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Fubar2Niner
07-03-10, 04:21 AM
I pre ordered 7 Ultimate Full, way back from amazon and it only cost me £160 both 32 and 64 bit OS's are packaged. :woot:

I have 6GB ram and my rig has cruised everything I've thrown at it since.

Best regards.

Fubar2Niner

Jimbuna
07-03-10, 08:47 AM
Well in GBP that's about 222 for Upgrade and 278 for full. What are they stinging you over there?

Amaxon have it for £168

http://www.amazon.co.uk/Microsoft-Windows-Ultimate-Full-Version/dp/B001XCWGII

I pre ordered 7 Ultimate Full, way back from amazon and it only cost me £160 both 32 and 64 bit OS's are packaged. :woot:

I have 6GB ram and my rig has cruised everything I've thrown at it since.

Best regards.

Fubar2Niner

:up:

melnibonian
07-03-10, 09:59 AM
Is there any whalefactory in these ship? If yes, what is the designation?

Please don't quote me but I don't think this mod has such a ship.

Laffertytig
07-04-10, 09:12 PM
hi,

ive spent most of tonight tryin to get this mod goin without success. ive tryed it both on xp 32 bit and win 7 64 bit. even the light version wont load.

i dont think its equipment related either

my spec is

core 2 duo 6750 (OC to 3400ghz)
gtx260 card (1gb)
4gm ram

someone else in the thread posted a much better rig than mine and even he cant get this workin. from reading the thread, there are people runnin it fine with similar set ups.

ive tested it on a plain SH3 install and the mod runs with that. its when i install it over a clean gwx i get constant ctds when startin a campaign.

got a question,

"One more thing - check the M36B.cfg files(Data\Sea\M35B and Data\Roster\[Nation]\Sea\M36B) to make sure it is designated as a type 102, and not type 100."

i cant find this 'M36B.cfg' file anwhere. could that be whats causin the problem?

Reece
07-04-10, 09:30 PM
In Win 7 64 bit you still have to edit/patch the sh3.exe file, stock only uses 2gb, editing will allow it to use 4gb.:yep:
Edit: If you want a 4gb patched sh3.exe file you can get it here:
http://www.filefront.com/16964861/4gb-sh3.exe-file.rar/

Laffertytig
07-05-10, 05:24 AM
fantastic matey, that sure did the trick:yeah:

got another mod question. are all the mast heights and ship lengths correct in this mod for manual targetting? ive installed the OLC mod which recommends using the tribute to maual targetting mod.

is that really necessary?

Reece
07-05-10, 06:58 AM
Yeah same here, by the way what's your system specs?Sorry I missed this!:oops:
Win XP Pro
4Gb Kingston HyperX ram
Asus M3A32-MVP motherboard
AMD Phenom II X2 550 BE CPU
HIS HD 4850 Turbo 512mb GPU card

Reece
07-05-10, 07:02 AM
@ Laffertytig, most of these ships are covered by Ricks rec manual sil tga files (another mod), I'm sure they are correct!:yep:

Seminole
07-05-10, 07:20 AM
fantastic matey, that sure did the trick:yeah:

got another mod question. are all the mast heights and ship lengths correct in this mod for manual targetting? ive installed the OLC mod which recommends using the tribute to maual targetting mod.

is that really necessary?


I've been using this mod quite a bit for the last week or so and I have not had any problems with the mast heights. The stadimeter is as accurate with these ships as it ever was .

One thing though...I did have to turn Weapons Officer Assistance back on.I have to use him to ID the ships now. Otherwise it is very difficult to make a positive ID on these new ships before they sail away over the horizon, leaving you puzzling over what was that beautiful merchantman you just saw....:shifty:....theres just too many of them to go leafing through the Rec. Manual yourself.....:o

stoppro
07-05-10, 07:47 AM
hello reese just a quick one ? would win xp 64 require that 4gb file exe you linked to?

Reece
07-05-10, 08:18 AM
hello reese just a quick one ? would win xp 64 require that 4gb file exe you linked to?Yes, I believe that it is the same as Win 7 64 bit.:yep:
If you edit the boot.ini file in Win XP 32 bit you still have to edit the sh3.exe file to use the extra 1Gb memory otherwise SH3 will only use 2Gb, not that I recommend doing this with XP.:-?

Laffertytig
07-05-10, 08:27 AM
hello reese just a quick one ? would win xp 64 require that 4gb file exe you linked to?

a huge resounding yes to that question:) ive not ran a campaign yet do i dunno how stable its gonna be but at least it loads now.

stoppro
07-05-10, 08:27 AM
I understand just checking thanks

Seminole
07-05-10, 03:41 PM
In Win 7 64 bit you still have to edit/patch the sh3.exe file, stock only uses 2gb, editing will allow it to use 4gb.:yep:
Edit: If you want a 4gb patched sh3.exe file you can get it here:
http://www.filefront.com/16964861/4gb-sh3.exe-file.rar/


I applied this patch and starting the sim with it I saw no difference while playing out a patrol....but what the hey. It didn't hurt anything either. Thats always a positive.

I do have a question though. If you apply this patch and then start the sim using SH Commander....will you still get the ability for SHIII to use 4 megs of memory?....or does the JS Commander continue using the stock SHIII.exe to start her up?..or does SHIII Commander just use whichever SHIII.exe you have installed?

Reece
07-05-10, 07:49 PM
I applied this patch and starting the sim with it I saw no difference while playing out a patrol....but what the hey. It didn't hurt anything either. Thats always a positive.

I do have a question though. If you apply this patch and then start the sim using SH Commander....will you still get the ability for SHIII to use 4 megs of memory?....or does the JS Commander continue using the stock SHIII.exe to start her up?..or does SHIII Commander just use whichever SHIII.exe you have installed?Yes, SH3Commander just sets up file variables for SHIII then sh3.exe is executed. Regarding the memory you will only notice a difference in the amount of mods that can now be added not in performance.

Seminole
07-05-10, 08:14 PM
Then I probably needed it just for the Merchant Mod...as you know..its a whopper....:yep:

Reece
07-05-10, 08:35 PM
Then I probably needed it just for the Merchant Mod...as you know..its a whopper....:yep:
I couldn't so I selected 50 of them and runs ok, I also can't load either the
Animated Sub Pens or FM Interior let alone both together with full merchant fleet mod!!:yep:

Seminole
07-05-10, 08:38 PM
I dislike saying anything that might be considered as negative about this mod because I'm having such great fun with it.

I did however notice one thing that might grate somewhat on the ultra-realism fans.Doesn't really bother me all that much though...:-?

Many of the merchants I have encountered(and sank) from September 1st, 1939 through January 1940 are map marked in Red as legitimate targets...but...they are carrying the colors and markings of neutral states.. Sweden. Greece.Norway.Holland. I sailed past a Norweigan freighter docked in Kiel,marked as a neutral(green), only to encounter(and sink) another Norwegian merchantman,en route to my assigned patrol zone, who showed up on map in Red...:shifty:

I can't say what happens after January 1940 ..I have not gotten farther that yet.


...and all this makes me wonder if some of the neutral map targets,that I have not gone to intercept, are not in fact British or Polish ships :hmmm:...though none of the neutrals that I did get a positive ID on turned out to be actual enemy ships.

iambecomelife
07-05-10, 09:14 PM
I dislike saying anything that might be considered as negative about this mod because I'm having such great fun with it.

I did however notice one thing that might grate somewhat on the ultra-realism fans.Doesn't really bother me all that much though...:-?

Many of the merchants I have encountered(and sank) from September 1st, 1939 through January 1940 are map marked in Red as legitimate targets...but...they are carrying the colors and markings of neutral states.. Sweden. Greece.Norway.Holland. I sailed past a Norweigan freighter docked in Kiel,marked as a neutral(green), only to encounter(and sink) another Norwegian merchantman,en route to my assigned patrol zone, who showed up on map in Red...:shifty:

I can't say what happens after January 1940 ..I have not gotten farther that yet.


...and all this makes me wonder if some of the neutral map targets,that I have not gone to intercept, are not in fact British or Polish ships :hmmm:...though none of the neutrals that I did get a positive ID on turned out to be actual enemy ships.

This mod requires you as commander to decide if a neutral is a legitimate target. this parallels the situation they were faced with in real life. A Swedish freighter might operate under German escort in an iron ore convoy from Narvik to Germany - it might well later be used to transport military supplies from Canada to the UK in a British convoy. If you check uboat.net you will find that dozens if not hundreds of neutral ships were sunk by the U-Boats because they were carrying contraband, sailing in British convoys, or operating around the British Isles.

In addition, some of the friendly ships with neutral hull flags may be considered German blockade runners. To avoid being challenged by British warships, German freighters had materials on board for camoflaging themselves as neutrals - sometimes several times in a single voyage.

The skin packs are designed to phase out neutral markings for countries like Belgium and Norway as time goes on, if you use them on the dates suggested. However, there will always be some situations where you have to take into account deck cargo, vessel behavior, location, etc to determine whether or not an attack is permitted.

This is another reason why I recommend using a mod that grays out all of the contacts, so that you actually have to approach a ship instead of knowing instantly if it's friend or foe.

Seminole
07-05-10, 10:08 PM
Lets see...if I played with all gray markings and investigated every report F,E,or N....:haha:...nah...the wife would kill me....:nope:...'cause I would be playing 24/7 I think....

melnibonian
07-06-10, 12:53 AM
This mod requires you as commander to decide if a neutral is a legitimate target. this parallels the situation they were faced with in real life. A Swedish freighter might operate under German escort in an iron ore convoy from Narvik to Germany - it might well later be used to transport military supplies from Canada to the UK in a British convoy. If you check uboat.net you will find that dozens if not hundreds of neutral ships were sunk by the U-Boats because they were carrying contraband, sailing in British convoys, or operating around the British Isles.


That's the best part of the Mod for me. Top quality stuff :up:

vigilante
07-08-10, 12:34 AM
Heya mates,
I'm currently running SH3 GWX with MFM Light, due to some comflicts with other mods. Everything runs fine, there are some issues, but nothing important - missing ship shape tga, things like that, easy to fix on place. I just have two issues I'm not sure about:
MFM Light produces more ships on the route? I mean, I'll meet more merchants than in stock or GWX SH3? Because I'm in 1939 and it looks like I came across too many ships (or it's just me).

How do I apply the skins packs? There are noted by time - year, month (19390110) - shall I activate it every pack, one by one, as time goes by in game?


Thank you.

Seminole
07-08-10, 09:24 AM
QUOTE:
This mod requires you as commander to decide if a neutral is a legitimate target.

That was my point...the truth is, the mod doesn't really require you to decide anything. The mod provides neutrals marked by the game engine as enemy vessels.Sink em and you get added renown...don't sink 'em...no problem with BDU...


But like I said ....don't bother me none.....I'm having fun with this mod and consider it one of theall time great SHIII additions.

Seminole
07-08-10, 09:31 AM
Heya mates,

I'm currently running SH3 GWX with MFM Light, due to some comflicts with other mods. Everything runs fine, there are some issues, but nothing important - missing ship shape tga, things like that, easy to fix on place. I just have two issues I'm not sure about:

MFM Light produces more ships on the route? I mean, I'll meet more merchants than in stock or GWX SH3? Because I'm in 1939 and it looks like I came across too many ships (or it's just me).


How do I apply the skins packs? There are noted by time - year, month (19390110) - shall I activate it every pack, one by one, as time goes by in game?

Thank you.


As far as I know...for the skins packs...apply them with JSGME and they are automatically updated as the game progresses.

That is my understanding at least and also the way things seem to be shaping up in my current career. BUT I have not -played past early 1940 yet so I can't say for certain.

A definitive answer would be nice.:yep:

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

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

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




http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img8-7-2010_12545_464.jpg






http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img8-7-2010_125348_382.jpg

Reece
07-08-10, 09:12 PM
Yes I have found the same thing, I changed the torpedo zon file so it took only 2 but then I hit a tramp steamer and it basically disintegrated!:haha:
So I had to revert back! would be good to know where to edit this, probable in the ship zon files but where!:hmmm:

Chevelless
07-09-10, 12:50 AM
Hey MAN!!! I have to admit that this is such a GREAT EXCELLENT AMAZING F**KING NICE mod!!!!!

but excuse me please ,after I load this mod with JSGME, the game crashed once I enter the museum (I want to have a summary of all these great mod ships!). My version is 1.4, How can I enter into the museum without gamecrash??

My other mods are SH5 water effects and RBS SH4 new effects(smoke and explosion and fire).

Any one can help me with the problem please??

Or can I replace original ships with this mod directly?

Reece
07-09-10, 08:00 AM
Hey MAN!!! I have to admit that this is such a GREAT EXCELLENT AMAZING F**KING NICE mod!!!!!

but excuse me please ,after I load this mod with JSGME, the game crashed once I enter the museum (I want to have a summary of all these great mod ships!). My version is 1.4, How can I enter into the museum without gamecrash??

My other mods are SH5 water effects and RBS SH4 new effects(smoke and explosion and fire).

Any one can help me with the problem please??

Or can I replace original ships with this mod directly?
Welcome to Subsim Chevelless!:salute:
What operating system are you running?:hmmm: if it is a 32 bit system then most likely it will be a memory issue, all these latest mods are memory hungry!:yep:

iambecomelife
07-09-10, 09:57 AM
One thing about these new ships is that some of them are mighty tough critters.

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

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




http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img8-7-2010_12545_464.jpg






http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img8-7-2010_125348_382.jpg

It you're up to doing it yourself, try increasing the damage values in data\library\torpedo.zon using S3ditor. Setting the minimum effect to 250 and the max effect to 450/500 should result in faster sinkings. I don't recall which entries are for which torpedoes but there are only about 10 different types, so it only takes about 2 minutes to mod.

Chevelless
07-09-10, 10:34 AM
Welcome to Subsim Chevelless!:salute:
What operating system are you running?:hmmm: if it is a 32 bit system then most likely it will be a memory issue, all these latest mods are memory hungry!:yep:

My system is Win7 Ultimate (64 bit).
When i manage to enter museum, game crashes while the loading status leave ( ), about 1.5cm rest....

What a pity if I can not enjoy such a great mod!!

McHibbins
07-09-10, 11:16 AM
http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img8-7-2010_12545_464.jpg






http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img8-7-2010_125348_382.jpg

Visual damage ?:o Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?:06:

slipper
07-09-10, 02:24 PM
Can someone please confirm the two filefront links on page 1 for the skins are working please.

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

http://www.filefront.com/16699881/MF...in-Packs-2.7z/ (http://www.filefront.com/16699881/MFM-v3-Skin-Packs-2.7z/)

cheers

slipper :)

melnibonian
07-09-10, 03:31 PM
Visual damage ?:o Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?:06:

There is an extra mod that adds visual damage to ships http://www.subsim.com/radioroom/downloads.php?do=file&id=962

Dani
07-09-10, 04:24 PM
On the pics ,I think, is Damage Texture Mod from Vikinger.
You can find it here :http://www.filefront.com/user/hennings

McHibbins
07-09-10, 05:06 PM
Thanks guys. Then it might be also work for the OMEGU-ships in SH4....hm...:hmmm:

iambecomelife
07-09-10, 06:47 PM
I forgot to mention - it looks like you nabbed one of the rare "Thistle Line" freighters! A nice catch - I think there are less than 5 skins for the company in the whole pack. :D



http://uboat.net/allies/merchants/ships/592.html

http://uboat.net/allies/merchants/ships/1091.html

http://uboat.net/allies/ships/photos/br/thistleglen.jpg

Reece
07-09-10, 07:50 PM
My system is Win7 Ultimate (64 bit).
That is good, have you used the 4 Gb patch on the sh3.exe file, SH3 by default will only use 2Gb of memory, if you haven't you can get a patched file here:
http://www.filefront.com/16964861/4gb-sh3.exe-file.rar/
Hope this helps!:up:

Chevelless
07-09-10, 09:39 PM
That is good, have you used the 4 Gb patch on the sh3.exe file, SH3 by default will only use 2Gb of memory, if you haven't you can get a patched file here:
http://www.filefront.com/16964861/4gb-sh3.exe-file.rar/
Hope this helps!:up:

Thank you very much now it works!! :)

sergei
07-10-10, 02:53 AM
Thanks for the link Reece.
I'll try that :yep:

Stiebler
07-10-10, 07:25 AM
After further extensive testing of IABL's MSM-Interim-Beta mod, I am now confident that the ships will work safely with the NYGM super-mod, provided that an overlay (IABLShipsforNYGM_New.7z) is provided.

The overlay is available from my signature, for NYGM users.
NYGM has been reorganized to provide generic convoys with a major reorganization, so that IABL's new merchant fleet can be seen.

There seem to remain some stability issues with this MSM-Interim-Beta release, which make reloads from saved games erratic (CTDs sometimes occur), but this does NOT seem to be related to the size of the saved game files, contrary to my earlier belief stated in an earlier post in this thread.

However, it does seem likely that a computer with at least 2 GBytes is required for this new merchant fleet.

Full details of the NYGM reorganization available in this post:
http://www.subsim.com/radioroom/showpost.php?p=1440593&postcount=415

Note that the NYGM super-mod contains an older IABL merchant fleet which, if all else fails, is guaranteed to be stable with NYGM. This older merchant fleet does not require the new IABL_NYGM (IABLShipsforNYGM_New.7z) overlay.

Stiebler.

slipper
07-10-10, 09:36 AM
Hi All,

Could someone please reupload the skins pack

http://www.filefront.com/16699881/MF...in-Packs-2.7z/ (http://www.filefront.com/16699881/MFM-v3-Skin-Packs-2.7z/)

I keep getting "file unavailable" message at filefront (the first part downloaded fine).

Many thanks

regards

slipper :)

divingbluefrog
07-10-10, 10:40 AM
iambecomelife I'll never find the words for expressing the respect this mod deserves... So just the biggest THANK YOU you've ever got...:salute:

I downloaded, I installed, I run.
And for those fearing their specs are too low to run the mod, I'm with Xp sp3 on a P4 512Mo RAM and a video card I can't even remember the specs....

Plissken_04
07-10-10, 11:31 AM
Hi All,

Could someone please reupload the skins pack

http://www.filefront.com/16699881/MF...in-Packs-2.7z/ (http://www.filefront.com/16699881/MFM-v3-Skin-Packs-2.7z/)

I keep getting "file unavailable" message at filefront (the first part downloaded fine).

Many thanks

regards

slipper :)



You can Download it here :03:
ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/


So Long

Maik

slipper
07-10-10, 01:29 PM
Maik,

Thanks a lot mate, got them now. Great site by the way bookmarked it. :)

Also a great big Thank You to iambecomelife, for a absolutley stunning mod, your efforts are very much appreciated.

regards

slipper :DL

Plissken_04
07-10-10, 01:40 PM
Maik,

Thanks a lot mate, got them now. Great site by the way bookmarked it. :)

Also a great big Thank You to iambecomelife, for a absolutley stunning mod, your efforts are very much appreciated.

regards

slipper :DL

No Problem :up:

iambecomelife
07-10-10, 05:35 PM
Thank you, Stiebler, for your continued efforts. I'm humbled that people are still interested after all these years!

On a different note, someone posted one of my tanker models for sale on a 3d modeling site. Please don't do this - not only is this NOT your work, but ALL of the ship models use parts created by Ubisoft modelers. They MAY NOT be sold legally.

Seminole
07-10-10, 06:55 PM
Dang....you would think anyone with skills to put a 3d model to a practical application would also have the brains to figure out they can be had free of charge....:nope:

Sailor Steve
07-10-10, 11:37 PM
You would think, but in fact we still get people asking questions about a 'Mod Pack' that was offered for sale years ago, which was comprised of stuff ripped of from the modders here, and also is now very out-of-date anyway.

You never know... :o

Fubar2Niner
07-11-10, 02:57 AM
@Seminole

I think you'll find those particular people fall in the 'Numbnut' catagory :03:

Best regards.

Fubar2Niner

iambecomelife
07-11-10, 11:22 AM
It's also worth pointing out that some skins use registered trademarks for existing companies, such as Esso, Texaco, Cunard, and Matson Navigation Company. Hence it would be illegal to offer for the pack for sale without permission & royalties to them, as well as Ubisoft!

http://www.inboundlogistics.com/articles/features/images/0706_feature04_1.jpg

Stiebler
07-11-10, 02:34 PM
@IABL:

A user of NYGM, Dani, has observed that
'in the cfg file for ship M01B there is no 2DCompartments entry. This is the only ship without it.'(refers to MSM-Interim-Beta and the NYGM overlay for it).

I believe that it should have a copy of the M01A 2DCompartments, judging by earlier examples. Is that correct?

Many thanks.

Stiebler. (Thanks for your kind remarks earlier, by the way.)

Crécy
07-12-10, 09:30 AM
I quoted my problem from the thread I started in the SHIII section.

I have a maybe third or fourth problem which prevents me leaving the docks of Wilhelmshaven. The new problem is a bit weird. All worked fine until I installed the Merchant Fleet mod. After installation when I loaded the first patrol, the loading bar stops about two centimeters from the end and I had to restart the computer. I tried uninstalling the merchant fleet mod but the same problem still occurs. I'm very close to uninstall the whole game. I have only problems after problems and I'm doomed to sit on the sub pen forever :damn:.

iambecomelife
07-12-10, 06:46 PM
@IABL:

A user of NYGM, Dani, has observed that
(refers to MSM-Interim-Beta and the NYGM overlay for it).

I believe that it should have a copy of the M01A 2DCompartments, judging by earlier examples. Is that correct?

Many thanks.

Stiebler. (Thanks for your kind remarks earlier, by the way.)

Yes; not sure why that was missed. Thank you.

iambecomelife
07-12-10, 06:51 PM
I quoted my problem from the thread I started in the SHIII section.

What are your system specs? This addition requires a PC that exceeds standard SH3 requirements for best results.

I recommend that you install the SH3 Naval Auxiliary Mod if you would like to see some of my ships with little cost to your PC's performance.

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

Reece
07-12-10, 09:02 PM
After installation when I loaded the first patrolAs well as IABL's suggestion, in the quote above, are you referring to a new patrol or loaded patrol, certainly a new patrol is required.:yep: Also if you were using SH3 Commander a computer reset hasn't allowed it to roll back, so there may be a problem with that!:hmmm:
the loading bar stops about two centimeters from the endDue to heavy loading the computer can sit at this position for a few minutes, did you wait long enough?:hmmm:

Crécy
07-13-10, 02:07 AM
What are your system specs? This addition requires a PC that exceeds standard SH3 requirements for best results.


I have Intel Core 2 duo 2,93, 4gt RAM, ATI Radeon HD5750. I believe those are more than enough to run the game.

As well as IABL's suggestion, in the quote above, are you referring to a new patrol or loaded patrol, certainly a new patrol is required.:yep: Also if you were using SH3 Commander a computer reset hasn't allowed it to roll back, so there may be a problem with that!:hmmm:
Due to heavy loading the computer can sit at this position for a few minutes, did you wait long enough?:hmmm:

A new patrol. Yes, I waited long.

Also, I did remove this mod and tried to play but the same problem exist still. And yet the problem came when I installed this. :06:

Reece
07-13-10, 04:35 AM
Are you using a relatively new version of JSGME, in old versions mods could install over the top of others that conflicted but removal of the mod would not restore the mod it conflicted with.:hmmm:

Crécy
07-13-10, 04:45 AM
Are you using a relatively new version of JSGME, in old versions mods could install over the top of others that conflicted but removal of the mod would not restore the mod it conflicted with.:hmmm:

Yes, I'm using the newest JSGME.

Edit: Got it working! I uninstalled all the mods and installed then again without the merchant fleed mod. I'll install Merchant mod later on to find out does it work.

Edit2: Installed the merchant fleed mod and the same problem exists. I uninstalled it and the game downloaded normally but when I clicked the attack periscope the screen freezed and I got the always so nice 'X has stopped working' notification. I'll uninstall all the mods and install them again like I did before, but this time I won't installl Merchant Fleet at all. It is to be remain as a mystery why MFM don't work.

Reece
07-13-10, 07:56 AM
Yes, I'm using the newest JSGME.

Edit: Got it working! I uninstalled all the mods and installed then again without the merchant fleed mod. I'll install Merchant mod later on to find out does it work.

Edit2: Installed the merchant fleed mod and the same problem exists. I uninstalled it and the game downloaded normally but when I clicked the attack periscope the screen freezed and I got the always so nice 'X has stopped working' notification. I'll uninstall all the mods and install them again like I did before, but this time I won't installl Merchant Fleet at all. It is to be remain as a mystery why MFM don't work.The biggest mystery is why the problem exists after disabling the mod!!:hmmm:

Crécy
07-13-10, 08:21 AM
The biggest mystery is why the problem exists after disabling the mod!!:hmmm:

Yeah! What if it permanently overwrites some files and thus is in conflict with some mods and that way prevents SH working?:hmmm:

divingbluefrog
07-13-10, 01:33 PM
I'm a bit confuse about the skins packs.
Say I'm the 7th of may 40. I clearly must have the MFM-v3-US+UK_Skins19400501 installed.
Should I have also all the previous date installed?
Is there any consequense if I have also later skins dates installed?

Sailor Steve
07-13-10, 01:49 PM
The earlier dates give you pre-war and early war civilian skins.

The later one gives you mostly grey wartime skins. I think you should use one or the other.

divingbluefrog
07-14-10, 03:27 AM
Yep, that's the answer I feared. It means that you must uninstall your current mod and then install the corresponding mod when you change a carrier for an other...
Given the quality of this mod, it's really a ridiculus price...:DL The big deal will be to remember to do it!

HW3
07-14-10, 06:27 AM
I use the date function in SH3 Commander to manage the skins for me.

:salute:

Sailor Steve
07-14-10, 09:55 AM
I use the date function in SH3 Commander to manage the skins for me.

:salute:
Yep, that's the way to do it. I, on the other hand, run several different careers, but they are all from different flotillas within the same time period, so I only have to change things like that once. :sunny:

Seminole
07-20-10, 08:19 PM
So now..what is the general consensus on MFM and GWX?


I've begun playing GWX after relearning SHIII on my highly modded 1.4b install.


While I think MFM has been one of the greatest additions to the sim ever and it worked on 1.4b for me without a hitch.... I'm a little concerned after reading the "GWX with MFM" posts above.

There is quite a variety of ships in GWX already and they look super. I would still like to have those MFM ships on line too...but not at the risk of screwing up my install.

Is it worth the risk? Are you able to remove MFM if problems are encountered? (and get your installation back to a pre-MFM state)

Fubar2Niner
07-21-10, 12:39 PM
@Seminole

My guess is if you use JSGME to enable MFM then if you disable it using the same all should be fine. Hope this helps mate.

Best regards.

Fubar2Niner

Seminole
07-21-10, 01:43 PM
:D.....well...that was my guess too...however...I was hoping for a statement a little more concrete....:yep:

Some of the posts above seemed to imply that this may not be the case.

Sailor Steve
07-21-10, 04:59 PM
:D.....well...that was my guess too...however...I was hoping for a statement a little more concrete....:yep:

Some of the posts above seemed to imply that this may not be the case.
I could be crazy, but twice now I've used JSGME to install MFM, and after I still suffered crashes removed it. And twice I've still suffered crashes, and upon looking discovered that all the folders were still in the Sea folder. And twice I've dumped and re-installed the entire game. I don't know why that should be, as that is very unusual for JSGME.

With all the mods I use I keep a very careful list of exactly what I have installed and in what order.

Just thought you'd like to know.

Seminole
07-21-10, 05:15 PM
:D....probably just as well that I did not see your response first ....'cause I took the plunge already.

My experience...wiped out my current career...but no big deal. :zzz:...it was mid patrol...and refused to reload from the save.

So...I started another career and played 1st Flot. out of Kiel in '39.

No problems at all. I sank one 9000 heavy freighter from GWX and a 4700 MO2X from MFM. (even after accidentily wasting one torp..:nope:) So both ship types are in play and working.

I noticed no files were overwriiten as JSGME placed them into play so I would have to say that the mod could easily be removed with no lasting changes.

For me the mod is worth the risk of a try. Not only for the ships but the fact that now many "neutrals" are up to shenanigans and need to be ferreted out. I didn't like that much with 1.4b with colored icons. But with GWX all grey icons it ads a big new demension in the game. Especially the early war. Someone mentioned that to me. They were right.

Final verdict...If my saved game reloads(and I have no reason to believe it won't) then I will be more than happy with MFM and GWX together.



Yes ...Steve...all the folders for the ships are in the SEA Folder.....and JSGME puts the current skins into the Main SHIII Folder. It did this for 1.4b and GWX versions. I thought that was the way it was supposed to work. Is it not? I never had any crashes with MFM so I just figured this was the way it worked.

caymanlee
07-21-10, 06:26 PM
try so many times and so many way, can't download the files:damn:, any idea?

HW3
07-22-10, 01:59 AM
.it was mid patrol...and refused to reload from the save.

A rule to follow is never add or remove a mod if you are not in port. You might get away with it if it is just a graphics mod but, you sure won't if it involves other files. You will get a CTD every time.:yep:

Sailor Steve
07-22-10, 07:56 AM
@ Seminole: I'm glad it's working properly for you. I wish it was for me, and I assume at this point it's my old computer. I've put so much into including names for those ships, and I may never get to see them.

Herr-Berbunch
07-22-10, 08:06 AM
Doesn't work for me either, and it's not an old computer :wah:

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

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

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

Seminole
07-22-10, 02:07 PM
Doesn't work for me either, and it's not an old computer :wah:

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

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

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


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

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

Another thing I did was to install the 4mb SH3.exe to allow the sim to deal with all this extra baggage.

Seminole
07-22-10, 02:12 PM
A rule to follow is never add or remove a mod if you are not in port. You might get away with it if it is just a graphics mod but, you sure won't if it involves other files. You will get a CTD every time.:yep:



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

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

But you are right. If you want to protect your career wait until you dock.

Seminole
07-23-10, 07:25 PM
The enhanced explosion effects are not as spectacular on the MFM ships as they are on the "stock" GWX ships.

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


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


After all..I'm seeing more MFM ships than stock ships at a rate of about 3:1.

Sailor Steve
07-23-10, 10:37 PM
Yes ...Steve...all the folders for the ships are in the SEA Folder.....and JSGME puts the current skins into the Main SHIII Folder. It did this for 1.4b and GWX versions. I thought that was the way it was supposed to work. Is it not? I never had any crashes with MFM so I just figured this was the way it worked.
I'm sorry I missed this earlier. What was unusual was not that the files were in the Sea folder (that is where they belong), but that when I disabled the mod in JSGME the files were not removed. They stayed there, and kept causing the crashing problems.

Seminole
07-24-10, 09:05 AM
That is unusual that JSGME did not remove them. Did the MFM overwrite anything when you applied them? Mine went in clean, overwritting nothing. Of course that is as it should be. MFM alters nothing and only adds the ships.

I've found it best to have JSGME set to Rollback on Exit.


In the past I have forgotten to do a rollback..added something with JSGME and confused it all to heck. Sometimes beyond redemption...:shifty:

Sailor Steve
07-24-10, 11:23 AM
No, I have it set to Auto-Rollback. As I said, it's never happened before. I don't see how it could be the mod itself, I just don't understand why it did that.

Oh well, I'm happy enough for the time being, and I get to see some of the ships in SH4.

Stiebler
07-25-10, 03:23 AM
JSGME will not un-install any file that is not identical to that in the mods folder (I hope you follow those double negatives - to put it another way, JSGME will only un-install files that are identical to those in the original mod folder.)

The files un-installed are not copied back to the original mods folder - they are simply deleted once it is confirmed they are identical to the originals. So JScones' original idea must have been to prevent users deleting accidentally any files in the SH3 data folder, files which might have been further modified by hand. After uninstalling the original mod with JSGME, any user-altered file from the mod therefore remains in place to prevent accidental loss.

So Sailor Steve's problem with rolling back IABL's merchant ships can have one of two probable causes:
1. You have altered files in the main silenthunteriii\data\sea folders, relating to IABL's ships. This seems to be most unlikely, since you would have to alter a lot of ship files!
2. At some point, an earlier version of IABL's ships was loaded with JSGME, not rolled-back properly (after a computer crash, for example), and then a revised edition of IABL's ships added. Thus you would have similarly named ship folders, but different files. Then you attempted to roll-back the original IABL ships mod. Depending on the order in which these events occurred, you might not roll back all the files of the original IABL mod, or you might roll back files from folders with the same ship names as the new IABL mod, leaving behind any sea/roster folders from the original IABL mod not overwritten by the new mod.

I hope I've made the explanation clear.

Stiebler.

Sailor Steve
07-25-10, 10:51 AM
Actually that is quite clear, and once explained seems like the probable cause. I certainly have tried to install it before, from the very first beta release. I've uninstalled and reinstalled SH3 several time since then, but I quite possibly haven't deleted every relavent folder every time.

Thanks for the explanation.

Munster
07-27-10, 10:39 AM
Hi,

I've a question about the particles_funnelsmoke.dat file. When I want to install the Merchant Fleet Mod JSGM says "particles_funnelsmoke.dat was already altered by TMT v2 + Thomsens Ships v4.4 + Extra Ships".
Shall I rather keep the funnelsmoke file from the TMT v2 mod or take the one from the Merchant Fleet Mod or do I have to expect conflicts both ways?

Thx,
Munster

Victor_Tadeu
08-01-10, 02:56 PM
I want to play this with GWX3. Should I use the regular 3.2 version (improved ships removed to prevent crashes with supermods) or the light version (Iimproved stability for GWX installs)?


Version 3.2 seems more complete, don't it? This will work with GWX3 or it may bug?

Stiebler
08-02-10, 05:59 AM
I have completed a full career (1939-1945) with the MFM-Interim-Beta pack in place, using the NYGM mod and with the NYGM special overlay added for this pack.

I played the whole career exactly as any other, changing ships from IIA to VIIB to IXC to IXD2 as time passed, patrolling in all areas of the world (except the Mediterranean), and making gave saves whenever convenient, and restoring game-saves when necessary, after a patrol was interrupted and once (ahem) after being sunk.

Everything worked perfectly, without any CTDs or problems with reloading the occasional saved game. Randomly encountered ships were also stable, and sank nicely when torpedoed. The Museum also operates properly.

The only point that seems worth mentioning was that the whole career was played with Windows-7, 64-bit operating system, 8 GBytes of memory, and modern hardware. Also using the 4-GByte version of SH3.

It really is a wonderful experience to encounter all IABL's mixed selection ships, alone or in convoys. I have not used IABL's neutral ships deliberately, because any sane neutral crew would light their ship. (Something, perhaps, for IABL to discuss with Anvart, who made all the excellent lighted ships used as neutrals in NYGM and other mods.)

Stiebler.

slipper
08-10-10, 04:31 AM
Hi all,

Could someone please explain how i would use the date function of SH3Cmdr to enable the skins at the correct date please, i am at a bit of a loss.

regards

slipper :)


Ok got it now, thanks all

pickinthebanjo
08-10-10, 08:19 AM
Well when this mod came out I had some problems with it, I was told it was probably my POS laptop (Not enough memory) So I built a better rig for it. Now I am wondering if I am all good to go? For those running this mod with no CTD's, what are your specs?

Jimbuna
08-11-10, 02:44 PM
Due shortly after upgrading from an AMD Athlon single core 3.2GHZ, nVidia 7800GS and 2GB RAM:

AMD 64 Phenom2 Quad Core 945+ 3.0GHZ
8GB DDR3 RAM - 1333mhz
ASUS M4N68T Motherboard
1GB ATI Radeon PCI Express Graphics
W7 Ultimate

I recently become the victim of trying to run too much on an old rig.

pickinthebanjo
08-11-10, 03:58 PM
I recently become the victim of trying to run too much on an old rig.

You and me both, I had this laptop running at 110 degrees when playing SH3. That was also on a single core (2.1 Sempron, a tough little chip which I would give 5 stars. Just because they work and they are the most durable CPU I've used)

So you have no troubles with this mod on your build?

Jimbuna
08-12-10, 05:18 AM
You and me both, I had this laptop running at 110 degrees when playing SH3. That was also on a single core (2.1 Sempron, a tough little chip which I would give 5 stars. Just because they work and they are the most durable CPU I've used)

So you have no troubles with this mod on your build?

On my original 3.2GHZ build I have to trade something off before it'll manage.

On the new build I'll have a better idea when it's plumbed in tomorrow....but I'm obviously not expecting any difficulties.

Edit: I left out the 'HD5750' on the 1GB graphics card.

Noesis
08-13-10, 01:29 PM
This is a TITANIC work!! It works fine with "living silent hunter" megamod.Very impressive IABL.I hope you will work in another similar mod for SH5, this game needs another merchant fleet mod desperately.:up:

pickinthebanjo
08-14-10, 12:37 AM
On my original 3.2GHZ build I have to trade something off before it'll manage.

On the new build I'll have a better idea when it's plumbed in tomorrow....but I'm obviously not expecting any difficulties.

Edit: I left out the 'HD5750' on the 1GB graphics card.

So did you get your new rig yet? I got mine going tonight and I was amazed at the results. Good hunting:)

Jimbuna
08-14-10, 11:05 AM
So did you get your new rig yet? I got mine going tonight and I was amazed at the results. Good hunting:)

Yeah I plumbed it in last night but felt too tired to start learning a new OS, so I transferred a few files, configured the wireless router then added my email to W Live then switched back to the single core till after the weekend :DL

pickinthebanjo
08-14-10, 08:36 PM
damn it, it still CTD's for me on this mod :nope: advice?

Capt. Morgan
08-17-10, 06:38 PM
First off, great addition to SHIII, it makes every encounter feel unique. Had to apply the 4g patch to get it to work, but now I can't see playing without it. Congratulations creating a great mod.:up:

Now at the end of a patrol, SHIII generates a patrol log with extra details (ship name, exact tonnage, cargo, crew and crew lost) ,but not for any of the MFM ships.

Am I right in thinking that pasting the following into my Englishnames.cfg will allow SHIII Commander to generate patrol logs with full sinking details for these ships as well?


For anybody that wants it.. here's my Englishnames.cfg for the version that IABL released on Sunday night.



T01A=Tanker
T01B=Tanker
T01X=Tanker
T02B=Tanker
T02X=Tanker
T03A=Tanker
T03B=Tanker
T03X=Tanker
T04B=Tanker
T04X=Tanker
T05B=Tanker
T05X=Tanker
T07B=Tanker
T08B=Tanker
T08X=Tanker
T09A=Tanker
T10A=Tanker
T10B=Tanker
T10X=Tanker
T13A=Tanker
T14B=Tanker
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker
RP01A=Repair Ship
AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=US Oiler
AO02A=US Oiler
O01B=Ore Freighter
O02A=Ore Freighter
NRC=Rose Castle Ore Carrier
L01B=Heavy Merchant
M01A=Medium Merchant
M01B=Medium Merchant
M01X=Medium Merchant
M02B=Medium Merchant
M02X=Medium Merchant
M03A=Medium Merchant
M03B=Medium Merchant
M03X=Medium Merchant
M04B=Medium Merchant
M05A=Medium Merchant
M06A=Medium Merchant
M06B=Medium Merchant
M06X=Medium Merchant
M07A=Medium Merchant
M07B=Medium Merchant
M07X=Medium Merchant
M08B=Medium Merchant
M08X=Medium Merchant
M09A=Medium Merchant
M09B=Medium Merchant
M09X=Medium Merchant
M10A=Medium Merchant
M10B=Medium Merchant
M10X=Medium Merchant
M11B=Medium Merchant
M11X=Medium Merchant
M12B=Medium Merchant
M12X=Medium Merchant
M13A=Medium Merchant
M13B=Medium Merchant
M13X=Medium Merchant
M14B=Medium Merchant
M14X=Medium Merchant
M15A=Medium Merchant
M15B=Medium Merchant
M15X=Medium Merchant
M16B=Medium Merchant
M16X=Medium Merchant
M17A=Medium Merchant
M17B=Medium Merchant
M17X=Medium Merchant
M18B=Medium Merchant
M18X=Medium Merchant
M19B=Medium Merchant
M19X=Medium Merchant
M20B=Medium Merchant
M20X=Medium Merchant
M21B=CAM-Ship
M22A=Medium Merchant
M22B=Medium Merchant
M22X=Medium Merchant
M23B=Medium Merchant
M24B=Medium Merchant
M24X=Medium Merchant
M25A=Medium Merchant
M25B=Medium Merchant
M25X=Medium Merchant
M26B=Medium Merchant
M26X=Medium Merchant
M27B=Medium Merchant
M28B=Medium Merchant
M29B=Medium Merchant
M30A=Medium Merchant
M30B=Medium Merchant
M30X=Medium Merchant
M31B=Medium Merchant
M31X=Medium Merchant
M32B=Medium Merchant
M32X=Medium Merchant
M33X=Medium Merchant
M34A=Medium Merchant
M34B=Medium Merchant
M34X=Medium Merchant
M37B=Medium Merchant
M37X=Medium Merchant
M38B=Medium Merchant
M39A=Medium Merchant
M39B=Medium Merchant
M39X=Medium Merchant
M40A=Medium Merchant
M40B=Medium Merchant
Q01B=Medium Merchant
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
SLaunch01=Steam Launch


Just copy and paste this into your Englishnames.cfg


Steve.

Capt. Morgan
08-17-10, 06:53 PM
damn it, it still CTD's for me on this mod :nope: advice?

Don't know if you've already tried this, but I had CTD's with MFM during loading until I applied the 4GB patch (http://www.ntcore.com/4gb_patch.php).

You point it to SH3.exe (or any other program) and it makes a backup copy - then patches the executable to be able to access more virtual memory. Win XP also requires the addition of the '/3gb" parameter to the boot.ini file, not sure if this is needed for Win7.

Just a shot in the dark, but maybe it'll help.

Fubar2Niner
08-18-10, 10:33 AM
Win XP also requires the addition of the '/3gb" parameter to the boot.ini file, not sure if this is needed for Win7.

Just a shot in the dark, but maybe it'll help.

This certainly works for me too. Win 7 doesn't need the /3gb parm as far as I'm aware, but I am running 64 bit 7 so I can't confirm that.

Best regards.

Fubar2Niner

Jimbuna
08-18-10, 03:45 PM
This certainly works for me too. Win 7 doesn't need the /3gb parm as far as I'm aware, but I am running 64 bit 7 so I can't confirm that.

Best regards.

Fubar2Niner

'd love some definitive advice when anyone finds out for sure :up:

Fubar2Niner
08-19-10, 04:11 AM
'd love some definitive advice when anyone finds out for sure :up:
Hi Jim

If my memory serves you just upgraded your rig 64 bit OS I think. If so you only need the 4GB patch which can be found at the link in Capt. Morgan's, ( love the name ), post. Just follow the instructions which are simple. I've not had a single CTD since I started using it :DL Hope this helps mate, if I can help in any other way please ask.

Best regards.

Fubar2Niner

Tweety
08-19-10, 07:12 AM
I just saw this thread.

Amazing work. looks very good:up:

I have a question.

I am using GWX 3.0 with MaGui 3.4 and I am wondering if the new ships will be in the manual to properly ID with the speed, mast, length, pictures, etc.

Also, I downloaded the skin packs and some of the folders inside data/sea folder are empty. Is this normal to have empty folders.

Tweety

Capt. Morgan
08-19-10, 10:37 AM
...

I am using GWX 3.0 with MaGui 3.4 and I am wondering if the new ships will be in the manual to properly ID with the speed, mast, length, pictures, etc....
Tweety

GWX 3.0 and MaGui 3.3 here. Yes, they're all in the book.

SeaWolf U-57
08-19-10, 02:48 PM
Hi Jim

If my memory serves you just upgraded your rig 64 bit OS I think. If so you only need the 4GB patch which can be found at the link in Capt. Morgan's, ( love the name ), post. Just follow the instructions which are simple. I've not had a single CTD since I started using it :DL Hope this helps mate, if I can help in any other way please ask.

Best regards.

Fubar2Niner


As above I was running sh3+Lsh3v5 and my windows 7 64bit needed the 4Gb patch :salute:

Tweety
08-19-10, 03:24 PM
Quote:
Originally Posted by Tweety http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1471623#post1471623)
...

I am using GWX 3.0 with MaGui 3.4 and I am wondering if the new ships will be in the manual to properly ID with the speed, mast, length, pictures, etc....
Tweety

GWX 3.0 and MaGui 3.3 here. Yes, they're all in the book.Thank for the information. :yeah:Can I install over top of Magui 3.4.

Also, I downloaded the skin packs and some of the folders inside data/sea folder are empty. Is this normal to have empty folders.Tweety

Tweety
08-20-10, 09:48 AM
I couple of pics I took with MFM Beta.

The 1st pic shows a tanker in the manual.

http://i681.photobucket.com/albums/vv176/captblight/MFM1.jpg

The 2nd pic of the same ship show the AOB in the manual.

http://i681.photobucket.com/albums/vv176/captblight/MFM2.jpg

I am able to get this MFM beta(lite version) working. The regular wouldn't work with some mods so I used the lite version.

I thought I would show these two pics in case there is a problem with the mod.

Tweety

Kapitanleutnant
08-25-10, 05:25 PM
Is it just me or does the MFM change how some ships sit in the water? Like their painted waterlines are sometimes lower or higher than the actual water, as if they were carrying different loads? I've only noticed this today after installing the MFM, but maybe it was always like that and I just never noticed.

iambecomelife
08-25-10, 11:45 PM
Is it just me or does the MFM change how some ships sit in the water? Like their painted waterlines are sometimes lower or higher than the actual water, as if they were carrying different loads? I've only noticed this today after installing the MFM, but maybe it was always like that and I just never noticed.

The British, Neutral, and American versions of each ship may have separate drafts. I gave some neutral vessels a shallower draft so that their hull lettering and flags would be easier to see. Plus, they would have operated under peacetime load limits, as opposed to the British MOWT's wartime emergency load line limits (which allowed UK vessels to carry more cargo than normal and, thus, caused them to be deeper in the water than other countries' ships).

Kapitanleutnant
08-26-10, 06:28 AM
That's really cool.

iambecomelife
08-26-10, 07:20 AM
@tweety: In all honesty I don't think that AOB shots for all of the ships will be completed. However, all of the vessels should have at least a profile shot for the rec manual.

Sailor Steve
08-26-10, 08:39 AM
@tweety: In all honesty I don't think that AOB shots for all of the ships will be completed.
The real books didn't have them. Why should we? :sunny:

Tweety
08-26-10, 09:35 AM
Thank you iambecomelife

I sure like having these new ships in the game, They look too beautiful to sink.:D

iambecomelife @tweety: In all honesty I don't think that AOB shots for all of the ships will be completed. However, all of the vessels should have at least a profile shot for the rec manual.
I did notice the ships all have a profile ship, which is all I need to see before I ID and sink it.

Tweety

rafale0128
08-26-10, 10:39 AM
Dear All:
Today I fired 3 torpedoes and 80 more shells to one merchant about 5300 tons, but she still sailed with a little fire. Is it a usual situation for you?

Fubar2Niner
08-26-10, 03:49 PM
Dear All:
Today I fired 3 torpedoes and 80 more shells to one merchant about 5300 tons, but she still sailed with a little fire. Is it a usual situation for you?

@rafale0128

Take a look at this post

http://www.subsim.com/radioroom/showpost.php?p=1439746&postcount=279

It may help, this has been discussed and I searched for IABL's suggested settings but buggered if I can find them sorry shipmate.
Good luck.

Best regards.

Fubar2Niner

Tweety
08-26-10, 06:45 PM
Sailor Steve Quote:
Originally Posted by iambecomelife http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1477728#post1477728)
@tweety: In all honesty I don't think that AOB shots for all of the ships will be completed.

The real books didn't have them. Why should we? :sunny:

It is ok not to have extra paper don't want to get overloaded and sink before leaving port. :haha:
I am getting a lot better with estimating the AOB and manual targeting.

Tweety

JScones
08-28-10, 10:35 PM
This certainly works for me too. Win 7 doesn't need the /3gb parm as far as I'm aware, but I am running 64 bit 7 so I can't confirm that.

Best regards.

Fubar2Niner

'd love some definitive advice when anyone finds out for sure :up:
Win7 64-bit = no
Win7 32-bit = yes (but not done through boot.ini). Keep in mind though that it's a bit of a sugar pill, as all the switch does is change the 2Gb-2Gb allocation to 3Gb for apps and 1Gb for OS, so you lose kernal memory space and thus system performance...

Jimbuna
09-05-10, 07:23 AM
This certainly works for me too. Win 7 doesn't need the /3gb parm as far as I'm aware, but I am running 64 bit 7 so I can't confirm that.

Best regards.

Fubar2Niner

Hi Jim

If my memory serves you just upgraded your rig 64 bit OS I think. If so you only need the 4GB patch which can be found at the link in Capt. Morgan's, ( love the name ), post. Just follow the instructions which are simple. I've not had a single CTD since I started using it :DL Hope this helps mate, if I can help in any other way please ask.

Best regards.

Fubar2Niner

Win7 64-bit = no
Win7 32-bit = yes (but not done through boot.ini). Keep in mind though that it's a bit of a sugar pill, as all the switch does is change the 2Gb-2Gb allocation to 3Gb for apps and 1Gb for OS, so you lose kernal memory space and thus system performance...

Cheers Jaesen....not wishing to dispute the two previous quotes but the confusion lies in the fact the first suggests it isn't needed followed by the next quote suggesting it is needed. :doh::DL

Fubar2Niner
09-05-10, 09:05 AM
Cheers Jaesen....not wishing to dispute the two previous quotes but the confusion lies in the fact the first suggests it isn't needed followed by the next quote suggesting it is needed. :doh::DL


Sorry if I confuzzled things a bit there Jim, perhaps I should have edited out the first :oops: I use the 4G patch to make the sh3.exe use more than 2G memory. As you see I use win7 64bit and I have 12 GB ram. Without the patch CTD. Hope this clears things up a bit.

Best rgerads.

Fubar2Niner

Jimbuna
09-05-10, 12:53 PM
Sorry if I confuzzled things a bit there Jim, perhaps I should have edited out the first :oops: I use the 4G patch to make the sh3.exe use more than 2G memory. As you see I use win7 64bit and I have 12 GB ram. Without the patch CTD. Hope this clears things up a bit.

Best rgerads.

Fubar2Niner

No need for any apologies mate.....we got there in the end :DL

Probably me having a blonde/sober moment :doh:

My OS is W7 64bit with 8GB ram.

I'll try it without the patch and if I experience a ctd I'll try it again with the patch installed.

HW3
09-05-10, 01:49 PM
Jim,

I run Vista 64 with 8GB of ram. Without the 4GB patch CTD, with it it runs great.

Jimbuna
09-05-10, 03:02 PM
Jim,

I run Vista 64 with 8GB of ram. Without the 4GB patch CTD, with it it runs great.

Oh heck!! :damn:

Jaesen wherefore art thou? :hmmm:

:DL

Fubar2Niner
09-07-10, 01:07 AM
Jim
It very much depends how heavily modded your SH3 is, my setup is really quite heavy look:

Generic Mod Enabler - v2.5.0.150
[G:\Program Files (x86)\Ubisoft\SH3\MODS]
GWX - Merged Campaign
GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
GWX3.0 All_Weather_Guns
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
SH-5 Water for GWX 3.0 V0.8 20 Km Atlantic campaign (default)
Torpedo damage Final ver2.0
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Fubars58 VIIC
b25_ConningTower_Mid
Sobers_3d_Waves
TiefeMkI(German)
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Merchant_Fleet_Mod_3
Aces' Multimod compatability fix release v1.3 public beta
Aces' Multimod compatability fix FM's Turm 7c2 Lightmaps add on
Aces' Super Pens v3 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5
-----------------------------------

Not sure how many or heavy mods HW3 has but this may be the reason he don'y need the patch.

Best regards.

Fubar2Niner

HW3
09-07-10, 01:17 AM
I'm just as heavily modded as you Fubar2Niner, which is why I needed and use the 4GB patch.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunterIII\MODS]

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Extras for the Wilhelmshaven campaign v2.4c
WAC4.1 for GWX SubPen_animated_18.02.2010
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod
DD_OH_V3.09_20091209162038
Elite U-boat Uniform - Black
Elite U-boat Binoculars
DD_VisibleMines_V1.0
Contact Marker C2 Merchant Inverted
Origional ContLine
Flags_enlighten
Flying Dutchman
Ina Ray Hutton Picture Mod
KJF_Moon_v1.1
Thomsen Dockside by Payoff
waw_training
skin_british auxillary cruisers pack
skin_Passenger Liners
skin_Transports
VIIc_camo_skin
AFB_Fairy_Fulmar
Walrus by TP
WBNN Mission Orders Lite
DFant_subFlag_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Super Pens v3 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5
Merchant_Fleet_Mod_3.2
CSO Clean Map Mod
Deck gun sound
SH-5 Water for GWX 3.0 V0.9 20 Km Atlantic campaign (default)

:salute:

Jimbuna
09-07-10, 06:00 AM
I guess the only way to find out for sure is to switch Old Bessie (AMD 3.2Ghz single core) off and load up the newer machine.

It was the following from Jaesen I am considering:


Originally Posted by JScones http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1480014#post1480014)
Win7 64-bit = no
Win7 32-bit = yes (but not done through boot.ini). Keep in mind though that it's a bit of a sugar pill, as all the switch does is change the 2Gb-2Gb allocation to 3Gb for apps and 1Gb for OS, so you lose kernal memory space and thus system performance...


You are both running the game in 64bit mode....yes?

JScones
09-07-10, 06:41 AM
Jim, don't confuse the /3gb switch used on 32-bit machines with running the 4gb_patch on 64-bit machines.

The 3gb switch does what I quoted above (and is, IMHO, worthless, but ymmv). The 4gb patch patches 32-bit executables to allow them to access 4GB of virtual memory on 64-bit machines. Try it - it backs up your exe file so if you don't like it you can easily revert back.

SeaWolf U-57
09-07-10, 06:51 AM
Jim, don't confuse the /3gb switch used on 32-bit machines with running the 4gb_patch on 64-bit machines.

The 3gb switch does what I quoted above (and is, IMHO, worthless, but ymmv). The 4gb patch patches 32-bit executables to allow them to access 4GB of virtual memory on 64-bit machines. Try it - it backs up your exe file so if you don't like it you can easily revert back.


This is correct Jim DONT use the 3Gb switch for your W7 64bit machine.
All you need to enhance the performance of your machine is the 4Gb patch :up:

Jimbuna
09-07-10, 07:09 AM
Jim, don't confuse the /3gb switch used on 32-bit machines with running the 4gb_patch on 64-bit machines.

The 3gb switch does what I quoted above (and is, IMHO, worthless, but ymmv). The 4gb patch patches 32-bit executables to allow them to access 4GB of virtual memory on 64-bit machines. Try it - it backs up your exe file so if you don't like it you can easily revert back.

That's precisely what I thought and was hoping to have confirmed :yep:

I've grabbed it from here:

http://www.ntcore.com/4gb_patch.php

I owe you one Jaesen :salute:

This is correct Jim DONT use the 3Gb switch for your W7 64bit machine.
All you need to enhance the performance of your machine is the 4Gb patch :up:

Rgr that mate...looks like I'm eventually going to get there :up:

@Fubar and HW3....much appreciated guys :up:

JScones
09-07-10, 07:11 AM
I owe you one Jaesen :salute:
one?!? :hmmm:


:haha:

Jimbuna
09-07-10, 07:21 AM
one?!? :hmmm:


:haha:

I sent the others to TarJak to pass on :03:

The reason I'm taking so long and pondering over the eventual timing for the changeover to 64bit (the new machine is nearly a month into its warranty and has been on for about six hours at best) is because I've so much information stored regarding Grey Wolves files etc. etc......I'm checking I've backed-up/archived everything off the 32bit system to discs as well as external HD's.

These are tasks I obviously should have undertaken over a regular/prolonged period of time :doh:

melnibonian
09-07-10, 10:31 AM
HW3 what is "Ina Ray Hutton Picture Mod"? I've never heard of it.

HW3
09-07-10, 11:20 AM
@Fubar and HW3....much appreciated guys :up:

Glad to be of help.:salute:

HW3 what is "Ina Ray Hutton Picture Mod"? I've never heard of it.

It is one I put together that puts Ina Ray Hutton's picture on the wall in the radio room instead of the regular one. Nothing special, as I'm in no way a talented modder.:shucks:

melnibonian
09-07-10, 11:28 AM
It is one I put together that puts Ina Ray Hutton's picture on the wall in the radio room instead of the regular one. Nothing special, as I'm in no way a talented modder.:shucks:

OK thanks for the quick reply :up:

Fubar2Niner
09-07-10, 12:44 PM
@Fubar and HW3....much appreciated guys :up:

@Jim

Always a pleasure shipmate, glad to have been of help :salute:

Best regards.

Fubar2Niner

iambecomelife
09-07-10, 10:27 PM
To all you MFM users, I am going to be testing a new version of the mod that has fewer classes of neutral ships. The objectives are twofold:

1) Most importantly, to stop the CTDs caused on loading a career, due to the large number of ship types.

2) To reduce the average tonnage of neutral shipping that is encountered.

Other minor tweaks might be included. Expect it to be released by this weekend.

Weiss Pinguin
09-13-10, 03:14 PM
Good to hear, been wanting to play with this since forever :yep:

fitzcarraldo
09-13-10, 04:27 PM
My list:

WX - Merged Campaign
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
MFM-Interim-Beta
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
TiefeMkI(German)
Evan´s Uniforms
Rapt0r's Uniforms (Only Watch)
Rapt0r's Uniforms (Only Watch) Evan82's Sidecap
Subphones
GWX - No Medals on Crew
Q Ship mod GWX3.0
Derzeitige Tiefe
Dönitz Picture With Fly
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Thomsen's Sound Pack V3.2cg
Haunting Atlantic Wind
Alt Msg Font Smooth
Alt Msg Font Typewriter
Ambient Hydrophone Sound
Ambient Underwater Sound
Elite U-boat Binoculars
Ice Age
evan82's Sawfish Emblem
VIIC Atlantic Workhorse Skin 1
b25_SF_Grass_Full_V2
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
Aces' Multimod compatability fix release v1.3 public beta
MaGui 3.4
FM_NI_Fix_for_MaGui 3.4
FSF for M.E.P v3-Patch
optional-Intro Screen for MaGui 3.4

With this list, and 4GbPatch, only MFM Interim Beta is functional. The MFM 3.2 complete version conducts to a CTD.

PC: Intel Corei5 3,20 Ghz - 4 Gb RAM-ATI RADEON 4550 1 GB. Windows 7 - 64 bits.

Regards

Fitzcarraldo :salute:

VONHARRIS
09-15-10, 03:29 PM
I just found that nice mod here. I am downloading it. Thank you.

fitzcarraldo
09-16-10, 02:03 PM
I have a question: the skins packs are compatible with lite version MFM Interim Beta?

Many thanks and regards!

Fitzcarraldo :salute:

coronas
09-30-10, 01:43 PM
A curiosity: http://www.histarmar.com.ar/InfGral-2/Merchant-Aircraft-Carriers/M-A-C.htm

:salute:

iambecomelife
09-30-10, 06:57 PM
Thank you for the link.

I thought about making a MAC, but I probably will not, unless I decide to redo the Merchant Fleet Mod for SH4. Or SH5, assuming that that "game" is ever straightened out. :nope:

BTW, the slight improvements to the MFM are cancelled for now.

iambecomelife
09-30-10, 06:58 PM
I have a question: the skins packs are compatible with lite version MFM Interim Beta?

Many thanks and regards!

Fitzcarraldo :salute:

Yes, although you will get some folders in data\sea that do not have ships in them - only skins. However, this should not affect gameplay.

iambecomelife
09-30-10, 07:01 PM
My list:

WX - Merged Campaign
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
MFM-Interim-Beta
Real Depth Charge
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
TiefeMkI(German)
Evan´s Uniforms
Rapt0r's Uniforms (Only Watch)
Rapt0r's Uniforms (Only Watch) Evan82's Sidecap
Subphones
GWX - No Medals on Crew
Q Ship mod GWX3.0
Derzeitige Tiefe
Dönitz Picture With Fly
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Thomsen's Sound Pack V3.2cg
Haunting Atlantic Wind
Alt Msg Font Smooth
Alt Msg Font Typewriter
Ambient Hydrophone Sound
Ambient Underwater Sound
Elite U-boat Binoculars
Ice Age
evan82's Sawfish Emblem
VIIC Atlantic Workhorse Skin 1
b25_SF_Grass_Full_V2
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
M.E.P v3
M.E.P v3-Patch
M.E.Pv3 VisualSensors-GWX3with Anvart's FUMO mod
Aces' Multimod compatability fix release v1.3 public beta
MaGui 3.4
FM_NI_Fix_for_MaGui 3.4
FSF for M.E.P v3-Patch
optional-Intro Screen for MaGui 3.4

With this list, and 4GbPatch, only MFM Interim Beta is functional. The MFM 3.2 complete version conducts to a CTD.

PC: Intel Corei5 3,20 Ghz - 4 Gb RAM-ATI RADEON 4550 1 GB. Windows 7 - 64 bits.

Regards

Fitzcarraldo :salute:

The MFM will often cause CTD's on GWX3 simply because of the large number of units. I recommend that you keep using the Interim version or a different supermod, like WAC. After several months of issues it's clear that huge unit rosters don't go together well with some of the supermods. As mentioned above, I will not be releasing the smaller version of the MFM for now.

fitzcarraldo
10-01-10, 07:56 AM
The MFM will often cause CTD's on GWX3 simply because of the large number of units. I recommend that you keep using the Interim version or a different supermod, like WAC. After several months of issues it's clear that huge unit rosters don't go together well with some of the supermods. As mentioned above, I will not be releasing the smaller version of the MFM for now.

Many thanks, The interim version works fine on my SH3.

Regards.

Fitzcarraldo :salute:

Sepp von Ch.
10-06-10, 06:08 PM
MFM and two skinpacks does work with LSH v5 please?

fitzcarraldo
10-06-10, 06:51 PM
MFM and two skinpacks does work with LSH v5 please?

The MFM Interim Beta (the light version), works fine in my LSH3 V5.

Regards.

Fitzcarraldo :salute:

LGN1
10-07-10, 02:29 PM
Hi Iambecomelife,

I just want to let you know that your private message inbox is full.

Cheers, LGN1

nikbear
10-28-10, 10:40 AM
Well I loaded a 'shed' load of mods into my clean SH3/GWX install last night,and put MFM lite last in the list,and,...........works like a charm!!!:yeah:
Great looking ships,they put the stock ships to shame,thank you for all your hard work IBCL:salute:

nikbear
10-28-10, 02:25 PM
I spoke to soon,tried to get this to work with the updated sub pens mod:down:
Oh well,back to the drawing board:wah:

fitzcarraldo
10-28-10, 04:55 PM
Well I loaded a 'shed' load of mods into my clean SH3/GWX install last night,and put MFM lite last in the list,and,...........works like a charm!!!:yeah:
Great looking ships,they put the stock ships to shame,thank you for all your hard work IBCL:salute:

Great! But only MFM Lite? I´ve installed the full MFM version (with 4GbPatch), and I obtain an awful CTD. Only the MFM Interim beta works fine in my Sh3 plus GWX installation.

Regards.

Fitzcarraldo :salute:

nikbear
10-29-10, 07:04 AM
Unfortunately putting in those other mods,namely the 'Super sub pens' has royally screwed my install up,won't load up at all now:wah:
Got a blasted kernel.dll problem popping up:hmmm: Even though I deleted the career and started again:down:
Starting to remember why I went off this game,so damn fragile :cry:
One wrong mod and it's 'Goodnight Vienna' :dead:

Forensicman101
11-01-10, 04:03 AM
I've produced a 1-page microsoft Word document summarising the merchant ship tonnage and draft data from the interim beta mod's recognition manual. It can be found here:

http://www.filefront.com/user/forensicman

You can also find similar documents for the WAC4.1 mod and (for SH4 users) Lurker's Operation Monsun mod.

fitzcarraldo
11-01-10, 06:39 AM
I've produced a 1-page microsoft Word document summarising the merchant ship tonnage and draft data from the interim beta mod's recognition manual. It can be found here:

http://www.filefront.com/user/forensicman

You can also find similar documents for the WAC4.1 mod and (for SH4 users) Lurker's Operation Monsun mod.

Many thanks. I can use only the MFM Interim.

Regards.

Fitzcarraldo :salute:

clouclou
11-02-10, 08:33 AM
Dear,
I have a question:
In MFM-INTERIM-BETA/Sea, I have a funny record, the MO1B with DDS files, which record shall come from SH4 or SH5 . Does this matter will not disturb the smooth running of the game?
Claude.

iambecomelife
11-02-10, 06:07 PM
Great! But only MFM Lite? I´ve installed the full MFM version (with 4GbPatch), and I obtain an awful CTD. Only the MFM Interim beta works fine in my Sh3 plus GWX installation.

Regards.

Fitzcarraldo :salute:

Because you are using GWX you are probably suffering from the effect of too many units. The game simply cannot handle the SH3 GWX unit roster plus dozens more units from the MFM; I myself got CTD's in campaign and museum (despite meticulous checks of cfg and eqp files) until I manually removed several units I didn't want - thus making the roster smaller. For this reason, any future merchant updates I do will be for SH4 and possibly SH5.

iambecomelife
11-02-10, 06:07 PM
Dear,
I have a question:
In MFM-INTERIM-BETA/Sea, I have a funny record, the MO1B with DDS files, which record shall come from SH4 or SH5 . Does this matter will not disturb the smooth running of the game?
Claude.

This will not affect the game.

clouclou
11-03-10, 02:45 AM
Iambecomelife.
Can I delete this file MO1B without fear, and his name in EnglishName.cfg, and Roster / British / Sea?
Claude.

harryt8
11-08-10, 04:27 AM
Iambecomelife,

MFM: As per your Read Me, can you tell me which file in GWX do I amend..?
I loaded GWX so long ago, I have only some unused GWX options in JSMGE.


You quote; "3.)Then, open the MFM-IMPORTANT.txt file and copy & paste the unit names in your Englishnames.cfg

I recommend you paste the names immediately below the last functional unit - in GWX
this should be "Schute_M2=Small Coal Tender".

Can you advise please?


Thanks

harryt8
11-15-10, 12:33 AM
I asked for some advice about what files in GWX contain the Englishnames.cfg so that a "cut and paste" of the MFM-IMPORTANT.TXT file can be inserted.

Can someone who's installed MFM Lite and uses GWX, assist with this information please?

Thanks.

iambecomelife
11-15-10, 02:23 AM
Iambecomelife,

MFM: As per your Read Me, can you tell me which file in GWX do I amend..?
I loaded GWX so long ago, I have only some unused GWX options in JSMGE.


You quote; "3.)Then, open the MFM-IMPORTANT.txt file and copy & paste the unit names in your Englishnames.cfg

I recommend you paste the names immediately below the last functional unit - in GWX
this should be "Schute_M2=Small Coal Tender".

Can you advise please?


Thanks

Hi; I'm not entirely sure what you are asking - do you mean which file you need to place the text entries into...? That would be englishnames.cfg. You can open it in MSWord or any similar program.

If the main GWX folder has been uninstalled, you should reinstall it before installing most other mods, including the MFM. Otherwise the old versions of some ships will overwrite the newer versions included in the MFM.

harryt8
11-15-10, 04:19 AM
Hi; I'm not entirely sure what you are asking - do you mean which file you need to place the text entries into...? That would be englishnames.cfg. You can open it in MSWord or any similar program.

If the main GWX folder has been uninstalled, you should reinstall it before installing most other mods, including the MFM. Otherwise the old versions of some ships will overwrite the newer versions included in the MFM.

Your "read me" indicates that I should do a "cut & paste". I am now presuming that englishnames.cfg is a file within GWX 3.0.
Is that correct?

fitzcarraldo
11-15-10, 06:18 AM
Your "read me" indicates that I should do a "cut & paste". I am now presuming that englishnames.cfg is a file within GWX 3.0.
Is that correct?

First, you must have GWX installed via the installer (GWX 3 Gold Edition), over the SH3 1.4b base installation.

Second, you must activate the MFM Interim beta via JSGME.

Third, you must open the englishnames file with WordPad or Word or other text editor, and add (paste), the complete text content in "important.txt".

This operation adds the names of ships in SH3.

That´s all.:woot:

Regards.

Fitzcarraldo :salute:

Sailor Steve
11-15-10, 10:20 AM
I asked for some advice about what files in GWX contain the Englishnames.cfg so that a "cut and paste" of the MFM-IMPORTANT.TXT file can be inserted.

Can someone who's installed MFM Lite and uses GWX, assist with this information please?

Thanks.
In any version of SH3, Englishnames.cfg is in the 'Sea' folder.

iambecomelife
11-15-10, 11:45 AM
Your "read me" indicates that I should do a "cut & paste". I am now presuming that englishnames.cfg is a file within GWX 3.0.
Is that correct?

Yes; wait for GWX to install completely, go to data\sea\englishnames.cfg, open it with MSWord or wordpad, and paste the text entries into the file.

harryt8
11-15-10, 10:42 PM
Thank you gentlemen.
All I was after was some clear instructions how to do this, and you've given me this detail.
Much appreciated. :up:

Sledgehammer427
11-25-10, 07:12 PM
Hi IABL, I don't know if you check this, but if anyone can verify if these files work with GWX 3.0 with the MFM "lite" version, since I tried the full and I got a kernel.dll CTD
this is my current mods list

ENV - Water_Stream_and_exhaust_smoke
Rbs1_SH4_Effects_GWX_30_71
LifeBoats&Debris_v3B
OLC 'Gold'
Flat Sun Fix for OLC 'Gold'
Rbs2-Forsoundsandstarshells
Rbs3-Lifeboatcompatibility
Rbs6-LRT
Rbs8-optional smoke

everything runs fine like this, if I enable the MFM mod first or last would this be okay?

harryt8
11-26-10, 01:57 AM
Kaluens,

I have loaded MFM Interim Beta successfully with no mod conflicts.
However the merchant ships are essentially the same old SH3 standard issue.
Nothing like the superb detail as shown on the pics.
I am also supposed to have downloaded one or two sets of skins and loaded them into JSGME as well as MFM?
If so where are they located? Filefont currently shows an error.

Appreciate any advice.

Plissken_04
11-26-10, 02:00 AM
Kaluens,

I have loaded MFM Interim Beta successfully with no mod conflicts.
However the merchant ships are essentially the same old SH3 standard issue.
Nothing like the superb detail as shown on the pics.
I am also supposed to have downloaded one or two sets of skins and loaded them into JSGME as well as MFM?
If so where are they located? Filefont currently shows an error.

Appreciate any advice.


Download it here
ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/


So Long

Maik

Yoriyn
11-26-10, 02:05 PM
Thats a huge mod collection !!
Even my small mod there :)

iambecomelife
11-30-10, 12:38 AM
Kaluens,

I have loaded MFM Interim Beta successfully with no mod conflicts.
However the merchant ships are essentially the same old SH3 standard issue.
Nothing like the superb detail as shown on the pics.
I am also supposed to have downloaded one or two sets of skins and loaded them into JSGME as well as MFM?
If so where are they located? Filefont currently shows an error.

Appreciate any advice.


Did you check Museum to see if the new ships appeared? They should look pretty different from the standard SH3 vessels.

I will be reuploading the skin packs soon to filefront anyway (thanks Plissken) but they aren't the cause of your problem - there must be something wrong with how you installed the mod. Did you use JSGME?

pickinthebanjo
12-04-10, 12:40 AM
I was wondering what the latest version of MFM is? Just returning to SH3 after a good while.

fitzcarraldo
12-24-10, 07:04 PM
Happy Hollidays!

I want to know if the MFM (I use the interim Beta mod), is compatible with the merged (extended) campaign submod in GWX.

Merry Christmas!

Fitzcarraldo :salute:

HW3
12-25-10, 03:27 AM
Yes, I use it and it works fine.

fitzcarraldo
12-27-10, 07:34 AM
Yes, I use it and it works fine.

Many thanks!

Fitzcarraldo :salute:

Dave
01-05-11, 12:11 PM
When i install MFM via JGME i CTD. There appears to be no conflict when it installs, but as soon as remove it and restart the game everything starts ok.

Any ideas:cry:

Thanks

fitzcarraldo
01-05-11, 02:57 PM
When i install MFM via JGME i CTD. There appears to be no conflict when it installs, but as soon as remove it and restart the game everything starts ok.

Any ideas:cry:

Thanks

Apply the 4GbPatch to SH3.exe if you have more than 2 Gb RAM.

I have 4GbPatch, but the MFM (complete version), don´t work in my SH3 modded. I have the MFM Interim Beta, it works fine. Please, see the first post of this thread.

Regards

Fitzcarraldo :salute:

Tessa
01-05-11, 10:24 PM
Did you check Museum to see if the new ships appeared? They should look pretty different from the standard SH3 vessels.

I will be reuploading the skin packs soon to filefront anyway (thanks Plissken) but they aren't the cause of your problem - there must be something wrong with how you installed the mod. Did you use JSGME?

I've got a similar problem; though the mod is functioning. There are still a fair number of ships that haven't changed their appearance; though when I run into a convoy there is a mix of the new and old ones. I installed both skin packs via JGSME though do I only need to install one of them for it work properly?

Flipping through the recognition manual is now very time consuming, all the new ship models are there; with so many it makes it tough to navigate to something you know is in the middle. Is the mod designed to change ships at a rate of say 50-50 or 70-30? The first number being the % of ships with the new skins and second being ships that retain their original skins.

Pudden1000
01-06-11, 03:57 AM
Where can i find the link for the 4GB patch

I can't seem to find it anywhere

Thanks

fitzcarraldo
01-06-11, 06:33 AM
Where can i find the link for the 4GB patch

I can't seem to find it anywhere

Thanks

Go to:

http://ntcore.com/4gb_patch.php

Apply the patch only if you have more than 2 Gb RAM.

Regards.

Fitzcarraldo :salute:

Plissken_04
01-06-11, 07:44 AM
Where can i find the link for the 4GB patch

I can't seem to find it anywhere

Thanks


You can also find the 4GB Patch made by Privateer on my FTP Server :up:

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/PRIVATEER/



So Long

Maik

Fubar2Niner
01-06-11, 12:55 PM
Go to:

http://ntcore.com/4gb_patch.php

Apply the patch only if you have more than 2 Gb RAM.

Regards.

Fitzcarraldo :salute:

Also only if your running a 64 bit OS.

Best regards.

Fubar2Niner

Robin40
01-06-11, 01:05 PM
Also only if your running a 64 bit OS.

Best regards.

Fubar2Niner

with Vista 32 you have to do

At a command prompt (might need admin rights, or UAC disabled)
Code:
BCDEDIT /set increaseuserva 2900

Fubar2Niner
01-06-11, 03:12 PM
with Vista 32 you have to do

At a command prompt (might need admin rights, or UAC disabled)
Code:
BCDEDIT /set increaseuserva 2900

Or use the /3GB switch

Best regards.

Fubar2Niner

Nicolas
01-09-11, 09:55 PM
This mod is great!! :rock:, i'm using it with stock sh3 + lots of mods and tweaks with no problems for now, only that i modified some ships that have 2000 hitpoints and changed it to 300 or 400, because to sink they need like 6 torpedoes (if you do not hit a critical zone) with the stock sh3 damage system. Ah also, they do not appear in convoys, but fixing that is very easy just putting a ; in front of Class=xxx line in a unit entry and ships are replaced with random ones of the same type. Very appreciated your hard work.

fitzcarraldo
01-10-11, 07:04 AM
This mod is great!! :rock:, i'm using it with stock sh3 + lots of mods and tweaks with no problems for now, only that i modified some ships that have 2000 hitpoints and changed it to 300 or 400, because to sink they need like 6 torpedoes (if you do not hit a critical zone) with the stock sh3 damage system. Ah also, they do not appear in convoys, but fixing that is very easy just putting a ; in front of Class=xxx line in a unit entry and ships are replaced with random ones of the same type. Very appreciated your hard work.

Hi, mate!

Do you mean: "Class=xxx;" or ";Class=xxx"??

I believed the ships were added to convoys and campaign.

Many thanks!

Fitzcarraldo :salute:

Nicolas
01-10-11, 06:06 PM
In the campaign file Campaign_rnd.mis

You will find entries like this:

[RndGroup 61.RndUnit 1]
Class=KLS <------
Type=102 <------
Origin=British
Side=1
CargoExt=7
CargoInt=0
CfgDate=19390101
No=1
Escort=false
SpawnProbability=100
CrewRating=1

If you open it with wordpad do a quick replace in all the file of Class=KLS with ;Class=KLS then that ship no longer will be forced to appear instead a random one, but of Type 102 it means similar, can be one you know or a new one from the mod. Then you need to do it for every ship, in stock sh3 there is only these:

Class=OTMS
Class=C3Cargo
Class=LL
Class=VV
Class=OTSF
Class=OTMST2
Class=TR
Class=PPL
Class=KLS
Class=KSQ
Class=KSS

fitzcarraldo
01-10-11, 06:45 PM
In the campaign file Campaign_rnd.mis

You will find entries like this:

[RndGroup 61.RndUnit 1]
Class=KLS <------
Type=102 <------
Origin=British
Side=1
CargoExt=7
CargoInt=0
CfgDate=19390101
No=1
Escort=false
SpawnProbability=100
CrewRating=1

If you open it with wordpad do a quick replace in all the file of Class=KLS with ;Class=KLS then that ship no longer will be forced to appear instead a random one, but of Type 102 it means similar, can be one you know or a new one from the mod. Then you need to do it for every ship, in stock sh3 there is only these:

Class=OTMS
Class=C3Cargo
Class=LL
Class=VV
Class=OTSF
Class=OTMST2
Class=TR
Class=PPL
Class=KLS
Class=KSQ
Class=KSS

OK, many thanks!

Fitzcarraldo :salute:

Robin40
01-12-11, 09:51 AM
Mod enabled

It works fine

However there is an issue in SH3Commander

Info of a ship sunk before enabling mod
Ship sunk! SS Santa Luisa (Medium Cargo), 5076 tons. Cargo: Foodstuffs. Crew: 46. Crew lost: 17

Info of a ship sunk after enabling mod
Ship sunk! M09X, 3186 tons

Maybe there is some modification to apply to EnglishNames.cfg?

fitzcarraldo
01-12-11, 10:21 AM
Mod enabled

It works fine

However there is an issue in SH3Commander

Info of a ship sunk before enabling mod
Ship sunk! SS Santa Luisa (Medium Cargo), 5076 tons. Cargo: Foodstuffs. Crew: 46. Crew lost: 17

Info of a ship sunk after enabling mod
Ship sunk! M09X, 3186 tons

Maybe there is some modification to apply to EnglishNames.cfg?



Install the mod via JSGME, plus add in EnglishNames.cfg, the ships (see the readme.txt; there is a txt file with the text to add, simply copy-paste).

Regards.

Fitzcarraldo :salute:

Robin40
01-12-11, 11:00 AM
Install the mod via JSGME, plus add in EnglishNames.cfg, the ships (see the readme.txt; there is a txt file with the text to add, simply copy-paste).

Regards.

Fitzcarraldo :salute:

I cannot find this ships list

I used the list in post #63

ooppsss...it was in the Interim Beta

I'm using the other mod Merchant_Fleet_Mod_3.2

Is the list in the Interim Beta working also with Merchant_Fleet_Mod_3.2?

frau kaleun
01-12-11, 12:16 PM
I cannot find this ships list

I used the list in post #63

ooppsss...it was in the Interim Beta

I'm using the other mod Merchant_Fleet_Mod_3.2

Is the list in the Interim Beta working also with Merchant_Fleet_Mod_3.2?

I have been playing around with both these mods lately, the Interim Beta has fewer ships (no neutrals, only US/UK) so the names for the neutral classes in MFM 3.2 are not included with the add'l EnglishNames text that the smaller mod provides.

I just put together an updated EnglishNames.cfg for the bigger mod last night, when I get home I will paste the extra text here if nobody else gets to it first.

Robin40
01-12-11, 01:03 PM
I have been playing around with both these mods lately, the Interim Beta has fewer ships (no neutrals, only US/UK) so the names for the neutral classes in MFM 3.2 are not included with the add'l EnglishNames text that the smaller mod provides.

I just put together an updated EnglishNames.cfg for the bigger mod last night, when I get home I will paste the extra text here if nobody else gets to it first.

sure you will be the first:DL

being forward to get this cfg file

thus

I enabled MFM 3.2

I disabled MFM 3.2

I enabled the Interim Beta

I will disable the Interim Beta

I will enable MFM 3.2


I think I can do all this in mid-patrol...no ship sunk till now

I tried to sink a cargo...but after hitting it with a torp I realized it was a neutral Netherland one

frau kaleun
01-12-11, 01:22 PM
sure you will be the first:DL

being forward to get this cfg file

thus

I enabled MFM 3.2

I disabled MFM 3.2

I enabled the Interim Beta

I will disable the Interim Beta

I will enable MFM 3.2


I think I can do all this in mid-patrol...no ship sunk till now

I tried to sink a cargo...but after hitting it with a torp I realized it was a neutral Netherland one

I have to be out for a couple of hours this evening, so if I forget and haven't posted it by tomorrow, PM me and remind me.

FWIW, the only "testing" I've done with it (or either of the mods) is to enable them and start a test career just to see if it would load without crashing, and then sail out into the harbor a bit. So once you have the text I would double-check it against the files in the mod's data\Sea folder and make sure there's a name on it for each class folder. Altho I checked it pretty carefully myself and counted and it all matched up as far as I could tell. I'm not sure lacking one would even be a problem, however, I think you would just end up with the class name in your log instead of "Medium Merchant" or whatever its display name was supposed to be.

I wouldn't risk disabling/enabling mods in mid-patrol, though, I would wait until you get back to base or just scrap the patrol and start over from base again once you have your mods set up the way you want.

Robin40
01-12-11, 01:51 PM
I have to be out for a couple of hours this evening, so if I forget and haven't posted it by tomorrow, PM me and remind me.

FWIW, the only "testing" I've done with it (or either of the mods) is to enable them and start a test career just to see if it would load without crashing, and then sail out into the harbor a bit. So once you have the text I would double-check it against the files in the mod's data\Sea folder and make sure there's a name on it for each class folder. Altho I checked it pretty carefully myself and counted and it all matched up as far as I could tell. I'm not sure lacking one would even be a problem, however, I think you would just end up with the class name in your log instead of "Medium Merchant" or whatever its display name was supposed to be.

I wouldn't risk disabling/enabling mods in mid-patrol, though, I would wait until you get back to base or just scrap the patrol and start over from base again once you have your mods set up the way you want.

OK...I will enable it when I return to base

Anyway I enabled MFM 3.2 in midpatrol and with the GWX EnglishName.cfg

No CTD...only SH3Commander without info

frau kaleun
01-12-11, 02:00 PM
OK...I will enable it when I return to base

Anyway I enabled MFM 3.2 in midpatrol and with the GWX EnglishName.cfg

No CTD...only SH3Commander without info

Yeah, I think the only thing that happens without the additions to the EnglishNames.cfg is that there's no Display Name to use for a ship in your logs, either in the game or in Commander. So you just end up with 'Ship Sunk! M01B" in your logs instead of it telling you what kind of ship it was. It's just missing info it could use for display purposes, but not something that would crash the game.

Robin40
01-12-11, 03:13 PM
Yeah, I think the only thing that happens without the additions to the EnglishNames.cfg is that there's no Display Name to use for a ship in your logs, either in the game or in Commander. So you just end up with 'Ship Sunk! M01B" in your logs instead of it telling you what kind of ship it was. It's just missing info it could use for display purposes, but not something that would crash the game.

uhmmm...I'm not sure that only the addition to the EnglishNames.cfg is enough to get the complete info in SH3Commander

I think it is necessary to add the new class to the [CLASSMAP] of the Ship Names cfg file of SH3Commander

Anyway I enable the EnglishNames.cfg via JSGME for every configuration: GWX, MFM 3.2, Interim Beta

frau kaleun
01-12-11, 03:22 PM
uhmmm...I'm not sure that only the addition to the EnglishNames.cfg is enough to get the complete info in SH3Commander

I think it is necessary to add the new class to the [CLASSMAP] of the Ship Names cfg file of SH3Commander

To get an actual ship name, yes, there would have to be names for that class included in Commander's Shipnames.cfg file. But if you have a Display Name in the game's EnglishNames.cfg, I think Commander will still give you the Display Name ("Fleet Oiler," "Medium Merchant," "Tanker," etc.) that was specified for a particular class. :hmmm:

Robin40
01-12-11, 03:36 PM
To get an actual ship name, yes, there would have to be names for that class included in Commander's Shipnames.cfg file.

Nope....if you edit the [CLASSMAP] of SH3Commander to GenericMerchantsAndTankers and the ClassName of the added ship

For instance
data/Sea/M25B.cfg
ClassName=M25B

SH3Commander/cfg/Ship Names.cfg
M25B=GenericMerchantsAndTankers

frau kaleun
01-12-11, 04:28 PM
Nope....if you edit the [CLASSMAP] of SH3Commander to GenericMerchantsAndTankers and the ClassName of the added ship

For instance
data/Sea/M25B.cfg
ClassName=M25B

SH3Commander/cfg/Ship Names.cfg
M25B=GenericMerchantsAndTankers

If you're talking about something other than Commander's Real Ship Names feature, then it's something I haven't looked into yet. :DL

Robin40
01-12-11, 04:53 PM
If you're talking about something other than Commander's Real Ship Names feature, then it's something I haven't looked into yet. :DL

This file SH3Commander/cfg/Ship Names.cfg
contains
Real Ship Names

according to CLASSMAP

Try to look into it

frau kaleun
01-12-11, 05:13 PM
This file SH3Commander/cfg/Ship Names.cfg
contains
Real Ship Names

according to CLASSMAP

Try to look into it

Okay, right, that is the file I'm talking about, I hadn't looked into the [CLASSMAP] block yet as all I'm doing with it right now is tinkering with the actual ship names.

Anyway, here is a list of display names for all the ships included in MFM 3.2 except for class LL=Liberty Cargo, as a version of that class is included in GWX3 and should already be listed somewhere in your EnglishNames.cfg file. Also some of these ships are included in other mods, so I'd recommend going over the list and comparing it to your existing one to make sure there aren't any unnecessary or conflicting duplicates. Just copy and paste what you need of it at the bottom of your existing file and save the new version to your data\Sea folder. AND BACK UP THE OLD VERSION FIRST! :DL

And please note that I make no guarantees of success with using this list, I haven't done anything but load a patrol and sail a few meters into the harbor with it and the MFM mod enabled. :D I haven't encountered any of the ships in the game, much less sunk one to have it show up anywhere in the logs. I haven't gone into the Museum either to look at any of them there.

AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=Fleet Oiler
AO02A=Fleet Oiler
L01B=Heavy Merchant
M01A=Medium Merchant
M01B=Medium Merchant
M01X=Medium Merchant
M02B=Medium Merchant
M02X=Medium Merchant
M03A=Medium Merchant
M03B=Medium Merchant
M03X=Medium Merchant
M04B=Medium Merchant
M05A=Medium Merchant
M06A=Medium Merchant
M06B=Medium Merchant
M06X=Medium Merchant
M07A=Medium Merchant
M07B=Medium Merchant
M07X=Medium Merchant
M08B=Medium Merchant
M08X=Medium Merchant
M09A=Medium Merchant
M09B=Medium Merchant
M09X=Medium Merchant
M10A=Hog Islander
M10B=Medium Merchant
M10X=Medium Merchant
M11B=Medium Merchant
M11X=Medium Merchant
M12B=Medium Merchant
M12X=Medium Merchant
M13A=Medium Merchant
M13B=Medium Merchant
M13X=Medium Merchant
M14B=Medium Merchant
M14X=Medium Merchant
M15A=Medium Merchant
M15B=Medium Merchant
M15X=Medium Merchant
M16B=Medium Merchant
M16X=Medium Merchant
M17A=Medium Merchant
M17B=Medium Merchant
M17X=Medium Merchant
M18B=Medium Merchant
M18X=Medium Merchant
M19B=Medium Merchant
M19X=Medium Merchant
M20B=Medium Merchant
M20X=Medium Merchant
M21B=CAM-Ship
M22A=Medium Merchant
M22B=Medium Merchant
M22X=Medium Merchant
M23B=Medium Merchant
M24B=Medium Merchant
M24X=Medium Merchant
M25A=Medium Merchant
M25B=Medium Merchant
M25X=Medium Merchant
M26B=Medium Merchant
M26X=Medium Merchant
M27B=Medium Merchant
M28B=Medium Merchant
M29B=Medium Merchant
M30A=Medium Merchant
M30B=Medium Merchant
M30X=Medium Merchant
M31B=Medium Merchant
M31X=Medium Merchant
M32B=Medium Merchant
M32X=Medium Merchant
M33X=Medium Merchant
M34A=Medium Merchant
M34B=Medium Merchant
M34X=Medium Merchant
M37B=Medium Merchant
M37X=Medium Merchant
M38B=Medium Merchant
M39A=Medium Merchant
M39B=Medium Merchant
M39X=Medium Merchant
M40A=Medium Merchant
M40B=Medium Merchant
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
O01B=Ore Freighter
O02A=Ore Freighter
Q01B=Medium Merchant
SLaunch01=Steam Launch
T01A=Tanker
T01B=Tanker
T01X=Tanker
T02B=Tanker
T02X=Tanker
T03A=Tanker
T03B=Tanker
T03X=Tanker
T04B=Tanker
T04X=Tanker
T05B=Tanker
T05X=Tanker
T07B=Tanker
T08B=Tanker
T08X=Tanker
T09A=Tanker
T10A=Tanker
T10B=Tanker
T10X=Tanker
T13A=Tanker
T14B=Tanker CAM-Ship
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker

fitzcarraldo
01-12-11, 08:18 PM
Okay, right, that is the file I'm talking about, I hadn't looked into the [CLASSMAP] block yet as all I'm doing with it right now is tinkering with the actual ship names.

Anyway, here is a list of display names for all the ships included in MFM 3.2 except for class LL=Liberty Cargo, as a version of that class is included in GWX3 and should already be listed somewhere in your EnglishNames.cfg file. Also some of these ships are included in other mods, so I'd recommend going over the list and comparing it to your existing one to make sure there aren't any unnecessary or conflicting duplicates. Just copy and paste what you need of it at the bottom of your existing file and save the new version to your data\Sea folder. AND BACK UP THE OLD VERSION FIRST! :DL

And please note that I make no guarantees of success with using this list, I haven't done anything but load a patrol and sail a few meters into the harbor with it and the MFM mod enabled. :D I haven't encountered any of the ships in the game, much less sunk one to have it show up anywhere in the logs. I haven't gone into the Museum either to look at any of them there.

AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=Fleet Oiler
AO02A=Fleet Oiler
L01B=Heavy Merchant
M01A=Medium Merchant
M01B=Medium Merchant
M01X=Medium Merchant
M02B=Medium Merchant
M02X=Medium Merchant
M03A=Medium Merchant
M03B=Medium Merchant
M03X=Medium Merchant
M04B=Medium Merchant
M05A=Medium Merchant
M06A=Medium Merchant
M06B=Medium Merchant
M06X=Medium Merchant
M07A=Medium Merchant
M07B=Medium Merchant
M07X=Medium Merchant
M08B=Medium Merchant
M08X=Medium Merchant
M09A=Medium Merchant
M09B=Medium Merchant
M09X=Medium Merchant
M10A=Hog Islander
M10B=Medium Merchant
M10X=Medium Merchant
M11B=Medium Merchant
M11X=Medium Merchant
M12B=Medium Merchant
M12X=Medium Merchant
M13A=Medium Merchant
M13B=Medium Merchant
M13X=Medium Merchant
M14B=Medium Merchant
M14X=Medium Merchant
M15A=Medium Merchant
M15B=Medium Merchant
M15X=Medium Merchant
M16B=Medium Merchant
M16X=Medium Merchant
M17A=Medium Merchant
M17B=Medium Merchant
M17X=Medium Merchant
M18B=Medium Merchant
M18X=Medium Merchant
M19B=Medium Merchant
M19X=Medium Merchant
M20B=Medium Merchant
M20X=Medium Merchant
M21B=CAM-Ship
M22A=Medium Merchant
M22B=Medium Merchant
M22X=Medium Merchant
M23B=Medium Merchant
M24B=Medium Merchant
M24X=Medium Merchant
M25A=Medium Merchant
M25B=Medium Merchant
M25X=Medium Merchant
M26B=Medium Merchant
M26X=Medium Merchant
M27B=Medium Merchant
M28B=Medium Merchant
M29B=Medium Merchant
M30A=Medium Merchant
M30B=Medium Merchant
M30X=Medium Merchant
M31B=Medium Merchant
M31X=Medium Merchant
M32B=Medium Merchant
M32X=Medium Merchant
M33X=Medium Merchant
M34A=Medium Merchant
M34B=Medium Merchant
M34X=Medium Merchant
M37B=Medium Merchant
M37X=Medium Merchant
M38B=Medium Merchant
M39A=Medium Merchant
M39B=Medium Merchant
M39X=Medium Merchant
M40A=Medium Merchant
M40B=Medium Merchant
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
O01B=Ore Freighter
O02A=Ore Freighter
Q01B=Medium Merchant
SLaunch01=Steam Launch
T01A=Tanker
T01B=Tanker
T01X=Tanker
T02B=Tanker
T02X=Tanker
T03A=Tanker
T03B=Tanker
T03X=Tanker
T04B=Tanker
T04X=Tanker
T05B=Tanker
T05X=Tanker
T07B=Tanker
T08B=Tanker
T08X=Tanker
T09A=Tanker
T10A=Tanker
T10B=Tanker
T10X=Tanker
T13A=Tanker
T14B=Tanker CAM-Ship
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker

I don´t understand how this ships are added to GWX campaign. The folders inside the mod don´t contain any "mis" file. The campaign layers of GWX aren´t touched in any way. How this ships appears in campaign? I see the new ships in museum, but in campaign, there aren´t...

Regards.

Fitzcarraldo :salute:

Sailor Steve
01-13-11, 12:24 AM
All the classes from the MFM are represented in the Ship Names cfg, except the neutrals (all the ones ending with X). This is because the Ship Names Classes were created long before IABL added them in. In fact I had a major nightmare several years ago because he had sent me a preliminary copy that I worked from for a long time, and then when he released the latest version they were all changed around, so I had to start over almost from scratch.

1. A ship class only has to be listed on the [CLASSMAP] if it needs to be connected to a different class. The name I have listed for, say, M01B are the names of real ships that look like that model, or close to it. If someone creates a new class it either needs to be connected to a different class in [CLASSMAP] or names need to be applied to it, which I'm always glad to do once the class is inserted into the game.

2. This includes the 'X' classes. They can be mapped to M40X can be mapped to M40A or M40B, or to GenericMerchantsAndTankers (but not for long, as I'm struggling to eliminate that category altogether). Ideally it shouldn't matter, because you shouldn't be sinking neutral ships.

Robin40
01-13-11, 06:32 AM
Edited the [CLASSMAP] of the SH3 Commander/cfg/Ship Names file

[CLASSMAP]
;Check if class already exists below before adding here!
DERiver=FFRiverClass
KLS=C2
KSSJW=KSSJ
LTSF=T1M1
NLAK=KLAKE
NECT=GenericMerchantsAndTankers
NACG=GenericMerchantsAndTankers
NACG_early=GenericMerchantsAndTankers
NACG_late=GenericMerchantsAndTankers
NGM=GenericMerchantsAndTankers
NTRS=GenericMerchantsAndTankers
LUS=Linersandtransports
LPC=Linersandtransports
Schute_M2=Coastalcraft
NTSteamer=Coastalcraft
FishBoatL=Coastalcraft
FishingBoat=Largefishingboats
FishingBoat1=Coastalcraft
FishingBoat2=Largefishingboats
FishingBoat3=Sailfishingboats
FishingBoat3L=Sailfishingboats
FishingTrawler=Sailfishingboats
NF_boat_4=Largefishingboats
NF_boat_5=Sailfishingboats
SCHO=Sailingcraft
Sloop=Sailingcraft
Yacht01=Sailingcraft
OTSF=T1M2
MSTrawler=Minesweeper
MSTrawler1=Minesweeper
DS=Depotship
SD=Depotship
NKSS_CAT=M36B
SVTugBoatA=NSVA
SVTugBoatB=NSVB
AK01A=GenericMerchantsAndTankers
AK02A=GenericMerchantsAndTankers
AK03A=GenericMerchantsAndTankers
AM01A=AMM
AO01A=GenericMerchantsAndTankers
AO02A=GenericMerchantsAndTankers
L01B=Linersandtransports
M01A=GenericMerchantsAndTankers
M01B=GenericMerchantsAndTankers
M01X=GenericMerchantsAndTankers
M02B=GenericMerchantsAndTankers
M02X=GenericMerchantsAndTankers
M03A=GenericMerchantsAndTankers
M03B=GenericMerchantsAndTankers
M03X=GenericMerchantsAndTankers
M04B=GenericMerchantsAndTankers
M05A=GenericMerchantsAndTankers
M06A=GenericMerchantsAndTankers
M06B=GenericMerchantsAndTankers
M06X=GenericMerchantsAndTankers
M07A=GenericMerchantsAndTankers
M07B=GenericMerchantsAndTankers
M07X=GenericMerchantsAndTankers
M08B=GenericMerchantsAndTankers
M08X=GenericMerchantsAndTankers
M09A=GenericMerchantsAndTankers
M09B=GenericMerchantsAndTankers
M09X=GenericMerchantsAndTankers
M10A=GenericMerchantsAndTankers
M10B=GenericMerchantsAndTankers
M10X=GenericMerchantsAndTankers
M11X=M11B
M12B=GenericMerchantsAndTankers
M12X=GenericMerchantsAndTankers
M13A=GenericMerchantsAndTankers
M13B=GenericMerchantsAndTankers
M13X=GenericMerchantsAndTankers
M14B=GenericMerchantsAndTankers
M14X=GenericMerchantsAndTankers
M15A=GenericMerchantsAndTankers
M15B=GenericMerchantsAndTankers
M15X=GenericMerchantsAndTankers
M16B=GenericMerchantsAndTankers
M16X=GenericMerchantsAndTankers
M17A=GenericMerchantsAndTankers
M17B=GenericMerchantsAndTankers
M17X=GenericMerchantsAndTankers
M18B=GenericMerchantsAndTankers
M18X=GenericMerchantsAndTankers
M19B=GenericMerchantsAndTankers
M19X=GenericMerchantsAndTankers
M20B=GenericMerchantsAndTankers
M20X=GenericMerchantsAndTankers
M21B=M36B
M22A=GenericMerchantsAndTankers
M22B=GenericMerchantsAndTankers
M22X=GenericMerchantsAndTankers
M23B=GenericMerchantsAndTankers
M24B=GenericMerchantsAndTankers
M24X=GenericMerchantsAndTankers
M25A=GenericMerchantsAndTankers
M25B=GenericMerchantsAndTankers
M25X=GenericMerchantsAndTankers
M26B=GenericMerchantsAndTankers
M26X=GenericMerchantsAndTankers
M27B=GenericMerchantsAndTankers
M28B=GenericMerchantsAndTankers
M29B=GenericMerchantsAndTankers
M30A=GenericMerchantsAndTankers
M30B=GenericMerchantsAndTankers
M30X=GenericMerchantsAndTankers
M31B=GenericMerchantsAndTankers
M31X=GenericMerchantsAndTankers
M32B=GenericMerchantsAndTankers
M32X=GenericMerchantsAndTankers
M33X=GenericMerchantsAndTankers
M34A=GenericMerchantsAndTankers
M34B=GenericMerchantsAndTankers
M34X=GenericMerchantsAndTankers
M37B=GenericMerchantsAndTankers
M37X=GenericMerchantsAndTankers
M38B=GenericMerchantsAndTankers
M39A=GenericMerchantsAndTankers
M39B=GenericMerchantsAndTankers
M39X=GenericMerchantsAndTankers
M40A=GenericMerchantsAndTankers
M40B=GenericMerchantsAndTankers
O01B=NRC
O02A=NRC
Q01B=GenericMerchantsAndTankers
T01A=GenericMerchantsAndTankers
T01B=GenericMerchantsAndTankers
T01X=GenericMerchantsAndTankers
T02B=GenericMerchantsAndTankers
T02X=GenericMerchantsAndTankers
T03A=GenericMerchantsAndTankers
T03B=GenericMerchantsAndTankers
T03X=GenericMerchantsAndTankers
T04B=GenericMerchantsAndTankers
T04X=GenericMerchantsAndTankers
T05B=GenericMerchantsAndTankers
T05X=GenericMerchantsAndTankers
T07B=GenericMerchantsAndTankers
T08B=GenericMerchantsAndTankers
T08X=GenericMerchantsAndTankers
T10A=GenericMerchantsAndTankers
T10B=GenericMerchantsAndTankers
T10X=GenericMerchantsAndTankers
T14B=GenericMerchantsAndTankers
T15B=GenericMerchantsAndTankers
T16A=GenericMerchantsAndTankers
T16B=GenericMerchantsAndTankers
T16X=GenericMerchantsAndTankers
T17A=GenericMerchantsAndTankers
T17X=GenericMerchantsAndTankers
T18A=GenericMerchantsAndTankers
T18B=GenericMerchantsAndTankers
T18X=GenericMerchantsAndTankers
T19A=GenericMerchantsAndTankers


Started a new patrol...hope it works....till now no CTD

Robin40
01-13-11, 06:55 AM
I don´t understand how this ships are added to GWX campaign. The folders inside the mod don´t contain any "mis" file. The campaign layers of GWX aren´t touched in any way. How this ships appears in campaign? I see the new ships in museum, but in campaign, there aren´t...

Regards.

Fitzcarraldo :salute:

I think thet appear because they have

UnitType=102

frau kaleun
01-13-11, 09:16 AM
All the classes from the MFM are represented in the Ship Names cfg, except the neutrals (all the ones ending with X). This is because the Ship Names Classes were created long before IABL added them in. In fact I had a major nightmare several years ago because he had sent me a preliminary copy that I worked from for a long time, and then when he released the latest version they were all changed around, so I had to start over almost from scratch.

1. A ship class only has to be listed on the [CLASSMAP] if it needs to be connected to a different class. The name I have listed for, say, M01B are the names of real ships that look like that model, or close to it. If someone creates a new class it either needs to be connected to a different class in [CLASSMAP] or names need to be applied to it, which I'm always glad to do once the class is inserted into the game.

2. This includes the 'X' classes. They can be mapped to M40X can be mapped to M40A or M40B, or to GenericMerchantsAndTankers (but not for long, as I'm struggling to eliminate that category altogether). Ideally it shouldn't matter, because you shouldn't be sinking neutral ships.

So... the [CLASSMAP] is only there to make Commander choose names for one class of ship from the list given for a different class of ship, when the first class of ship doesn't have its own dedicated list? For instance, if class AAA so closely resembles the ships listed for class BBB that there is no need for it to have a separate list, then in the [CLASSMAP] you put AAA=BBB and whenever you sink an AAA ship Commander just pulls one of the names from the list for BBB.

If there's a list of names given for a class, there's no need to have a [CLASSMAP] entry for it. If it has no dedicated list of its own, an entry in [CLASSMAP] will tell Commander which existing list to use for it. Am I understanding it correctly?

Robin40
01-13-11, 10:11 AM
Modified [CLASSMAP] due to Cargotyp of Tankers

[CLASSMAP]
;Check if class already exists below before adding here!
DERiver=FFRiverClass
KLS=C2
KSSJW=KSSJ
LTSF=T1M1
NLAK=KLAKE
NECT=GenericMerchantsAndTankers
NACG=GenericMerchantsAndTankers
NACG_early=GenericMerchantsAndTankers
NACG_late=GenericMerchantsAndTankers
NGM=GenericMerchantsAndTankers
NTRS=GenericMerchantsAndTankers
LUS=Linersandtransports
LPC=Linersandtransports
Schute_M2=Coastalcraft
NTSteamer=Coastalcraft
FishBoatL=Coastalcraft
FishingBoat=Largefishingboats
FishingBoat1=Coastalcraft
FishingBoat2=Largefishingboats
FishingBoat3=Sailfishingboats
FishingBoat3L=Sailfishingboats
FishingTrawler=Sailfishingboats
NF_boat_4=Largefishingboats
NF_boat_5=Sailfishingboats
SCHO=Sailingcraft
Sloop=Sailingcraft
Yacht01=Sailingcraft
OTSF=T1M2
MSTrawler=Minesweeper
MSTrawler1=Minesweeper
DS=Depotship
SD=Depotship
NKSS_CAT=M36B
SVTugBoatA=NSVA
SVTugBoatB=NSVB
AK01A=GenericMerchantsAndTankers
AK02A=GenericMerchantsAndTankers
AK03A=GenericMerchantsAndTankers
AM01A=AMM
AO01A=GenericMerchantsAndTankers
AO02A=GenericMerchantsAndTankers
L01B=Linersandtransports
M01A=GenericMerchantsAndTankers
M01B=GenericMerchantsAndTankers
M01X=GenericMerchantsAndTankers
M02B=GenericMerchantsAndTankers
M02X=GenericMerchantsAndTankers
M03A=GenericMerchantsAndTankers
M03B=GenericMerchantsAndTankers
M03X=GenericMerchantsAndTankers
M04B=GenericMerchantsAndTankers
M05A=GenericMerchantsAndTankers
M06A=GenericMerchantsAndTankers
M06B=GenericMerchantsAndTankers
M06X=GenericMerchantsAndTankers
M07A=GenericMerchantsAndTankers
M07B=GenericMerchantsAndTankers
M07X=GenericMerchantsAndTankers
M08B=GenericMerchantsAndTankers
M08X=GenericMerchantsAndTankers
M09A=GenericMerchantsAndTankers
M09B=GenericMerchantsAndTankers
M09X=GenericMerchantsAndTankers
M10A=GenericMerchantsAndTankers
M10B=GenericMerchantsAndTankers
M10X=GenericMerchantsAndTankers
M11X=M11B
M12B=GenericMerchantsAndTankers
M12X=GenericMerchantsAndTankers
M13A=GenericMerchantsAndTankers
M13B=GenericMerchantsAndTankers
M13X=GenericMerchantsAndTankers
M14B=GenericMerchantsAndTankers
M14X=GenericMerchantsAndTankers
M15A=GenericMerchantsAndTankers
M15B=GenericMerchantsAndTankers
M15X=GenericMerchantsAndTankers
M16B=GenericMerchantsAndTankers
M16X=GenericMerchantsAndTankers
M17A=GenericMerchantsAndTankers
M17B=GenericMerchantsAndTankers
M17X=GenericMerchantsAndTankers
M18B=GenericMerchantsAndTankers
M18X=GenericMerchantsAndTankers
M19B=GenericMerchantsAndTankers
M19X=GenericMerchantsAndTankers
M20B=GenericMerchantsAndTankers
M20X=GenericMerchantsAndTankers
M21B=M36B
M22A=GenericMerchantsAndTankers
M22B=GenericMerchantsAndTankers
M22X=GenericMerchantsAndTankers
M23B=GenericMerchantsAndTankers
M24B=GenericMerchantsAndTankers
M24X=GenericMerchantsAndTankers
M25A=GenericMerchantsAndTankers
M25B=GenericMerchantsAndTankers
M25X=GenericMerchantsAndTankers
M26B=GenericMerchantsAndTankers
M26X=GenericMerchantsAndTankers
M27B=GenericMerchantsAndTankers
M28B=GenericMerchantsAndTankers
M29B=GenericMerchantsAndTankers
M30A=GenericMerchantsAndTankers
M30B=GenericMerchantsAndTankers
M30X=GenericMerchantsAndTankers
M31B=GenericMerchantsAndTankers
M31X=GenericMerchantsAndTankers
M32B=GenericMerchantsAndTankers
M32X=GenericMerchantsAndTankers
M33X=GenericMerchantsAndTankers
M34A=GenericMerchantsAndTankers
M34B=GenericMerchantsAndTankers
M34X=GenericMerchantsAndTankers
M37B=GenericMerchantsAndTankers
M37X=GenericMerchantsAndTankers
M38B=GenericMerchantsAndTankers
M39A=GenericMerchantsAndTankers
M39B=GenericMerchantsAndTankers
M39X=GenericMerchantsAndTankers
M40A=GenericMerchantsAndTankers
M40B=GenericMerchantsAndTankers
O01B=NRC
O02A=NRC
Q01B=GenericMerchantsAndTankers
T01A=CHT
T01B=CHT
T01X=CHT
T02B=COT
T02X=COT
T03A=KCA
T03B=KCA
T03X=KCA
T04B=LPL
T04X=LPL
T05B=LTR
T05X=LTR
T07B=LTMS
T08B=NLOL
T08X=NLOL
T10A=NOTCW
T10B=NOTCW
T10X=NOTCW
T14B=NPTB
T15B=NWB
T16A=OTMS
T16B=OTMS
T16X=OTMS
T17A=PPL
T17X=PPL
T18A=PTL
T18B=PTL
T18X=PTL
T19A=Linersandtransports

Sailor Steve
01-13-11, 12:22 PM
Edited the [CLASSMAP] of the SH3 Commander/cfg/Ship Names fileStarted a new patrol...hope it works....till now no CTD
What definitely will happen is that all the thousands of names Commander gives to ships will be lost. You will only get the 600-or-so names that are on the Generic list.

What are your computer stats? I can't use the mod for the simple reason that my PC can't handle all the extra ships.

So... the [CLASSMAP] is only there to make Commander choose names for one class of ship from the list given for a different class of ship, when the first class of ship doesn't have its own dedicated list? For instance, if class AAA so closely resembles the ships listed for class BBB that there is no need for it to have a separate list, then in the [CLASSMAP] you put AAA=BBB and whenever you sink an AAA ship Commander just pulls one of the names from the list for BBB.

If there's a list of names given for a class, there's no need to have a [CLASSMAP] entry for it. If it has no dedicated list of its own, an entry in [CLASSMAP] will tell Commander which existing list to use for it. Am I understanding it correctly?
Exactly so. The [CLASSMAP] is only there to reroute names for classes that don't have any.

frau kaleun
01-13-11, 12:30 PM
Exactly so. The [CLASSMAP] is only there to reroute names for classes that don't have any.

Thanks. That seemed to be the most sensible explanation just from looking at the file, good to know for sure. :DL

Robin40
01-13-11, 01:39 PM
What definitely will happen is that all the thousands of names Commander gives to ships will be lost. You will only get the 600-or-so names that are on the Generic list.

What are your computer stats? I can't use the mod for the simple reason that my PC can't handle all the extra ships.


Exactly so. The [CLASSMAP] is only there to reroute names for classes that don't have any.

Well...and how can I get to have all the thousands of names? I dunno what are all those M*** merchants like to

My rig stats

Intel Core Duo CPU P7350 2Ghz
RAM 4Gb
NVIDIA GeForce 9600GT 512 Mb up to 1800Mb

frau kaleun
01-13-11, 01:52 PM
Well...and how can I get to have all the thousands of names?



The names are already in the ShipNames.cfg file, listed by Class below the [CLASSMAP].

If there is a list of names there for a ship class, you do NOT need an entry in the [CLASSMAP] in order for Commander to assign names to ships of that class when you sink them. Commander will do so automatically if you have selected the Real Ship Names option and updated your Personnel File after completing a patrol and before opening the patrol log.

If there is NOT a list of names there for a particular class, but there IS an entry in the [CLASSMAP] for that class which maps it to another class that does have a list of names provided for it, then when you sink a ship of that class Commander will use a name from the list the class was mapped to in [CLASSMAP].

The ONLY time you need to add an entry to the [CLASSMAP] is when a class does not have a dedicated list of names in the .cfg file, and does not already have an entry in the [CLASSMAP] mapping it to a class that does.

For instance, if Steve has listed 600 ship names in a section for class M01A, and you put "M01A=GenericMerchantsAndTankers" in the [CLASSMAP], every time you sink a ship of that class Commander is going to use only the list of names under GenericMerchantsAndTankers instead of using the list already provided for M01A. You have essentially taken all those names out of the running by directing Commander NOT to use them but to use the names for GenericMerchantsAndTankers instead.

Robin40
01-13-11, 03:25 PM
The names are already in the ShipNames.cfg file, listed by Class below the [CLASSMAP].

If there is a list of names there for a ship class, you do NOT need an entry in the [CLASSMAP] in order for Commander to assign names to ships of that class when you sink them. Commander will do so automatically if you have selected the Real Ship Names option and updated your Personnel File after completing a patrol and before opening the patrol log.

If there is NOT a list of names there for a particular class, but there IS an entry in the [CLASSMAP] for that class which maps it to another class that does have a list of names provided for it, then when you sink a ship of that class Commander will use a name from the list the class was mapped to in [CLASSMAP].

The ONLY time you need to add an entry to the [CLASSMAP] is when a class does not have a dedicated list of names in the .cfg file, and does not already have an entry in the [CLASSMAP] mapping it to a class that does.

For instance, if Steve has listed 600 ship names in a section for class M01A, and you put "M01A=GenericMerchantsAndTankers" in the [CLASSMAP], every time you sink a ship of that class Commander is going to use only the list of names under GenericMerchantsAndTankers instead of using the list already provided for M01A. You have essentially taken all those names out of the running by directing Commander NOT to use them but to use the names for GenericMerchantsAndTankers instead.

That's non right imho

There is no list already provided for M01A in the Ship Names cfg....that's why I put "M01A=GenericMerchantsAndTankers" in the [CLASSMAP]

Otherwise SH3Commander doesn't recognize M01A, as I realized when I sunk MFM merchants and I got M01A with no info in the patrol log

frau kaleun
01-13-11, 03:59 PM
That's non right imho

There is no list already provided for M01A in the Ship Names cfg....that's why I put "M01A=GenericMerchantsAndTankers" in the [CLASSMAP]

Um, yeah, there kinda is:

[M01A]
CrewRange=35|80
CargoTyp=1,2,3,3,3,3,3,3,4,4,4,5,5,5,6,6,7,7,8,8,9 ,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25
0001=SS Abangarez
0002=SS African Monarch
0003=SS African Prince
0004=SS African Sea
0005=SS Agwidale
0006=SS American
0007=SS American Fisher
0008=SS American Oriole
0009=SS American Robin
0010=SS Aneroid
0011=SS Ann Skakel
0012=SS Barroso
0013=SS Bonita
0014=SS Brandywine
0015=SS Bushranger
0016=SS Cartago
0017=SS Cavalcade
0018=SS Chattanooga City
0019=SS Commandante Pessoa
0020=SS Doña Aniceta
0021=SS Doña Nati
0022=SS Emilia
0023=SS Ensley City
0024=SS Exchester
0025=SS Exilona
0026=SS Heredia
0027=SS Jean
0028=SS Kahaku
0029=SS Kaimoku
0030=SS Kainalu
0031=SS Kaipara
0032=SS Midosi
0033=SS Mobile City
0034=SS Montanan
0035=SS Munaires
0036=SS Mundelta
0037=SS Munindies
0038=SS North King
0039=SS Patricia Skakel
0040=SS Rosemont
0041=SS Santa Marta
0042=SS Tivives
0043=SS Torres
0044=SS Turrialba
0045=SS Typhoon
0046=SS Yarmouth
0047=SS Zacapa
0048=SS Zarembo

However, if you have mapped that class to the list for GenericMerchantsAndTankers in [CLASSMAP], Commander will not bother to use the names provided specifically for class M01A. It will use a name from the list for GenericMerchantsAndTankers instead because that's what you told it to do. And it will do the same thing for every other class that you entered in the [CLASSMAP] that way, no matter how many names are listed for each of those classes in the sections below it. Commander will ignore all the names provided specifically for AK01A, AK02A, AK03A, and so on, and you will only see names from the GenericMerchantsAndTankers list every single time.

That is what Steve meant when he said you would lose all the names provided for those classes. You are telling Commander to ignore those lists and use only the list for GenericMerchantsAndTankers instead.

If the Shipnames.cfg you are using does not have lists for M01A, AK01A, etc., then you are not using the most recent version of the file. Steve updates it on a regular basis, the current version (I believe) is the August 2010 update. If you search in this forum for 'Ship Names' you will find a thread about it - if you search in the Downloads section you will find the file itself available for download.

Robin40
01-13-11, 04:40 PM
Um, yeah, there kinda is:

[M01A]
CrewRange=35|80
CargoTyp=1,2,3,3,3,3,3,3,4,4,4,5,5,5,6,6,7,7,8,8,9 ,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25
0001=SS Abangarez
0002=SS African Monarch
0003=SS African Prince
0004=SS African Sea
0005=SS Agwidale
0006=SS American
0007=SS American Fisher
0008=SS American Oriole
0009=SS American Robin
0010=SS Aneroid
0011=SS Ann Skakel
0012=SS Barroso
0013=SS Bonita
0014=SS Brandywine
0015=SS Bushranger
0016=SS Cartago
0017=SS Cavalcade
0018=SS Chattanooga City
0019=SS Commandante Pessoa
0020=SS Doña Aniceta
0021=SS Doña Nati
0022=SS Emilia
0023=SS Ensley City
0024=SS Exchester
0025=SS Exilona
0026=SS Heredia
0027=SS Jean
0028=SS Kahaku
0029=SS Kaimoku
0030=SS Kainalu
0031=SS Kaipara
0032=SS Midosi
0033=SS Mobile City
0034=SS Montanan
0035=SS Munaires
0036=SS Mundelta
0037=SS Munindies
0038=SS North King
0039=SS Patricia Skakel
0040=SS Rosemont
0041=SS Santa Marta
0042=SS Tivives
0043=SS Torres
0044=SS Turrialba
0045=SS Typhoon
0046=SS Yarmouth
0047=SS Zacapa
0048=SS Zarembo

However, if you have mapped that class to the list for GenericMerchantsAndTankers in [CLASSMAP], Commander will not bother to use the names provided specifically for class M01A. It will use a name from the list for GenericMerchantsAndTankers instead because that's what you told it to do. And it will do the same thing for every other class that you entered in the [CLASSMAP] that way, no matter how many names are listed for each of those classes in the sections below it. Commander will ignore all the names provided specifically for AK01A, AK02A, AK03A, and so on, and you will only see names from the GenericMerchantsAndTankers list every single time.

That is what Steve meant when he said you would lose all the names provided for those classes. You are telling Commander to ignore those lists and use only the list for GenericMerchantsAndTankers instead.

If the Shipnames.cfg you are using does not have lists for M01A, AK01A, etc., then you are not using the most recent version of the file. Steve updates it on a regular basis, the current version (I believe) is the August 2010 update. If you search in this forum for 'Ship Names' you will find a thread about it - if you search in the Downloads section you will find the file itself available for download.

strange I have the latest version:o...going to the Download section

frau kaleun
01-13-11, 05:11 PM
strange I have the latest version:o...going to the Download section

http://www.subsim.com/radioroom/downloads.php?do=file&id=2746

I just downloaded it from there and unzipped it again, and that's the file I copied that M01A list from. There should be a total of 11000+ ship names on there, and as Steve as already mentioned IABL's ships from the MFM are most definitely on it (except for the neutrals).

Robin40
01-13-11, 05:23 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=2746

I just downloaded it from there and unzipped it again, and that's the file I copied that M01A list from. There should be a total of 11000+ ship names on there, and as Steve as already mentioned IABL's ships from the MFM are most definitely on it (except for the neutrals).


yikes!:DL...you're beloved...and now I think that's better not to update the display EnglishNames....it is too generic....too many Medium Merchant...also in the Recognition Book

frau kaleun
01-13-11, 05:28 PM
yikes!:DL...you're beloved...and now I think that's better not to update the display names....it is too generic

If you've got all the ship names from Shipnames.cfg and use the Real Ship Names option in Commander, I don't think the "generic" quality of the display names will make any difference to the logs you end up with... Commander is going to give you real ship names anyway in that case.

Robin40
01-13-11, 05:34 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=2746

I just downloaded it from there and unzipped it again, and that's the file I copied that M01A list from. There should be a total of 11000+ ship names on there, and as Steve as already mentioned IABL's ships from the MFM are most definitely on it (except for the neutrals).

maybe we can put M01X=M01A in the [CLASSMAP]...and so forth

Robin40
01-13-11, 05:36 PM
If you've got all the ship names from Shipnames.cfg and use the Real Ship Names option in Commander, I don't think the "generic" quality of the display names will make any difference to the logs you end up with... Commander is going to give you real ship names anyway in that case.

yep...but the Recognition Manual displays Medium Merchant for every M01A, M02B.....

frau kaleun
01-13-11, 05:53 PM
maybe we can put M01X=M01A in the [CLASSMAP]...and so forth

You could, but in IABL's mod, if a class ends with A it's strictly an American ship. Classes ending with B are British. I'm pretty sure Steve's set up the Ship Names files to reflect that fact, with US ship names for the ***A classes and British names for the ***B classes.

The ***X classes are not necessarily British or American, in fact I think they may only appear under neutral colors. So if you mapped those classes to their A & B counterparts you'd be limiting Commander to using US/British names for them if Steve has it set up the way I think he does. Of course as he's pointed out you shouldn't be sinking neutrals anyway and if you don't sink it Commander doesn't need to give it a name. :DL

frau kaleun
01-13-11, 05:58 PM
yep...but the Recognition Manual displays Medium Merchant for every M01A, M02B.....

Well, I guess you can either see them in-game as "Medium Merchants" or just get the class names, personally I would rather have something that is at least a general description of what kind of ship it is than a cryptic alpha-numeric designation that is part of the "nuts and bolts" of the game itself and (to me) detracts more from the realism than being told I'm shadowing a Medium Merchant. :DL

You're not going to get real ship names in the game, so AFAIK you're stuck with either the class designation or whatever you put in the EnglishNames.cfg for it. If you want to go through the files for every class and come up with a more specific display name for each one, that's up to you.

Sailor Steve
01-13-11, 10:05 PM
maybe we can put M01X=M01A in the [CLASSMAP]...and so forth
Yes, that will work. The only problem is that if you sink a neutral the only name it will get will be American, no matter what the nationality of the actual ship. On the other hand, if you tie it to M01B you will get European names, so the choice is up to you.

[edit] Now I see Frau has already said the same thing.

yep...but the Recognition Manual displays Medium Merchant for every M01A, M02B.....
It doesn't matter what the RM says. The Ship Names aren't applied until the patrol is finished, which is why the names don't appear in the log right away. In real life the manuals had pictures with the actual classes (where they were accurate), but if you look at the actual historical awards there are no "medium" or "small", and sometimes not even "freighter" or "tanker", just "SS Onamonapeia, 2378 tons".

You could, but in IABL's mod, if a class ends with A it's strictly an American ship. Classes ending with B are British. I'm pretty sure Steve's set up the Ship Names files to reflect that fact, with US ship names for the ***A classes and British names for the ***B classes.
Due to the limitations of the game that is indeed the closest I could come. In the 'A' classes I include all 'American' names, including Central and South American, and the Caribbean (Cuba etc). The 'B' classes contain all European ships of each type, so you might get a British (or commonwealth), French, Dutch, Russian - all those.

Basically if you sink a 'B' ship you might get a name from any nation fighting from the beginning, and if you sink an 'A' ship the name might come from any country that joined in in after December 1941.

Nicolas
01-17-11, 11:02 AM
I know is a beta version but i can't shot them the stadimiter gives wrong readings and the lenght of some ships is wrong. :06:

Gryffon300
01-19-11, 05:40 PM
Right, I've just finished reading the entire thread (my eyes are a little blury - you betcha!). And I feel safe in adding a thought and a question.

I've successfully downloaded onto my XP Pro SP3, 2.75 GB Ram Core 2 Duo 2.80Ghz, the 3.2 & Skin Pack s 1 & 2.
Loaded 3.2 over existing 6 mods in JSGME - crashed on load. Deleted 3.2 Loaded OK. Added 3.2 crashed. Moved ALL mods to inactive. Loaded OK. Loaded 3.2 Crashed Unloaded 3.2 Loaded OK. Deleted all profiles Loaded OK (from this point deleted new profile after every test) Added other 6 mods. Loaded OK Loaded 3.2 crashed. Unloaded all mods loaded 3.2 Loaded OK Loaded other 6 mods Loaded OK Deleted all mods loaded OK Loaded 6 mods loaded OK loaded 3.2 crashed. unloaded all, loaded 3.2 and then other mods. Loaded OK.

Tentative conclusion? Deleting active profile (as advised by iabl), is necessary AND (at least on my system) the ORDER of loading the Mod seems to make a difference! - I am staying away from Alternative Flotillas and English Maps for now as they interact.

Question - does anyone use a program like EndItAll to limit background applications during game play? If so, worth while?

EmeAzul
01-19-11, 07:42 PM
Gryffon, I use EndItAll before each time I play the game and it works great. I have a laptop with integrated graphics, so I need all the performance I can get out of the computer and this certainly helps.

Since you have read the whole thread, you might want to check out my instructions for avoiding CTD's with the original Merchant Fleet mod. I have 66 of these ships in my game and they are beautiful to behold (and sink). Cheers

Gryffon300
01-19-11, 07:58 PM
Yes, EmeAzul, I thought it may be worth a try. I have used it successfully on a previous computer and, given the apparent need for speed, I thought a little more CPU headroom couldn't go astray.

Re your anti CTD instructions, is ther a simple way to navigate the thread to find it? (I'm suffering battle fatigue right now....):salute:

Sailor Steve
01-19-11, 08:54 PM
Gamebooster helps too. I use both together, and it makes a difference.

Gryffon300
01-20-11, 12:09 PM
Thanks, SS, will give that a go, too.

HEY! I just noticed! WE HAVE THE SAME NUMBER OF POSTS!!! Oh. Hang on. That's 29,000+ you have. AH. I have a ways to go. (Note to self: I'm not worthy, I'm not worthy, I'm not worthy....)

I hope you keep loving what you do here - it makes a difference to a lot of people. Just wanted to say, "Thanks."

While talking about maximising hardware performance (and no - I haven't looked at '3Gig' patches for my 2.86 Gig machine), I recall iambl suggesting that firewall (& antvirus?) software should be disabled (software that prevents files being altered) to speed up loading. At this point I don't play online at all, so no probs. Do people here generally follow that advice, and if so, do you disable for 15 mins or so (just to take care of loading issues), or do you disable for your entire game?

fitzcarraldo
01-23-11, 05:34 PM
Hi, kaleuns: I have a problem with MFM 3.2 full version. See the images, please:

Some americans (and other countries) merchants appears as "american", but the ships have the skins of others countries, and no american flags.

Still I didn´t install the skin packs in Commander; only MFM 3.2 full via JSGME and copy-paste the list in englishnames (as indicated in readme.txt).

I load (ever) SH3 GWX via Commander.

http://img338.imageshack.us/img338/3591/sh32011012319175248.jpg

http://img541.imageshack.us/img541/7392/sh32011012319174071.jpg

I think I have some wrong in my installation. :hmmm:

Many thanks and best regards.

Fitzcarraldo :salute:

Robin40
01-24-11, 02:12 AM
I got it too

Gryffon300
01-24-11, 03:31 PM
OK, just re-read all 32 pages of the thread (again - sigh) to try and make sure I wasn't totally being a dufus asking these questions - but here goes. Just bear in mind that I am a graduate of the Ten Pound Mallet School of Engineering, and playing with the cams on this Enigma machine is probably not something you would normally want me to do....

Still get the odd CTD, but, happy the way things are coming together, with one aesthetic query and one (much more significant) game play issue:

1)- This 'names' issue. I get M36B etc in the scope descriptor for MFM targets. I know from very early in the thread, people were asking about this, and I saw that one had to ammend the englishnames.cfg file. The only one I could find was a small 7 KB file in the SHIII/Data/Sea. Could not open it to read contents, cause my 'puter told me it didn't know how. Wasn't until post 406 & following that the pearl of wisdom was dropped by my new guru, that Word would open it. Doh!

So, now I see a nice long list, ending with 'TUS=Large Liner'. Now for the missing link. I have not been able to find any files in Readme's or elsewhere that would apply. (The full version 'Readme' doesn't even mention name files.) I see a smallish download of shipnames from Aug 2010 (181) that Frau Kaleun refers to in her erudite discussion with Rob40, but, is this short list all I need? Is there another readme somewhere that I need to 'get' all this?

2)- I mentioned in the general game-play forum (SHIII-Tell us what you are up to #2018 - http://www.subsim.com/radioroom/showpost.php?p=1577356&postcount=2018), that we had encountered the practically unsinkable S-class sub, but now I have had an encounter with a ''Battleship" Class ASW Trawler!! In limited visibility, I took on a MFM X class medium merchant, with deck gun. All was going according to Hoyle, when I started to take damage from an escorting ASWT appearing out of the mist. He had not been on hydro, or map, so he was a surprise. I sent a fish on the way to the merchant, went to flank & came about to high-tail it outa there (figuring I had range & speed on the trawler).

He followed me at 15knots to my 18 at 1900m and growing. As he was directly in my 180, I let him have one with my aft tube. I got a hit - no worries! Came about to re-engage my escorted friend when I copped another hit! I crash dived to sort it out, and saw the little creep, dead in the water still firing! Good for him, but REALLY?! So, I lined up and put another one into him. Fantastic, but he is still letting fly at my periscope. COME ON!!??:o

So, I downed scope, stayed submerged, and manoeveured 7 ks to put the dead-in-the-water merchant 2ks away from me, between me & the ASW (now, barely visible at 4.7ks, just peek-a-booing out from behind the merchant's stern). I surface & finish the merchant with gun fire & then take out the ASW. I must have hit him maybe 10 times (?) with 60 shells (a lot of misses at that range with such a small target) before sending him to The Locker. He got me a couple more times too, taking my hull integrity down to below 90%, but it was worth the satisfaction!!! There was NO WAY I was going to 'waste' another torp on the little twerp. It had become a matter of pride and Germainc Honour to finish the little lamprey eyeball to eyeball. I know you understand. (I did a 'save' before committing to my little adventure - I'm not THAT foolhardy.)

So, What's the go? From previous posts, I expected that there may be an issue with 'hit points' or torpedo damage with the MFM fleet, but both of these incidents are with original unmodified (?) SHIII stock vessels. I run the Enhaced Damage Effects MOD - does someone over there have a twisted sense of humour? Is this normal? Or do I got a bug? :06:

kraszus
01-24-11, 03:36 PM
Are all these ships compatible with the recognition manual from GWX?

frau kaleun
01-24-11, 04:13 PM
1)- This 'names' issue. I get M36B etc in the scope descriptor for MFM targets. I know from very early in the thread, people were asking about this, and I saw that one had to ammend the englishnames.cfg file. The only one I could find was a small 7 KB file in the SHIII/Data/Sea. Could not open it to read contents, cause my 'puter told me it didn't know how. Wasn't until post 406 & following that the pearl of wisdom was dropped by my new guru, that Word would open it. Doh!

So, now I see a nice long list, ending with 'TUS=Large Liner'. Now for the missing link. I have not been able to find any files in Readme's or elsewhere that would apply. (The full version 'Readme' doesn't even mention name files.) I see a smallish download of shipnames from Aug 2010 (181) that Frau Kaleun refers to in her erudite discussion with Rob40, but, is this short list all I need? Is there another readme somewhere that I need to 'get' all this?

I think the downloadable Ship Names list that was discussed was for SH3 Commander - it's actually a .cfg file that is already in Commander and it's what provides all the real ship names & data if you are using the "real ship names" option in Commander to flesh out your patrol logs with data from that file. It is updated periodically with more ship names & data so if you download the most recent one you just replace the file already in Commander with the new one. This file is only used by Commander to add data to your patrol logs, it does not do anything to the display names you see for any ships, including MFM ships, when you are IDing them in the game.

That is where the englishnames.cfg file comes in, located as you already know in the game's data/Sea folder. That file assigns a 'display name' to the classes of ships in the game, and since MFM adds a ton of new ship classes, if you want to see "Medium Merchant" or "Large Tanker" on your screen instead of their alpha-numeric class designations, you've got to add entries for each new class in the englishnames.cfg file as per my previous post:

Anyway, here is a list of display names for all the ships included in MFM 3.2 except for class LL=Liberty Cargo, as a version of that class is included in GWX3 and should already be listed somewhere in your EnglishNames.cfg file. Also some of these ships are included in other mods, so I'd recommend going over the list and comparing it to your existing one to make sure there aren't any unnecessary or conflicting duplicates. Just copy and paste what you need of it at the bottom of your existing file and save the new version to your data\Sea folder. AND BACK UP THE OLD VERSION FIRST! :DL

And please note that I make no guarantees of success with using this list, I haven't done anything but load a patrol and sail a few meters into the harbor with it and the MFM mod enabled. :D I haven't encountered any of the ships in the game, much less sunk one to have it show up anywhere in the logs. I haven't gone into the Museum either to look at any of them there.

AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=Fleet Oiler
AO02A=Fleet Oiler
L01B=Heavy Merchant
M01A=Medium Merchant
M01B=Medium Merchant
M01X=Medium Merchant
M02B=Medium Merchant
M02X=Medium Merchant
M03A=Medium Merchant
M03B=Medium Merchant
M03X=Medium Merchant
M04B=Medium Merchant
M05A=Medium Merchant
M06A=Medium Merchant
M06B=Medium Merchant
M06X=Medium Merchant
M07A=Medium Merchant
M07B=Medium Merchant
M07X=Medium Merchant
M08B=Medium Merchant
M08X=Medium Merchant
M09A=Medium Merchant
M09B=Medium Merchant
M09X=Medium Merchant
M10A=Hog Islander
M10B=Medium Merchant
M10X=Medium Merchant
M11B=Medium Merchant
M11X=Medium Merchant
M12B=Medium Merchant
M12X=Medium Merchant
M13A=Medium Merchant
M13B=Medium Merchant
M13X=Medium Merchant
M14B=Medium Merchant
M14X=Medium Merchant
M15A=Medium Merchant
M15B=Medium Merchant
M15X=Medium Merchant
M16B=Medium Merchant
M16X=Medium Merchant
M17A=Medium Merchant
M17B=Medium Merchant
M17X=Medium Merchant
M18B=Medium Merchant
M18X=Medium Merchant
M19B=Medium Merchant
M19X=Medium Merchant
M20B=Medium Merchant
M20X=Medium Merchant
M21B=CAM-Ship
M22A=Medium Merchant
M22B=Medium Merchant
M22X=Medium Merchant
M23B=Medium Merchant
M24B=Medium Merchant
M24X=Medium Merchant
M25A=Medium Merchant
M25B=Medium Merchant
M25X=Medium Merchant
M26B=Medium Merchant
M26X=Medium Merchant
M27B=Medium Merchant
M28B=Medium Merchant
M29B=Medium Merchant
M30A=Medium Merchant
M30B=Medium Merchant
M30X=Medium Merchant
M31B=Medium Merchant
M31X=Medium Merchant
M32B=Medium Merchant
M32X=Medium Merchant
M33X=Medium Merchant
M34A=Medium Merchant
M34B=Medium Merchant
M34X=Medium Merchant
M37B=Medium Merchant
M37X=Medium Merchant
M38B=Medium Merchant
M39A=Medium Merchant
M39B=Medium Merchant
M39X=Medium Merchant
M40A=Medium Merchant
M40B=Medium Merchant
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
O01B=Ore Freighter
O02A=Ore Freighter
Q01B=Medium Merchant
SLaunch01=Steam Launch
T01A=Tanker
T01B=Tanker
T01X=Tanker
T02B=Tanker
T02X=Tanker
T03A=Tanker
T03B=Tanker
T03X=Tanker
T04B=Tanker
T04X=Tanker
T05B=Tanker
T05X=Tanker
T07B=Tanker
T08B=Tanker
T08X=Tanker
T09A=Tanker
T10A=Tanker
T10B=Tanker
T10X=Tanker
T13A=Tanker
T14B=Tanker CAM-Ship
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker

The new entries for the MFM need to be added to the englishnames.cfg so the proper display names will show up in the game. As noted above, AFAIK the list I've given includes everything but an entry for class LL, the Liberty Cargo, which should already be there if you are playing GWX. Some other mods also include some MFM ships, so if you've already got an entry for, say, class T09A, you don't need to add another one. Just add the ones you don't already see listed.

And the easiest way IMO to open a .cfg in Windows is using Notepad, try rightclicking on the file and choosing "Open with..." and then selecting Notepad. Why it would want to use Word instead I can't imagine. :hmmm:

Gryffon300
01-24-11, 05:48 PM
Thanks, FK, that's fabulous. Getting close now.
Ive noted many "duplicates", e.g.
;Iambecomes MF mod
"L01B=Heavy Merchant 01"
Your new
"L01B=Heavy Merchant"
I will assume that the numerical suffixes in the original list do not invalidate them being declared as "duplicates", and I will delete, for consistency's sake, the duplicates in the 'new' list, not the original.

The only two other items that stuck out are:
"AMM=Ammunition Ship" (original) and, "AM01A=Ammunition Ship" (new). I will assume that these are NOT duplicates and leave both in. The other one is, "M10A=Medium Merchant 10" (original) and, "M10A=Hog Islander" (new). I assume that these ARE duplicates, though, as I'm kinda tickled with the 'Hog' designation, I may just replace that one. Cool?

Thanks again.

frau kaleun
01-24-11, 06:58 PM
Thanks, FK, that's fabulous. Getting close now.
Ive noted many "duplicates", e.g.
;Iambecomes MF mod
"L01B=Heavy Merchant 01"
Your new
"L01B=Heavy Merchant"
I will assume that the numerical suffixes in the original list do not invalidate them being declared as "duplicates", and I will delete, for consistency's sake, the duplicates in the 'new' list, not the original.

The only two other items that stuck out are:
"AMM=Ammunition Ship" (original) and, "AM01A=Ammunition Ship" (new). I will assume that these are NOT duplicates and leave both in. The other one is, "M10A=Medium Merchant 10" (original) and, "M10A=Hog Islander" (new). I assume that these ARE duplicates, though, as I'm kinda tickled with the 'Hog' designation, I may just replace that one. Cool?

Thanks again.

You're getting it, in any entry it works as follows:

CLASS=Display Name

so AMM and AM01A are two different classes and need two different entries, even if both entries have the same Display Name. (Each class should correspond to a folder in the Sea directory, altho a folder name may not always match its class name exactly.) Obviously there are numerous Tankers, but they come in many classes so each class has its own entry even if they all just ID as "Tanker" when they appear in the game.

But you don't need two entries for one class, so for M10A you want only one entry, either

M10A=Medium Merchant 10

or

M10A=Hog Islander

but not both. I don't think it makes any difference which you choose, pick whichever one you think will look cool when it shows up in the game. :up:

Sailor Steve
01-24-11, 10:44 PM
1)- This 'names' issue. I get M36B etc in the scope descriptor for MFM targets. I know from very early in the thread, people were asking about this, and I saw that one had to ammend the englishnames.cfg file.
The class name in the Recognition Manual or the periscope-view notepad has nothing to do with ship names. The place to change that is in the Roster folder. There is a folder for each nation there, and inside that are files for each ship class. On that page you will see 'DisplayName'. That's where the RM reads it from.

I see a smallish download of shipnames from Aug 2010 (181) that Frau Kaleun refers to in her erudite discussion with Rob40, but, is this short list all I need? Is there another readme somewhere that I need to 'get' all this?
The '181' is the number of new ships I added from the July list to the August list. I was apologising for that amount because I usually manage to get 300 or more per month. There are a total of more than 11,000 names on that list. Hardly "smallish".

frau kaleun
01-24-11, 10:48 PM
The class name in the Recognition Manual or the periscope-view notepad has nothing to do with ship names. The place to change that is in the Roster folder. There is a folder for each nation there, and inside that are files for each ship class. On that page you will see 'DisplayName'. That's where the RM reads it from.

Then what does Englishnames.cfg do? I always thought that's where the display names came from. :doh:

Sailor Steve
01-24-11, 10:49 PM
Then what does Englishnames.cfg do? I always thought that's where the display names came from. :doh:
I'm not sure. I think it's a roster of sorts, and if the names aren't there the game doesn't know the ship is there and will crash.

But I'm not sure. :oops:

frau kaleun
01-24-11, 10:50 PM
I'm not sure. I think it's a roster of sorts, and if the names aren't there the game doesn't know the ship is there and will crash.

But I'm not sure. :oops:

Well I know it's got to be something, otherwise every time someone puts out a ship to add they wouldn't make a point of saying to make sure you add it to that file. Maybe it's where the Museum pulls names from?

Robin40
01-25-11, 12:34 AM
Well I know it's got to be something, otherwise every time someone puts out a ship to add they wouldn't make a point of saying to make sure you add it to that file. Maybe it's where the Museum pulls names from?

uhmmmm...I noted that englishnames are pulled into the peri display...

I used Frau list and got the name in the peri display

I used MFMBeta list and got the name in the peri display

maybe I'm wrong anyway

try a hit...change the emglishname of Prince of Wales and start the Bismarck mission

anyway SailorSteve is right about CTD

two different things

Gryffon300
01-25-11, 08:38 AM
Thanks again for the hints.

Hey SS! I didn't say the TOTAL list was 'smallish', I was only referring to the August download of 181 names. Fair suck of the sauce bottle, mate!

I had only seen passing references to the 11,000 + "real ship names" in various posts - I had never seen the actual list, or where to get it and what to do with it once I did. Then I saw Nemo7's copy of the June download over on post 52 in "Why is SHIII+GWX the best ever in the hisyory of the Universe" (or something like that). That turned out to be a broken link, and it redirected me to the general "downloads" page, with the much-maligned 'smallish' 181 name August download buried toward the bottom of the page. I'm sure the Big (June) list is in there somewhere (SHIII/Ships?/Patches?/Game Play Mods?) - I know if I take the time to hunt around, I'll find it, and I will, but its a bit like pinning down the ferret under the blanket... It ain't easy or straight forward, and it sure as Hell ain't obvious.

Now, I'm no genius, I'll be the first to admit that, but it WOULD be helpful to us newbies if consideration could be given (by iabl?, SS? someone with an interest and current input) to ammend the current Readme file for MFM, or to put out an edit in the release notice at the top of the thread explaining the differences between the "display Class Names" englishnames.cfg tweaks and the "real ship names" additions, where to find both of the above, and what to do with them when you have them. (I note in passing that it appears at least one of these issues IS covered by iaml in a readme for the Beta Lite version).

I have a similar suggestion for the GWX 3.0 release notes at the top of THAT thread where it strongly tells SH3 Commander users (in bold, yellow, italics, no less!) NOT to use the malfunctions &/or Sabotage Mod, something that JScones says is Looooong since resolved.

Just some thunks to help make the best even better (from a noobie, user friendliness point of view).

frau kaleun
01-25-11, 08:38 AM
uhmmmm...I noted that englishnames are pulled into the peri display...

I used Frau list and got the name in the peri display

I used MFMBeta list and got the name in the peri display



That's always been my assumption, but I haven't been on patrol long enough with the MFM and new list to confirm it.

Gryffon300
01-25-11, 09:59 AM
FK, I'm thinking of doing a quick & dirty scope ident name test.

Last night (post ammending the cfg list per your instructions), I got, "Medium Merchant 10" in the scope display. It was British, so my thinking is that it was an "old" list M10B. On the other hand, just before that I found a "Medium Merchant", showing Norwegian colour on the hull. So, my guess is that it was a "new" list M10X, and, prior to last night, would have been named in the scope as, "SHIP: M10X".

Now, here is my thought on a trial. If I go back into the .cfg list, and ammend all the suffix numbers in the "old" list by, say, adding a "Z", then if I ever get a "Tanker 13Z" show up in the scope, we will know that the scope display names are definately being drawn from the englishnames.cfg file.

If this proves to be the case, is there any value in retaining the numerical suffix, or are these invaluable in aiding quick(er) look-ups in the ship register for purposes of Manual firing solution calculation? (I had been considering going in and deleting all the suffixes, but hasten slowly, or, as I say to my XO all the time, "Measure twice, cut once!"

As a further thought, if the suffixes ARE of benefit in the id manual look-up, I would probably go back in and ADD suffixes to the "new" list to give them similar numerical identifiers, and so harmonise the display characteristics across the fleet. All 'in', or all 'out'. Thoughts, people? :hmmm:

Gryffon300
01-25-11, 12:28 PM
Just reporting back for a de-brief after patrol.

Couldn't help myself, I went ahead and modified the numerical suffixes in the 'old' list part of the englishnames.cfg - I added my 'Z' to anything with a number.

Had to go all the way to my patrol zone at AM34 before I encountered ANY ships (they must have heard The Terror of the Seas had put to sea again). Anyway, the first one I encounter is a British Medium Merchant, designated in the Scope, Uzo, ESB Ident Book and the Kapitan's Log (after I sunk her) as, you guessed it, "Medium Merchant 20Z". That pretty well nails it for me.

The thing I remain curios about, is that if I remove all suffixes, will the ESB take you to THAT ship (as it did in this case), or will it take you to a sample of the generic class, and then you have to do a hunt from there among all the 'Medium Merchants' in the Book? (I suspect not - it feels a bit like cheating, though, to have the ESB do the work - but I'm not complaining - a bit of larceny is fun. :arrgh!:)

frau kaleun
01-25-11, 12:35 PM
I really have no idea for sure what happens with the Recog Manual, but I suspect that if there is an entry in it for every individual class, you'll get the entry for the correct class even if it's one of a dozen that display as "medium merchant." I don't think the game would pull up an entry based on a display name alone, but rather on the class. Of course I could be completely wrong, lol.

Gryffon300
01-27-11, 02:00 AM
Yes,Sailor Steve, I eventually got it.

The August 181 extra names download was not, as I assumed, 181 extra names, but the ENTIRE LIST PLUS 181 names, which I would have known if I had downloaded it and opened it and looked at the thing.

Your forebearance is appreciated. If its any consolation to you, I have spent hours trolling through the SHIII Downloads threads looking for the Big List, not realising that the August List REPLACED previous June & July downloads. So, my eyes are bleeding, and its all my fault. Mostly. :damn:

Gryffon300
01-27-11, 12:14 PM
Well, here's my moment of obsequiousness. Now, don't hit me. I want to talk about (says it really fast, hoping no-one will notice) "englishnames.cfg".

Ahhgh! Not again!

Sorry, but I've just spent many hours looking at lists of ship names and I figure I should spread the joy around. It WAS in fact fascinating, and gave me a little hint at the work involved in putting the original list out there, and the subsequent editing. WOW.

But, a few niggling uncertainties that I hope you won't mind looking into for me:-

1)- KF & SS, I'm ducking under my desk as I ask this, hoping not to have a horned helm thrown in my direction, but, KF stated in response to an earlier post,


"But you don't need two entries for one class, so for M10A you want only one entry, either

M10A=Medium Merchant 10

or

M10A=Hog Islander

but not both. I don't think it makes any difference which you choose, pick whichever one you think will look cool when it shows up in the game."
(01-25-2011 09:58 AM)

I've had a reasonable hunt through the original and SS's August .cfg lists. The old list had a class designation, "KMSSHogIsland", with 160 ship names listed, including, of course, the namesake vessel, 'SS Hog Island'. On the other hand, the new SS list contains a listing for 'KMSSHogIsland' (slightly smaller at 135 names, but mostly identical, except, strangely, that it DOES NOT include the SS Hog Island for which the class was presumably named!? :-?)

But, the new SS cfg list ALSO includes, of course, the M10A list, (38 ships) with apparently no ship names in common with the new HogIsland class list, (Chickasaw & Chickasaw City get close, though). So, cringing slightly & wringing my hands in the best Dickensian immitation that I can muster as I say this, it would appear to my untutored eye that the two Class Lists in the new SS cfg are NOT interchangeable and shold BOTH be included in the SHIII/Data/Sea/englishnames.cfg file. ("M10A=Medium Merchant" & "Hog Islander=Hog Islander", or, alternatively, "Hog Islander=Medium Merchant"?)

And just where has the SS Hog Island got to, eh? Eh? Don't tell me The Hog caught religion and became the Hoosier!






2)- SS, So many mods and tweaks to the list!
I see where whole lists were re-designated (in the Header for e.g. LSS=KSS, or OTMST2 becomes GenericMerchantsAndTankers), some lists thus got wiped, others got added to or ships shuffled into or out of lists to and from existing lists, but one anomaly I don' get. The ships in the replaced KSS list seem to have vanished. I did a scan for the SS Bonifacio & SS Ciltvaria & couldn't spot them. Assume these 16 ships no longer listed?
Similarly, the ATug list has gone AWOL (but I did not scan as carefully for them, so they may simply have been ingested by other classes).
The NPL_KDF Class list (previously with 7 ships listed) now stands vacant of ship names. This is the only time this occurs, so seemed to be an anomoly. Delete?
Historically, were there ever any names given to S-Class subs?
Just as a note of personal interest, I now live near, and visit, the Algonquin National Park. Interesting to spot TWO ships - LTR SS Algonquin & KSSJ SS Algonquins. Would both ships have been contemporaneous, or would one have been named after the first was no longer in service/sunk?
Can I come out from under the desk now? :oops:

frau kaleun
01-27-11, 12:38 PM
Not able to process all of your post ATM - however when it comes to what's in the Ship Names file vs. what's in the Englishnames.cfg, be aware that the Ship Names file is used ONLY by SH3 Commander. It has no affect whatsoever on gameplay when it comes to the ships you are currently spotting, or on what info appears onscreen when a newly encountered ship is ID'd. It's not a file that is used or accessed by SH3 at all.

The only time the Ship Names file has any affect on something displayed in the game is after a patrol is finished and you have exited the game, when Commander uses it to flesh out the patrol log for the completed patrol. After that the additional data drawn from it will be in the files that SH3 uses to display your patrol logs and will show up there if you look at them in the game. But the game does not use - or even need - the Ship Names file for anything.

Sailor Steve
01-27-11, 08:02 PM
I've had a reasonable hunt through the original and SS's August .cfg lists. The old list had a class designation, "KMSSHogIsland", with 160 ship names listed, including, of course, the namesake vessel, 'SS Hog Island'. On the other hand, the new SS list contains a listing for 'KMSSHogIsland' (slightly smaller at 135 names, but mostly identical, except, strangely, that it DOES NOT include the SS Hog Island for which the class was presumably named!? :-?)
That's because there was no SS Hog Island. The ships were called that for the Hog Island shipyard, where they were built.
http://www.usmm.org/hogislanders.html

Also, 180 ships were ordered, but only 122 were built. I have 135 because some of them changed hands during the war, such as Coahoma County going to the British in 1941 and becoming Empire Hawk. In that case I list both names.

But, the new SS cfg list ALSO includes, of course, the M10A list, (38 ships) with apparently no ship names in common with the new HogIsland class list, (Chickasaw & Chickasaw City get close, though). So, cringing slightly & wringing my hands in the best Dickensian immitation that I can muster as I say this, it would appear to my untutored eye that the two Class Lists in the new SS cfg are NOT interchangeable and shold BOTH be included in the SHIII/Data/Sea/englishnames.cfg file. ("M10A=Medium Merchant" & "Hog Islander=Hog Islander", or, alternatively, "Hog Islander=Medium Merchant"?)
No, they are not interchangeable. You have no idea of the thousands of hours I've spent on this. There are more than eleven thousand names currently, and I have looked at pictures and read the history of every single one of them. I have a working list of every class, which includes the actual tonnage of the ship and the country it belonged to, plus specific notes as to how closely it fits the model of the class I assigned it to. IABL's Merchant Fleet Mod has been a godsend to me, as I previously had so many ships assigned to a class just because it was close in tonnage, and looks had to be ignored.

I still have many that appear in the SH3C list, but in my own list I have notes that say things like "Conversion. No one knows what it looks like". I also have a huge number of ships that are assigned strictly by tonnage because I can't find a surviving photograph anywhere. And I have several that I have assigned to special categories that don't appear in-game because I'm still waiting for someone to make one.

And just where has the SS Hog Island got to, eh? Eh? Don't tell me The Hog caught religion and became the Hoosier!
Okay, I won't. :O:







I see where whole lists were re-designated (in the Header for e.g. LSS=KSS
LSS is the lighted version for GWX. It made no sense to make a separate list of names for a handful of neutrals that you're not supposed to sink anyway.

or OTMST2 becomes GenericMerchantsAndTankers),
OTMST2 is the original stock T2, which was one of only three tanker classes in the game. Then IABL did T13A, which was not only a much better model but specifically American. I thought of Tying OTMST2 to T13A, but that meant that every time you sank an OTMST2 it would get an American T2 name, but since it was a stock ship it might be assigned any country, and it would be even worse in 1939, 1940 and 1941, when you could sink one and there was not chance it could be American. So I temporarily assigned it to the Generic list just so I could guarantee it would never get an American name. And there it sits, until I come up with some European ships that actually look like it or figure out how to get rid of it altogether (which would be my preference).

Of course this will cause problems for me in the future, as my original goal was to get rid of the Generic list altogether. When SH3C was released there were 3500 names on the list. Now there are 671.

some lists thus got wiped, others got added to or ships shuffled into or out of lists to and from existing lists, but one anomaly I don' get. The ships in the replaced KSS list seem to have vanished. I did a scan for the SS Bonifacio & SS Ciltvaria & couldn't spot them. Assume these 16 ships no longer listed?
Funny you should notice that particular list. Good job!

KSS has a listed GRT of 2325. I have a list of ten ships I took off the list because they are all in the 3500-tons range, and have them set aside with a note to myself (one of a great many) to find a new place for them. I just haven't got around to it yet. When I first started doing this everything was based on tonnage, and I've had to make a lot of changes over the years.

I NEED TO MOVE ALL OF THESE! AND MOVE OTHERS IN!!!
Bonifacio 3566
Ciltvaira (Latvia) 3779
Danio 3536?
Empire Commerce 3751
Empire Merchant 3457
Frances Dawson 3724
Katingo Hajipatera 3661
Kilissi 3723
Riogrande (Ar) 3564?
Stalingrad (Ru) 3559?
Similarly, the ATug list has gone AWOL (but I did not scan as carefully for them, so they may simply have been ingested by other classes).
That was a list of armed tugboats compiled by Observer for the original list. I keep meaning to double-check all the names to find out where else I can put them, and I keep not quite getting back to them.

The NPL_KDF Class list (previously with 7 ships listed) now stands vacant of ship names. This is the only time this occurs, so seemed to be an anomoly. Delete?
That was one of a series of German ships made by AOTD-Madmax. When they were placed into GWX I had some Allied names that fit the descriptions of that one and the others. The GWX team made the decision to keep them purely German in the game, so I couldn't use them. I plan to someday go through my German lists, but it's a low priority because you're not supposed to sink them anyway.

Historically, were there ever any names given to S-Class subs?
I don't know anything about that, as I've never touched any warships. That was Bigboywooly's area.

Just as a note of personal interest, I now live near, and visit, the Algonquin National Park. Interesting to spot TWO ships - LTR SS Algonquin & KSSJ SS Algonquins. Would both ships have been contemporaneous, or would one have been named after the first was no longer in service/sunk?
Both are possible. There are many cases of a new ship being given the name of a recently sunk or retired ship. There are also many cases of ships of different nations having the same name, sometimes as many as four at the same time.

The first one I found on my master index is Caledonia.

SS Caledonia - small Swedish freighter - 1268 tons - S03B
MV Caledonia - Norwegian motor tanker - 9892 tons - T16B
USS Caledonia - American attack transport based on the C1 model - AK01A (I don't currently have the displacement)

[edit] :damn: Going back and rereading I realize I didn't directly address your question. :oops:

SS Algonquin - British passenger/cargo - 7229 tons - not an exact match for LTR but kinda-sorta similar. It's the closest I could get to the actual model.

SS Algonquin Park - Canadian freighter - 7130 tons - one of the 'Fort/Ocean/Park' series - Canadian built equivalents of the Liberty Ship, but with a split superstructure - M35B was made specifically for this type of ship, which encompasses several classes built in Canada and the US to British specs. The British-built 'Empire' ships are of course this model as well.

SS Algonquins - Canadian freighter - 2100 tons - I don't have a picture of this one so it is placed in KSSJ strictly based on tonnage.



Can I come out from under the desk now? :oops:
Only if I can take your place there. :D

Gryffon300
01-27-11, 11:44 PM
Thanks hugely for taking the time to answer so comprehensively, SS. I hope a whole bunch of people read your reply to gain some appreciation of the labour of love that this shipnames list represents. And this is only one aspect of the input into this game that you and others make - it beggers belief.

I can say, 'Amen to that!' when you say I have no clue as to the 1000's of hours you have put into this. And that is on top of what iambl has done. I am burned out just skimming through the list - talk about the snow flake on top of the iceberg - there certainly is a whole LOT more underneath it!

So, among other things, if I am getting this correctly, it seems that it is desirable to go ahead and amend my SHIII/data/sea/EnglishNames.cfg file to change "M10A=Hog Islander" back to "M10A=Medium Merchant" and ADD a new designation to the list, "Hog Islander=Medium Merchant", on the premise that a German sub Kapitan really wouldn't really give a stuff about place of manufacture of his target showing up in his scope (though, actually, having the scope tell him ANYTHING other than, maybe, "Ship", is a bit, well, soft.)

Must go and annoy Bigboy about the S-Class - seems unjust that the Septic Tanks have all THEIR sub's name's listed when the poor old Poms don't get a mention. (Mind you, the Brit's may not have expected their subs to last long enough to be bothered naming or even numbering them.) :arrgh!:

Gryffon300
01-28-11, 12:02 AM
:shifty:
I want to sneak back for one last question..

In the 'Sea' folder, I note that not all of the class names in Englishnames.cfg have matching subfolders (eg AMO1A is there, but AMM is not). I take it that this is a non-issue?

Or two..
file names are not case sensitive, are they? (Eg Ship Names.cfg vs Ship names.cfg All new territory to me, I'm sorry. Just trying to eliminate possible causes of CTD.)

I'll go away now. (And by all means, SS, have a go under the desk. Its quite comforting, you know. Just push on the knot in the left-side panel for the 18 year old MacCallum. You're welcome to it - just leave me some!)

HW3
01-28-11, 12:53 AM
Info and names of the British S-Class submarines of World War II from Wikipedia.

Of the twelve S-boats from the first 2 groups of boats that were in service in 1939, only the last three on this list survived to see the end of World War II.

HMS Starfish
HMS Seahorse
HMS Sterlet
HMS Shark
HMS Salmon
HMS Spearfish
HMS Swordfish
HMS Snapper
HMS Sunfish
HMS Sealion
HMS Seawolf
HMS Sturgeon

The third and by far the most numerous group of S-class submarines consisted of 50 boats. They were the largest and most heavily armed of the S-class and required more men to crew. They were one knot faster on the surface, but two knots slower when submerged. Most of the group were built at the yards of either Scotts (http://en.wikipedia.org/wiki/Scotts_Shipbuilding_and_Engineering_Company), of Greenock (http://en.wikipedia.org/wiki/Greenock) or Cammell Laird (http://en.wikipedia.org/wiki/Cammell_Laird) & Co Limited, of Birkenhead (http://en.wikipedia.org/wiki/Birkenhead), with a handful being built at Chatham, or by Vickers Armstrongs Ltd (http://en.wikipedia.org/wiki/Vickers_Armstrongs), of Barrow-in-Furness (http://en.wikipedia.org/wiki/Barrow-in-Furness). Construction was carried out throughout the war, particularly between 1941 and 1945. Equipped with a greater fuel capacity than their predecessors, they operated much further afield, in the Mediterranean (http://en.wikipedia.org/wiki/Mediterranean) and in the Pacific (http://en.wikipedia.org/wiki/Pacific) far east.
There were two distinct subgroups. The first were boats of 842 tons, comprising those ordered under the 1939 War Emergency, 1940 and 1941 Programmes (except Sea Devil and Scotsman), plus the Sturdy and Stygian of the 1942 Programme; these carried an external stern torpedo tube in addition to the six bow tubes. The second subgroup were boats of 814 tons, comprising the Sea Devil and Scotsman of the 1941 Programme, plus those ordered under the 1942 and 1943 Programmes (except Sturdy and Stygian); these carried no external torpedo tube, but had a thicker welded pressure hull providing for an operational depth limit of 350 feet - compared with the 300 feet limit in the first subgroup.
Losses continued to be high. Nine ships; P222, Saracen, Sahib, Sickle, Simoom, Splendid, Stonehenge, Stratagem and Syrtis were lost during the war, and Shakespeare and Strongbow were so badly damaged that they were written off and scrapped. Many surviving ships remained in service after the war. Sportsman, by now transferred to the French navy, was lost off Toulon in 1951 and Sidon was sunk after a torpedo malfunction in 1955.


Five ships were ordered under the 1939 War Emergency Programme.
HMS Safari (http://en.wikipedia.org/wiki/HMS_Safari_%28P211%29)
HMS Sahib (http://en.wikipedia.org/wiki/HMS_Sahib_%28P212%29)
HMS Saracen (http://en.wikipedia.org/wiki/HMS_Saracen_%28P247%29)
HMS Satyr (http://en.wikipedia.org/wiki/HMS_Satyr_%28P214%29)
HMS Sceptre (http://en.wikipedia.org/wiki/HMS_Sceptre_%28P215%29)
Twenty ships were ordered under the 1940 Programme. These differed from the initial five by having an external stern torpedo tube fitted, also a 20 mm Oerlikon (http://en.wikipedia.org/wiki/Oerlikon_20_mm_cannon) AA gun and air warning RDF (http://en.wikipedia.org/wiki/Radar) installed.
HMS Seadog (http://en.wikipedia.org/wiki/HMS_Seadog_%28P216%29)
HMS Sibyl (http://en.wikipedia.org/wiki/HMS_Sibyl_%28P217%29)
HMS Sea Rover (http://en.wikipedia.org/wiki/HMS_Sea_Rover_%28P218%29)
HMS Seraph (http://en.wikipedia.org/wiki/HMS_Seraph_%28P219%29)
HMS Shakespeare (http://en.wikipedia.org/wiki/HMS_Shakespeare_%28P221%29)
HMS P222 (http://en.wikipedia.org/wiki/HMS_P222) which was lost before a name could be alloted to her.
HMS Sea Nymph (http://en.wikipedia.org/wiki/HMS_Sea_Nymph_%28P223%29)
HMS Sickle (http://en.wikipedia.org/wiki/HMS_Sickle_%28P224%29)
HMS Simoom (http://en.wikipedia.org/wiki/HMS_Simoom_%28P225%29)
HMS Sirdar (http://en.wikipedia.org/wiki/HMS_Sirdar_%28P226%29)
HMS Spiteful (http://en.wikipedia.org/wiki/HMS_Spiteful_%28P227%29)
HMS Splendid (http://en.wikipedia.org/wiki/HMS_Splendid_%28P228%29)
HMS Sportsman (http://en.wikipedia.org/wiki/HMS_Sportsman_%28P229%29)
The final seven further ships (P81 to P87) ordered under the 1940 Programme, all from Vickers-Armstrongs, were cancelled during 1943 (and were never laid down or named).
Fifteen ships were ordered under the 1941 Programme.
HMS Stoic (http://en.wikipedia.org/wiki/HMS_Stoic_%28P231%29)
HMS Stonehenge (http://en.wikipedia.org/wiki/HMS_Stonehenge_%28P232%29)
HMS Storm (http://en.wikipedia.org/wiki/HMS_Storm_%28P233%29)
HMS Stratagem (http://en.wikipedia.org/wiki/HMS_Stratagem_%28P234%29)
HMS Strongbow (http://en.wikipedia.org/wiki/HMS_Strongbow_%28P235%29)
HMS Spark (http://en.wikipedia.org/wiki/HMS_Spark_%28P236%29)
HMS Scythian (http://en.wikipedia.org/wiki/HMS_Scythian_%28P237%29)
HMS Stubborn (http://en.wikipedia.org/wiki/HMS_Stubborn_%28P238%29)
HMS Surf (http://en.wikipedia.org/wiki/HMS_Surf_%28P239%29)
HMS Syrtis (http://en.wikipedia.org/wiki/HMS_Syrtis_%28P241%29)
HMS Shalimar (http://en.wikipedia.org/wiki/HMS_Shalimar_%28P242%29)
HMS Scotsman (http://en.wikipedia.org/wiki/HMS_Scotsman_%28P243%29)
HMS Sea Devil (http://en.wikipedia.org/wiki/HMS_Sea_Devil_%28P244%29)
HMS Spirit (http://en.wikipedia.org/wiki/HMS_Spirit_%28P245%29)
HMS Statesman (http://en.wikipedia.org/wiki/HMS_Statesman_%28P246%29)
Thirteen ships were ordered under the 1942 Programme.
HMS Sturdy (http://en.wikipedia.org/wiki/HMS_Sturdy_%28P248%29)
HMS Stygian (http://en.wikipedia.org/wiki/HMS_Stygian_%28P249%29)
HMS Subtle (http://en.wikipedia.org/wiki/HMS_Subtle_%28P251%29)
HMS Supreme (http://en.wikipedia.org/wiki/HMS_Supreme_%28P252%29)
HMS Sea Scout (http://en.wikipedia.org/wiki/HMS_Sea_Scout_%28P253%29)
HMS Selene (http://en.wikipedia.org/wiki/HMS_Selene_%28P254%29)
HMS Seneschal (http://en.wikipedia.org/wiki/HMS_Seneschal_%28P255%29)
HMS Sentinel (http://en.wikipedia.org/wiki/HMS_Sentinel_%28P256%29)
HMS Sidon (http://en.wikipedia.org/wiki/HMS_Sidon_%28P259%29)
HMS Sleuth (http://en.wikipedia.org/wiki/HMS_Sleuth_%28P261%29)
HMS Solent (http://en.wikipedia.org/wiki/HMS_Solent_%28P262%29)
HMS Spearhead (http://en.wikipedia.org/wiki/HMS_Spearhead_%28P263%29)
HMS Springer (http://en.wikipedia.org/wiki/HMS_Springer_%28P264%29)
Eight ships were ordered under the 1943 Programme, but only four were completed. The other four submarines was cancelled after the war ended in 1945, and they became surplus to peace time requirements.
HMS Saga (http://en.wikipedia.org/wiki/HMS_Saga_%28P257%29)
HMS Scorcher (http://en.wikipedia.org/wiki/HMS_Scorcher_%28P258%29)
HMS Spur (http://en.wikipedia.org/wiki/HMS_Spur)
HMS Sanguine (http://en.wikipedia.org/wiki/HMS_Sanguine_%28P266%29)
HMS Sea Robin (P267) - cancelled
HMS Sprightly (P268) - cancelled
HMS Surface (P269) - cancelled
HMS Surge (P271) - cancelled

frau kaleun
01-28-11, 01:32 AM
:shifty:
I want to sneak back for one last question..

In the 'Sea' folder, I note that not all of the class names in Englishnames.cfg have matching subfolders (eg AMO1A is there, but AMM is not). I take it that this is a non-issue?

Not all the folders in data/Sea have names that exactly match the class for which the folder contains information. However if you open any one of the folders and look at the .cfg file there, you'll see a line for ClassName=xxxxx where the xxxxx is the class name that you should find a match for in the EnglishNames.cfg file.

A lot of the folders are named for the class name with an 'N' added before it in the folder's name; for instance the folder for class AMM is NAMM (as you will see if you open it and look at the file NAMM.cfg), the folder for class ARA is NARA, etc.