtz
01-23-10, 05:57 AM
Done1
It's fine now, I'm using British tankers so no problems.
Thanks for your help guys!
KUrtz

Ktl_KUrtz
01-30-10, 05:22 AM
@Iambecomelife,
Can you advise me on the best ship skins to use from your great MFM b 4.1 mod for the ships in Stock 1.4b?
I would just like to change the grotty skins that are in Stock for your excellent work.
Thanks a lot if you can help!
KUrtz

iambecomelife
02-05-10, 12:50 AM
@Iambecomelife,
Can you advise me on the best ship skins to use from your great MFM b 4.1 mod for the ships in Stock 1.4b?
I would just like to change the grotty skins that are in Stock for your excellent work.
Thanks a lot if you can help!
KUrtz

These skins are not intended for use with the stock ships because of differences in structural features. About 80% of all the MFM ships are heavily modified Liberty Ships, but none of the skins can even be used with the parent unit.

Ktl_KUrtz
02-05-10, 07:34 AM
Ok Herr Kaleun,
Thanks for the great mod.
KUrtz

iambecomelife
02-07-10, 02:19 PM
Today I am going to be working on WWI - era merchants. These are high priority right now because they can be used for both WWII and WWI mods. My latest vessels are based on SH4 ships & have a better level of detail than units with SH3 "parents" - hopefully some screenshots later.

iambecomelife
02-14-10, 01:07 AM
Minor update: Several varieties of a 5200-ton merchant have been modeled; now I need to clone it and add paint schemes. It's generic enough to be used for multiple nations' merchant fleets. One variant will replace the defective M01B model from the MFM beta.

iambecomelife
02-14-10, 10:10 PM
Just in case you didn't notice the thread, a pack of 6 auxiliary units are available for download on Filefront. They include two fleet oilers, three attack transports, and an ammunition ship.

Get them here:

http://www.filefront.com/15588023/SH...%20Mod-1.0.rar (http://www.filefront.com/15588023/SH3%20Naval%20Auxiliaries%20Mod-1.0.rar)

Known issues: The measurements in the ID manual need to be adjusted.




http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-28-1.jpg


http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-27-1.jpg


http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-26-2.jpg


http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-23-5.jpg


http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-24-4.jpg


http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-25-3.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-19-3.jpg

unterseemann
02-15-10, 02:37 PM
Great job IABL, they look very nice!
I didn't notice M01B was wrong, i only saw it in my periscop and it went down without any problems ( the camo was strange but with english painters you never know...)

mstang67
02-16-10, 01:00 PM
Has anyone tried this with Living Silent Hunter III V5 yet? I tried and followed Wulfmann's directions perfectly but the game crashes when I try to start a patrol. Loads up to about 50% then crashes to desktop.

My system:

AMD Athlon 64X2 Dual Core Processor 4400+
2.30 GHz
2 GB RAM
Windows Vista Business (32 bit) w/ SP 2
ATI Radeon HD 4850

Freakwave
02-18-10, 02:28 PM
@mstang67

Only tried it with GWX. See no reason why it cant work in LSH aswell.
Did you adjust the englishnames.cfg for avoiding duplicates and also removed the ships that cause trouble? Amercan tankers with british equivalents and three others i cant recall from top of my head but they are mentioned in this thread. Other than that i wouldnt know.

@IABL

nice to see screenies. You keep yourself busy since this isnt your only mod.

iambecomelife
02-18-10, 03:07 PM
Try uninstalling the auxiliaries first. Then, check and see if LSH has any vessel designations identical to the ones for this mini-mod. If two vessels from different mods happen to share the same folder names then it's possible for crashes to result.

steve_lyons
03-01-10, 10:09 PM
This is looking fantastic! :up:

Just a question from a newbie though..

This isn't finished yet, is it? Just making sure, as I'm wanting to eventually download it as an entire pack.

i.e. All ships included & working without glitches (ctd), etc.

Thanks for all the hard work!

:salute:

Reece
03-02-10, 02:39 AM
This is a very good mod and although it works well it is a large drain on memory, and unfortunately have it disabled till I eventually change to Win 7 x64 that utilizes 4Gb and up!:oops: I was wondering if you have done or could do a rework of the original stock merchant ships?:hmmm: This will have very little drain on memory.:yep: Thanks.

Ktl_KUrtz
03-02-10, 05:25 AM
This is a very good mod and although it works well it is a large drain on memory, and unfortunately have it disabled till I eventually change to Win 7 x64 that utilizes 4Gb and up!:oops: I was wondering if you have done or could do a rework of the original stock merchant ships?:hmmm: This will have very little drain on memory.:yep: Thanks.
The above would be a great idea for those with older systems!
Mine is six years plus so I just run stock 1.4!
Re-skinning Stock ships would be grand!
KUrtz

steve_lyons
03-06-10, 09:57 PM
I'm running a strong system too. The ships look gorgeous in the screenshots, but I'm giving up on this - it's a mess in my opinion... :nope:

Reece
03-06-10, 10:35 PM
I'm giving up on this - it's a mess in my opinion... :nope:What do you mean!:hmmm:

steve_lyons
03-06-10, 11:30 PM
It's breaking my heart. I've read this thread from start to finish and still can't get this thing to function. I love all of the hard work that's been done - don't get me wrong - but it's just proving to be very frustrating... :wah:


As a fellow Australian, can I appeal to you to give me a step by step, comprehensive list of instructions on how to get these beauties sailing?

I'm starting to think that I'm a complete ignoramus..

(In hindsight, I shouldn't have thrown a tantrum. It's just that my weekend is coming to an end and I was really hoping to nail this!)

Thanks :oops:

Reece
03-07-10, 12:10 AM
OK, you have to unpack the MFM-Beta-4.1 folder to the JSGME mods folder then goto your SilentHunterIII\data\Sea\folder and open the EnglishNames.cfg and GermanNames.cfg files with notepad, also open the MFM-IMPORTANT.TXT file from the MFM-Beta-4.1 folder, highlight all the data copy and paste on the end of the two .cfg files.:yep: Save this and enable the mod, in the game these ships will randomly appear throughout a career.:up:

Hellraiser
03-07-10, 12:16 AM
OK, you have to unpack the MFM-Beta-4.1 folder to the JSGME mods folder then goto your SilentHunterIII\data\Sea\folder and open the EnglishNames.cfg and GermanNames.cfg files with notepad, also open the MFM-IMPORTANT.TXT file from the MFM-Beta-4.1 folder, highlight all the data copy and paste on the end of the two .cfg files.:yep: Save this and enable the mod, in the game these ships will randomly appear throughout a career.:up:

I think we all wish it were that easy...it simply isn't.

It takes quite a bit of trial/error and TIME to get a partial list of ships working, morover, the ships that work seem to vary from user to user.

Having said all of that, It IS worth the effort because these ships are a game changer.

Reece
03-07-10, 12:18 AM
I haven't come across a bad one yet, pity there isn't a list!:hmmm:

steve_lyons
03-07-10, 12:36 AM
Cheers Reece, I'll try again...


P.s. Your depth charge shake is brilliant!

Reece
03-07-10, 01:13 AM
I will point out that in the MFM-IMPORTANT.TXT these entries are missing:
M35B
M36B
and this one is in the list but not in the mod:
T15B
Don't know if this is a problem.:hmmm:

Cheers Reece, I'll try again...


P.s. Your depth charge shake is brilliant!That mod belongs to NVDrifter, I just hosted it!
However I used to have 5 pages of my own mods but one day FileFront just deleted them all when a new owner took over, never got around to put them back up, takes too long and I'm lazy!!

iambecomelife
03-07-10, 01:23 AM
It's breaking my heart. I've read this thread from start to finish and still can't get this thing to function. I love all of the hard work that's been done - don't get me wrong - but it's just proving to be very frustrating... :wah:


As a fellow Australian, can I appeal to you to give me a step by step, comprehensive list of instructions on how to get these beauties sailing?

I'm starting to think that I'm a complete ignoramus..

(In hindsight, I shouldn't have thrown a tantrum. It's just that my weekend is coming to an end and I was really hoping to nail this!)

Thanks :oops:

Here's some advice - try enabling the ships individually (copy and paste them in your data/sea folder. Then copy and paste the cfg's to data/roster/[country]. I know it's tedious, but it will definitely work.

Reece
03-07-10, 01:28 AM
And the list? (post #727):hmmm:

iambecomelife
03-07-10, 01:30 AM
Here's some more advice:

First, install and enable the mod with JSGME (are you familiar with this application?)

Then, copy and paste the vessel designations in englishnames.cfg.

Finally, if you get crashes try removing the following ships:

Ships with known problems: M30A

Potential problems: Rose Castle Ore freighter, designated NRC_ (if you already have the old version by AG124 installed).

Try deleting M30A and NRC_ (including their entries in data/sea/englishnames.cfg) and see if that works.

Also, note that even if you get crashes in Museum mode the vast majority of the ships will still appear in campaign mode with no problems.

iambecomelife
03-07-10, 01:32 AM
One more thing - M01A and B have some texturing problems due to DAT file corruption. These shouldn't cause the game to crash, but it's possible that there's an unknown issue causing a CTD. I would try disabling them last of all, after NRC_ and M30A, if you still have issues.

Reece
03-07-10, 03:34 AM
Why are you ignoring me iambecomelife, do I stink or something!:oops::-?

steve_lyons
03-07-10, 04:12 AM
I'll get round to using your advice guys - thanks..

I'm sure I'll get the sucker rolling.. :know:

I've been a U-Boat/Battle of Atlantic nut for years and only discovered SH3 two weeks ago! Bought a copy from the UK , and with the support of this great modding community, and the help from fellow SH3 fanatics, it's proving to be an amazing experience.

Thanks to you all.. :up:

(Apologies again for my harsh words before, Iambecomelife)..

melnibonian
03-07-10, 05:12 AM
IBL, since we know (or believe we do) which ships have problems why don't you release a version with only the ones that don't have a problem. I mean despite how useful JSGME is it's a real pain to try to import manually so many ships.

iambecomelife
03-07-10, 01:48 PM
Why are you ignoring me iambecomelife, do I stink or something!:oops::-?

Sorry - did you make a request for something earlier or send me a PM? Apologies for being dense, but please repeat it - I haven't been able to monitor this thread as closely as I want to recently.

Reece
03-07-10, 07:11 PM
In Post#727:
I will point out that in the MFM-IMPORTANT.TXT these entries are missing:
M35B
M36B
and this one is in the list but not in the mod:
T15B
Don't know if this is a problem.:hmmm:
Just wanted to know if you have ship names for the first two and will having a name in the list but not in the game cause any problems, I assume from your other ship releases that this list will not cause any problems it only effects the recognition manual names.:hmmm:

iambecomelife
03-08-10, 12:15 AM
In Post#727:

Just wanted to know if you have ship names for the first two and will having a name in the list but not in the game cause any problems, I assume from your other ship releases that this list will not cause any problems it only effects the recognition manual names.:hmmm:

It shouldn't cause any problems, so the lack of names is not the cause of any crashes.

In any event, the names for M35B and M36B are "Empire Feighter" and "CAM-Ship 01", respectively.

I spent some time making minor changes to the mod and I managed to install it on my own computer with no crashes. Thanks to SH5 driving me away with its sheer mediocrity, I think I'll spend some time today and tomorrow polishing up this version.

And adding a couple more ships, like a Whale Factory or two. :doh:

http://www.uboat.net/allies/ships/photos/nw/kosmos_II.jpg

Reece
03-08-10, 01:00 AM
Don't blame you for getting upset with SH5, if it were a car it would be recalled, would be like buying one with a door missing, only 3 wheels, 1 buckled, brakes that don't work, a missing gear, steering wheel that turns left to go right etc!!:har: It's a shame, surely even Dan should be embarrassed over this, and we were told "All new code"!:nope: Oh well, better not carry on, but my personal opinion is that even with modding and patches it is beyond repair.:oops:

evan82
03-08-10, 09:37 AM
Ahoy, Iambecomelife :salute:. First thing. I'd like to thank You for Your beautiful ships and all hard work. I use some of Your units. However I noticed not correct positions of the zon spheres in the zon files. Maybe this is not so urgent, but I fixed this for myself. I just download these units from the first post link under this thread, so mavbe this is an old version of this mod. Some zones are outside the hull:
http://img534.imageshack.us/img534/2980/screenshot001gx.jpg
:ping:

LGN1
03-08-10, 05:22 PM
Hi evan82,

could you please tell me which ships have problems with the *.zon file? Is it just the M34A or also others?

Thanks in advance!

Cheers, LGN1

iambecomelife
03-08-10, 05:31 PM
Hi evan82,

could you please tell me which ships have problems with the *.zon file? Is it just the M34A or also others?

Thanks in advance!

Cheers, LGN1

Mostly the smaller ships and some of the tankers. This is being worked on ATM.

Hellraiser
03-08-10, 05:38 PM
Awesome! Glad to see this potentially GREAT mod getting some more attention!! It would be fantastic indeed to finally have a 100% working version.

I am also not buying SH5 based on everything I've heard and the stupid DRM

Thanks in advance...and for all of your hard work already done Mr. IABL.

I salute you sir...:salute:

LGN1
03-08-10, 05:38 PM
Hi iambecomelife,

thanks for the reply. Can I just delete the zones outside the hull? I ask because I measured (almost) all the lengths and mast heights of the ships and I do not want to do it again when a new version of the mod is released. I want to stick with my present personal version.

Thanks again for the great work. The ships are real beauties.

Cheers, LGN1

iambecomelife
03-08-10, 07:28 PM
Hi iambecomelife,

thanks for the reply. Can I just delete the zones outside the hull? I ask because I measured (almost) all the lengths and mast heights of the ships and I do not want to do it again when a new version of the mod is released. I want to stick with my present personal version.

Thanks again for the great work. The ships are real beauties.

Cheers, LGN1

I recommend not doing this - it will have a negative effect on ship sinking behavior.

At the moment, despite zones being outside the hull you will still get fairly realistic sinkings - if you delete some of the zones then the game might not "know" that a torpedoed or shelled ship should start to flood.

I will work on the zones so that they are better suited to each of the individual models, so you don't get glitches like fire floating in midair & so on.

evan82
03-09-10, 04:24 AM
I alredy fixed these zones for myself with S3D:http://img192.imageshack.us/img192/6167/screenshot001am.jpg
I also used new Hit points scheme, more compatible with my game version. Everything can be done through S3D:salute:.
But hey, Iambecomelife! Once again thanks for Your work. Doing some fixes is always easier, than made all units from the begining, and Your ships are great and beatifull.:rock::rock::rock::rock:.

Happy Times
03-16-10, 01:48 AM
Ive tried different thing several times and im lost.:damn:
Do i manually paste the entries in both english names and german names?
Ive done both, CTD in museum.
Do i remove the GWX entries before i paste the new ones?

iambecomelife
03-16-10, 07:50 PM
Ive tried different thing several times and im lost.:damn:
Do i manually paste the entries in both english names and german names?
Ive done both, CTD in museum.
Do i remove the GWX entries before i paste the new ones?

You only need to paste them in the file for the language your install is in. if English, then Englishnames.cfg only.

Did you make sure to paste the names below the name of the last functional unit in your installation? I got CTD's on my install when I placed the names below the defunct GWX Merchant Fleet Mod entries. They must go before the unused entries in the file.

You shouldn't need to remove the GWX entries - the game simply ignores them.

Happy Times
03-17-10, 02:44 AM
You only need to paste them in the file for the language your install is in. if English, then Englishnames.cfg only.

Did you make sure to paste the names below the name of the last functional unit in your installation? I got CTD's on my install when I placed the names below the defunct GWX Merchant Fleet Mod entries. They must go before the unused entries in the file.

You shouldn't need to remove the GWX entries - the game simply ignores them.

Yes i did, still the same CTD.
Im thinking trying to remove some of the ships talked in this thread, do i remove them from the .cfg entries only or their files in the Sea folder also?

Other than this im lost what to try, i hope its something simple and people can laugh at me after, i just want them in my game.:arrgh!:

iambecomelife
03-17-10, 02:51 AM
Yes i did, still the same CTD.
Im thinking trying to remove some of the ships talked in this thread, do i remove them from the .cfg entries only or their files in the Sea folder also?

Other than this im lost what to try, i hope its something simple and people can laugh at me after, i just want them in my game.:arrgh!:

Yes; it's vital to remove the data/sea folder for every ship you delete.

Happy Times
03-17-10, 02:56 AM
Yes; it's vital to remove the data/sea folder for every ship you delete.

Ok thank you.:) Thank you for your work with this mod, it really is a one of the benchmarks of the game that people have waited for. SH3 has a lot of life left in it after the SH5 fiasko, thanks to modders like you.:rock:

iambecomelife
03-19-10, 12:58 PM
Progress update:

-Researched the possibility of using the stock armed trawler as a basis for small merchant ships & tankers. So far, the results are promising.

-Corrected an error with the rigging of one of the large American freighters (designation L03A, large composite superstructure modern merchant).

-Designed a Norwegian skin for the soon-to-be released large modern whale factory ship (designation W01B).

Railer
03-20-10, 03:14 PM
What is critical to making this mod work is RAM. I have 2 megs and that is the minimum. I only have the british ships loaded and it workd fine. Any more and I get the kernal.dll loading crash. The ships are just awesome.
I look forward when I get my new rig to having at least 6 megs. Thank you for all of your work on this mod.:up:

Sailor Steve
03-20-10, 03:57 PM
WELCOME ABOARD!:sunny:

2 MB? :o I hope you meant Gigs.

Buck_O
03-20-10, 03:58 PM
What is critical to making this mod work is RAM. I have 2 megs and that is the minimum. I only have the british ships loaded and it workd fine. Any more and I get the kernal.dll loading crash. The ships are just awesome.
I look forward when I get my new rig to having at least 6 megs. Thank you for all of your work on this mod.:up:


Try playing w/ an old 1gig machine:dead:....I gotta be very selective w/ my mods..I have not ever tried the merchant mod.

She(my machine) can still run the game though:yep:

Railer
03-20-10, 04:42 PM
You are right 2 gigs. My mind was still on a intense D/C. BE39 hiding under damaged Cam freighter with escorts circling 12/27/41. I have had this game since day one. Thanks to all the modders who have made it incredible. These ships models really add to the game.:yeah: