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Damo
01-28-11, 02:34 AM
Couple of quick questions if I may...

Firstly, thankyou IABL for the work you put into this mod, having all those extra toys to sling various high explosive projectiles at is always very welcome. I'm using the Interim pack and and a few things have cropped up that I'd like to sort out.

I've installed MFM on top of other mods that include Community Units, TMT + Thomsens ships. My first question is in regards to the TMT mod, in that I have noticed duplications in the Rec manual for some ships that give differing tonnage or draft. I'm guessing that these are a result of the TMT mod and I wonder whether I should have installed TMT + Thomsens ships on top of MFM? Also, I hear mention of Ricks rec manual, should I also use this? Does it cover MFM and Community Units? I'm mainly using impact pistols right now but should I need to use magnetic, I worry about innacuracies in draft values that will cause a bounce of the hull curvature. Please advise and is there a link to Ricks manual if I do indeed need it?

Also, mainly directed at Sailor Steve, I use the August shipnames in commander but in my post patrol log there were a couple of entries that either didn't display the ship name or didn't list it's cargo or crew. Off the top of my head I believe it was Tanker 07 (no info), Medium Merchant 31 (Name, but no crew or cargo), and another medium merchant that had no info (can't remember the number). Is this fixable by reinstalling the ships names or is there a need (as I suspect) to edit config files somewhere?

Thanks in advance.

Jimbuna
01-28-11, 08:52 AM
Historically, were there ever any names given to S-Class subs?


If your referring to the S-Class that served in the RN, then the answer is YES, they all had names apart from one that simply had a pennant number P222:

http://home.cogeco.ca/~gchalcraft/sm/SClass.html

Gryffon300
01-28-11, 10:40 AM
Thanks for all the info on the British subs. They really meant it when they said, "S" class, eh?

So, I guess the question becomes, should we petition Bigboywolly to append the S-class names to the EnglishNames.cfg list so we get to sink a Sibyl? (I guess I could do so myself also, but afraid of screwing it up without clear guidelines.)

Sailor Steve
01-28-11, 11:32 AM
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 think it's akin to Ducimus' comments on how he began modding. It started off simply enough - four merchant classes, three tanker classes, 3500 names. Just look them up, find the tonnage and type, and apply them to the appropriate folders. Should take a few weeks, maybe even a couple of months.

Now there are more than 100 merchant and tanker types, and the majority are based on real ships, so it's both easier and harder. I didn't plan this. It just happened. :sunny:

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.)
Dual problem. On one hand the real ID books had pictures or drawings of specific ship classes, and the captain often knew exactly what he was shooting at. On the other hand the ID books were often wrong, and the captain really wasn't shooting at the ship he thought he was.

My feeling is that each ship should have a specific name (I've often considered going back and renaming the ship ID after one of the names on the list, i.e. "Ainderby Class Freighter" for M12B, and the only reason I haven't is because

A. I don't have a copy of a real German ID book, so I don't know exactly how it was done.

B. I don't trust myself to change things in the actual folders without screwing it up.

C. Even if I could do it safely, I wouldn't feel right about publishing an entirely new Sea folder for download. What would I call it? "Corrected Sea Folder for Correct Ship Names"?

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!:
I was going to come back with my own question: "Did you mean American or British 'S' class?", because I could have looked up the British ones myself. The question has already been answered, and well, so I'll stay out of it.

I'll look into adding a list of 'S' class names, but I'm a little unsure of the complete procedure. Perhaps Jim could help there.

Sailor Steve
01-28-11, 11:39 AM
Also, mainly directed at Sailor Steve, I use the August shipnames in commander but in my post patrol log there were a couple of entries that either didn't display the ship name or didn't list it's cargo or crew. Off the top of my head I believe it was Tanker 07 (no info), Medium Merchant 31 (Name, but no crew or cargo), and another medium merchant that had no info (can't remember the number). Is this fixable by reinstalling the ships names or is there a need (as I suspect) to edit config files somewhere?

Thanks in advance.
I looked at the ships in question, and their cargo and crew listings are the same as the others. Unfortuanately I'm unable to check any of these in-game as my computer won't run MFM, so I've never actually gotten to see these lovely ships in action.

Jimbuna
01-28-11, 03:18 PM
I was going to come back with my own question: "Did you mean American or British 'S' class?", because I could have looked up the British ones myself. The question has already been answered, and well, so I'll stay out of it.

I'll look into adding a list of 'S' class names, but I'm a little unsure of the complete procedure. Perhaps Jim could help there.

I've just looked in your ship names folder Steve and the S-Class are already listed :yep:

August 2010 list:


[SClass]
CrewRange=33|39
0001=HMS Sturgeon
0002=HMS Seahorse
0003=HMS Stafish
0004=HMS Swordfish
0005=HMS Seawolf
0006=HMS Salmon
0007=HMS Shark
0008=HMS Snapper
0009=HMS Spearfish
0010=HMS Sterlet
0011=HMS Sunfish
0012=HMS Sealion
0013=HMS Safari
0014=HMS Sahib
0015=HMS Saracen
0016=HMS Satyr
0017=HMS Sceptre
0018=HMS Seraph
0019=HMS Sibyl
0020=HMS Sea Dog
0021=HMS Sea Nymph
0022=HMS Sea Rover
0023=HMS Sirdar
0024=HMS Spiteful
0025=HMS Shakespeare
0026=P222
0027=HMS Splendid
0028=HMS Sportsman
0029=HMS Stoic
0030=HMS Storm
0031=HMS Stonehenge
0032=HMS Surf
0033=HMS Stratagem
0034=HMS Stubborn
0035=HMS Syrtis
0036=HMS Shalimar
0037=HMS Spirit
0038=HMS Statesman
0039=HMS Strongbow
0040=HMS Scythian
0041=HMS Spark
0042=HMS Scotsman
0043=HMS Sea Devil
0044=HMS Sturdy
0045=HMS Stygian
0046=HMS Subtle
0047=HMS Supreme
0048=HMS Seascout
0049=HMS Selene
0050=HMS Saga
0051=HMS Scorcher
0052=HMS Sidon
0053=HMS Solent
0054=HMS Sleuth
0055=HMS Spearhead
0056=HMS Spur
0057=HMS Springer
0058=HMS Sanguine
0059=HMS Simoon
0060=HMS Sickle
0061=HMS Senescal
0062=HMS Sentinel

HW3
01-28-11, 05:11 PM
Yep they are there near the bottom of the list.:yep:

Sailor Steve
01-28-11, 06:10 PM
So I looked all through the list and didn't spot them. :oops:

Well, I guess I should be happy they're there, whether I'm aware of it or not.

HW3
01-28-11, 06:39 PM
They are in between the PCTrawler and the TClass submarine names near the bottom of the list.

:salute:

fitzcarraldo
01-29-11, 07:13 AM
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 didnīt 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:

Ouch, it seems my request hasnīt any answer....Is there some solution for this little problem?

Best regards.

Fitzcarraldo :salute:

Damo
01-29-11, 01:17 PM
@Fitzcarraldo:

I was under the impression that some Neutrals are not necessarily 'neutral' in that they are aiding the allies but it is up to you to make a decision whether to attack or not based on their visible deck cargo (trucks, tanks, airplanes), their behaviour (whether they start to zig zag when you close distance to visually check them or not), and their position (are they headed to allied ports loaded with war materials).

I only use the Interim mod but am tempted to see if I can run the full version simply because I like the idea of having to check individual vessels regardless of what flag they fly and make a decision on whether they take a swim or not. From the original post:

http://i33.photobucket.com/albums/d54/iambecomelife/Neutral1.jpg

This sets off alarm bells, especially if this convoy is headed to England, notice the deck cargo, that'd get an eel from me for sure.

Now if only someone would answer my original question about TMT / Thomsens Ships and Ricks Rec manual.....

frau kaleun
01-29-11, 01:44 PM
@Fitzcarraldo:

I was under the impression that some Neutrals are not necessarily 'neutral' in that they are aiding the allies but it is up to you to make a decision whether to attack or not based on their visible deck cargo (trucks, tanks, airplanes), their behaviour (whether they start to zig zag when you close distance to visually check them or not), and their position (are they headed to allied ports loaded with war materials).

I think this is correct as I noticed that the MFM adds some of the "neutral" classes of ship (class names ending in 'X') to the Roster folders of Allied nations... which, if I am understanding this correctly, means that the game will sometimes spawn those ships (with their accompanying "neutral" skins) in places and along routes where it would normally spawn shipping that is clearly flagged/marked as British or American.

fitzcarraldo
01-29-11, 03:45 PM
I think this is correct as I noticed that the MFM adds some of the "neutral" classes of ship (class names ending in 'X') to the Roster folders of Allied nations... which, if I am understanding this correctly, means that the game will sometimes spawn those ships (with their accompanying "neutral" skins) in places and along routes where it would normally spawn shipping that is clearly flagged/marked as British or American.

OK, I understand that. If I want to have a merchant of a neutral country, but working for the Allies, the merchant must appears in the roster of the Allies, and in Museum appears in Americans or British.

Many thanks!

Fitzcarraldo :salute:

Gryffon300
01-29-11, 07:58 PM
So, looks like it wasn't just my eyes bleeding - it was my brain as well!

Thanks for being polite guys and not calling me an idiot. All I can plead is that I was going into melt down then, having been at it for too many hours, trying to tackle Mt Everest on my first attempt at mountain climbing. What had me chasing my tail was that I had sunk an S-Class and not got a name on the Captain's log in SH3 Commander after updating personnel file - just S-Class (which was a pity, because he was the toughest son-of-a-gun in the Seven Seas.).

Mind you, I can't identify any Subs by class name designator - yet - in the EnglishNames.cfg in the SHIII/Data/Sea folder (or in any of the class sub-folders - and, no, that wasn't meant to be punny). I know they must be there somewhere, I just can't figure where. I know there are listings in the Roster folders under the appropriate country, but I thought we had established the other day that there needed to be a class listing in the Data/Sea/ EnglishNames.cfg file in order for the scope & ESB etc to i.d. it.

I know, I'm going mad. Will someone just shoot me, please? :dead:

Jimbuna
01-29-11, 08:11 PM
So I looked all through the list and didn't spot them. :oops:

Well, I guess I should be happy they're there, whether I'm aware of it or not.

Shame on you :O:

Sailor Steve
01-29-11, 08:31 PM
Thanks for being polite guys and not calling me an idiot.
In case you haven't noticed, I'm a little too busy calling myself an idiot to worry about your petty problems. :O:

Fubar2Niner
01-31-11, 01:48 PM
In case you haven't noticed, I'm a little too busy calling myself an idiot to worry about your petty problems. :O:


:haha: Been there, done that Steve, sooo many times it hurts. When your my age the embarrasment fades after a while :har::har::har:

Best regards.

Fubar2Niner

PS thank god for an o/l dictionary

Gryffon300
01-31-11, 05:51 PM
So,Fubar, you are saying that there ARE advantages to Alzheimer's? There's comfort for me yet. I may still have to change my 'handle' to SNAFU, though someone probably has it already!

Sailor Steve
01-31-11, 06:16 PM
:haha: Been there, done that Steve, sooo many times it hurts. When your my age the embarrasment fades after a while :har::har::har:
One of the advantages of getting old is that you now have an excuse for all the things you could never do anyway. Makes it a lot easier.

PS thank god for an o/l dictionary
Unfortunately a dictionary doesn't help your usage skills, especially when you're my age. :O:

Jimbuna
01-31-11, 07:19 PM
One of the advantages of getting old is that you now have an excuse for all the things you could never do anyway. Makes it a lot easier.


Unfortunately a dictionary doesn't help your usage skills, especially when you're my age. :O:

Very true :D

Vermin
02-01-11, 08:26 AM
Has anyone managed to get the MFM to work with GWX on a 32bit OS yet?

I can just manage the "lite" version on a clean GWX install with no other GWX "sub mods" running. I can never get the full version to load - always crashes - and apperas to be a memory issue. I have 4G RAM (the absolute practical limit AFAIK) for Win XP /32bit. I am using the 3G switch FWIW.

I Would really like to have a go at investigating all the unknown "neutrals" the full version of MFM offers but it seems to need more RAM than XP will let it access!

Regards

Vermin

Robin40
02-01-11, 08:34 AM
Has anyone managed to get the MFM to work with GWX on a 32bit OS yet?

I can just manage the "lite" version on a clean GWX install with no other GWX "sub mods" running. I can never get the full version to load - always crashes - and apperas to be a memory issue. I have 4G RAM (the absolute practical limit AFAIK) for Win XP /32bit. I am using the 3G switch FWIW.

I Would really like to have a go at investigating all the unknown "neutrals" the full version of MFM offers but it seems to need more RAM than XP will let it access!

Regards

Vermin

I did...it works

Did you edit also the boot.ini file?

Vermin
02-01-11, 10:33 AM
I think so - I'lll double check - it gives me the two options of booting up with or without the 3G switch.

BTW can you also accees the ships in the Museum - I think you should be able to no?

Thanks

Vermin

Robin40
02-01-11, 11:18 AM
I think so - I'lll double check - it gives me the two options of booting up with or without the 3G switch.

BTW can you also accees the ships in the Museum - I think you should be able to no?

Thanks

Vermin

yep...I do...using Vista 32bit

Damo
02-01-11, 01:26 PM
You also need the patched 4GB .exe that allows SH3 to use more memory, or the 3GB switch has negligible results if I understand it correctly. I use both and am about to attempt to install the full version and see what happens (currently using interim no problems on my 32bit XP). I want those neutrals too.

:arrgh!:

Damo
02-01-11, 05:07 PM
Installed...

Museum loaded first time, after 6-7 minutes, scrolled through all ships in American roster, no problemo. Adding skins to SH3Commander now, then I'm really gonna tempt fate by trying to load my existing career. Expecting a crash. Although I just transferred to Lorient so maybe the lack of the Wilhelmshaven harbor mod being loaded into render will give me the required headroom.

To be continued...

Hans Witteman
02-01-11, 05:32 PM
Hi Iambecomelife,

Since the beginning i am a big fan of your work and i am here to request permission from you sir to integrated your fantastic mod into U-BOOTTYPIIA_HAHD :salute:

Best regards Hans

Vermin
02-01-11, 11:17 PM
Success :D

Being a cretin I was not using the 4G patch - just the 3G switch. :oops:

Of course to apply the 4G patch I had to get rid of starforce and reinstall everything with the 5 replacement files first... :damn:

Now - Sweet! :rock:

Thanks for your help everyone! :up:

BTW - I assume the "4G patch" just adds the /awarelargeraddress switch?

Damo
02-02-11, 03:41 AM
BTW - I assume the "4G patch" just adds the /awarelargeraddress switch?

Pretty much yeh, the 2 combined seem to be just enough to squeeze the additional resources needed to run a reasonable heavy modded SH3 because....

I'm on patrol now with the full MFM and skins!!! :yeah:

And this is on an existing career too so I didn't have to start over which is great. On the first load it got to the 'Not so long ago...' screen and crashed but it gave sh3.exe as the culprit and not Kernel.dll (the memory gremlin) so I thought maybe just a hiccup. I restarted Gamebooster again, manually checked Task Manager for anything that could be shut down which only yielded Punkbuster, no idea if that's a memory drain but it seems to run constant, and reset my windows theme to Windows Classic as I know that fancy themes draw memory. Without restarting the PC I tried to load the career again and it worked.

Not sure if it would work while I'm based in Wilhelmshaven due to the extra resources of that mod so that will be something to test at a later date, I'm just glad to be able to continue my career. If I have any issues with any ships I encounter I'll let you know but as they all loaded fine in Museum I don't foresee any issues with the models.

Vermin
02-02-11, 06:42 AM
Just left willhelmshaven - via the new locks got to watch the trains and trucks moving etc... very nice - everything "seems" stable! :yeah:

Regards

Vermin

Walruss
02-09-11, 03:49 AM
Hi guys,

Running Full MFM with gwx 3 and sh3 commander... In my past two patrols since i installed the mod, I've noticed that any MFM ship I sink gets no detail in the SH3 commander logs... just it's tonnage, no name no cargo no casualty report...


Any fix for this?

frau kaleun
02-09-11, 08:41 AM
Real ship data in Commander is taken from the 'Ship Names.cfg' file, which assigns names and data according to the ship class. Some of the classes added to the game by the MFM (those with class names ending in 'X') aren't represented in the Ship Names file yet.

It's my understanding that Sailor Steve wasn't adding data for them because the 'X' ships are (in theory) supposed to be neutral and wouldn't get sunk anyway, but in practice some of those supposed neutrals actually turn up on the rosters of belligerent nations to make things more interesting for the player.

We were discussing this in the most recent thread for the Ship Names "add on," at least a couple of us are working on personal changes to the Ship Names file to account for all those sinkable neutrals.

http://www.subsim.com/radioroom/showthread.php?t=179806

Robin40
02-09-11, 10:24 AM
Hi guys,

Running Full MFM with gwx 3 and sh3 commander... In my past two patrols since i installed the mod, I've noticed that any MFM ship I sink gets no detail in the SH3 commander logs... just it's tonnage, no name no cargo no casualty report...


Any fix for this?

I use MFM Interim Beta and MFMBetaEnglishNames with no problem, also with neutral ships if you are so ugly to sink them:DL

frau kaleun
02-09-11, 10:37 AM
I use MFM Interim Beta and MFMBetaEnglishNames with no problem, also with neutral ships if you are so ugly to sink them:DL

The EnglishNames.cfg only controls the display name for each class of ship when they appear in the game. In order for Commander to provide a real ship's name and cargo/crew data in your patrol logs after a patrol is completed, the ship's class needs a list of names assigned to it in Commander's ShipNames.cfg file. Two different files, two different functions.

Also IIRC the MFM Interim Beta mod contains no neutral ship classes at all, only IABL's American and British ship classes. Those are already accounted for in the ShipNames.cfg file so the issue of missing names/data in the patrol logs shouldn't occur with that mod. :DL

Robin40
02-09-11, 11:14 AM
The EnglishNames.cfg only controls the display name for each class of ship when they appear in the game. In order for Commander to provide a real ship's name and cargo/crew data in your patrol logs after a patrol is completed, the ship's class needs a list of names assigned to it in Commander's ShipNames.cfg file. Two different files, two different functions.

Also IIRC the MFM Interim Beta mod contains no neutral ship classes at all, only IABL's American and British ship classes. Those are already accounted for in the ShipNames.cfg file so the issue of missing names/data in the patrol logs shouldn't occur with that mod. :DL

That's right:DL...so I use MFMInterimBeta

frau kaleun
02-09-11, 11:33 AM
That's right:DL...so I use MFMInterimBeta

Then you would not have the issue that Walruss has noticed, so I'm not sure what your point is. :06:

If he wants to "resolve" the missing ship data issue by switching to the Interim Beta version, that's his choice - but if his system can handle the full MFM mod and he wants the extra ships in it, the fact that Interim Beta doesn't present the same issue isn't really much of a solution.

The solution is to make the necessary changes to the ShipNames.cfg file in Commander. :DL

Robin40
02-09-11, 12:17 PM
Then you would not have the issue that Walruss has noticed, so I'm not sure what your point is. :06:

If he wants to "resolve" the missing ship data issue by switching to the Interim Beta version, that's his choice - but if his system can handle the full MFM mod and he wants the extra ships in it, the fact that Interim Beta doesn't present the same issue isn't really much of a solution.

The solution is to make the necessary changes to the ShipNames.cfg file in Commander. :DL

I agree...but in the meanwhile I like to use the Beta with all news in SH3Commander

Walruss
02-09-11, 07:06 PM
So, do I copy a file from MFM called shipsnames.cfg from my sh3 directory somewhere to my SH3Commader directory somewhere?

frau kaleun
02-09-11, 09:13 PM
Nope, the real ship names function only works in Commander, it's not part of the MFM (or any other mod) and works independently of any mods you've added to the game itself.

First off, make sure that you have checked "Use real ship names" in Commander's options. If you haven't selected that option, Commander won't give you real ship data for anything at all.

When you finish a patrol, also make sure you open Commander and update the Personnel file for your kaleun. Do not skip this step! It's what triggers Commander to "consult" the Ship Names file and add the real data to your patrol log.

Now if you open the folder on your hard drive where Commander was installed and look in the Cfg subfolder, you'll see a file called "Ship Names.cfg" in there. That's the file that contains all the real ship names and crew/cargo data.

If you open the Ship Names file and scroll down, you'll see that where the ship names are listed, they are divided by class: AK03A, M01B, etc. The classes listed here correspond to classes of ships in the game (you'll find folders for all of the classes in your game in the game's data\Sea folder, or you can see a list of them by opening up the EnglishNames.cfg file in that same folder). The version of the file that was current at the time of Commander's release is installed as part of Commander, but Sailor Steve updates it with more data every so often. Watch the Mods Workshop forum, he always posts a link when he does this so you can go download the newest version. (The new version is for January 2011 and that's the thread I linked to in my previous reply).

Some "classes" in the Ship Names file, like [GenericMerchantsAndTankers], are "catchall" lists for several different classes that appear in the game. Those classes will have been mapped to that list by the CLASSMAP that appears near the top of the Ship Names file.

If there is no list of names for a particular class, and that class hasn't been mapped to an existing list in the CLASSMAP, Commander can't give it a real name and data in your patrol logs because it consults the file and doesn't see any info there for that class. Usually this is okay because the Ship Names file covers just about everything you would normally sink in the game.

The issue with the MFM currently is that it adds a ton of new classes to the game, some of which - the "neutral" ships - aren't represented in the Ship Names file in Commander. There's just no data there for those classes, so Commander can't give them a real name or list the cargo even if you follow all the right steps and it gives you that info for the other ships you sink.

The "neutral" ship classes in the MFM are the ones whose class name ends with 'X': M02X, T18X, etc. My understanding is that Steve didn't add data for those classes to the Ship Names file because they were (in theory) neutral and therefore you wouldn't be sinking them anyway. But the way the MFM works is, it adds some of those "neutral" classes to the shipping Rosters for countries you are at war with, like America and Britain, as well as to the Rosters for neutral countries. So when they appear in the game they might be neutral or they might be enemy ships and you have to make a decision based on observation about whether or not to attack them.

Steve couldn't have known that since he hasn't been able to run the game with the MFM installed on his existing computer, so I don't think it ever occurred to him that some of the supposedly neutral ships it adds would be legitimate targets and get sunk and then need names and data from the Ship Names file.

The only way to get real ship names and data for those 'X' class ships from the MFM is to add data to the Ship Names file for them, or map them to existing lists in the current file. That's kind of what we were discussing in that other thread. :DL

Sailor Steve
02-10-11, 12:10 AM
Back up in post #531 Walruss said he wasn't getting details from any MFM sinking, not just the 'X' neutrals.

I don't know why that would be, and of course I can't check it.

As for naming the 'X' ships, the real reason I haven't is the sheer volume of the work involved. If it was possible to have ships for each country I would gladly do that, as I already have every single ship catalogued that way. But that can't be done in SH3 without bringing it to a standstill.

I personally don't like the 'X' idea, simply because which countries are neutral changes several times early in the war, and the only ones that are consistently neutral until a set date are the Americas, and they are classified as neutrals by the game anyway. If one programmer could make SH4 give ships names I'd make the switch without a second thought. Until then I keep doing it for SH3C mainly because I'm cataloguing them all anyway, and SH3 is the only way I can publish the work.

Robin40
02-10-11, 03:26 AM
Back up in post #531 Walruss said he wasn't getting details from any MFM sinking, not just the 'X' neutrals.



Yep...you're right....I remember it happened also to me....but I am not sure of it now

That's why I returned to MFMInterimBeta and I get info for every ship in SH3Commander

HW3
02-10-11, 08:54 AM
Originally Posted by Sailor Steve http://www.subsim.com/radioroom/images_acpb/buttons/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1594579#post1594579)
Back up in post #531 Walruss said he wasn't getting details from any MFM sinking, not just the 'X' neutrals.

Most likely because he hadn't downloaded and installed any of your ship names .cfg files for SH3 Commander yet.:06:

frau kaleun
02-10-11, 09:23 AM
Back up in post #531 Walruss said he wasn't getting details from any MFM sinking, not just the 'X' neutrals.

I don't know why that would be, and of course I can't check it.

That's why I included the bits about making sure the option is checked and updating the Personnel file in Commander. And about updated versions of the Ship Names file. 'Cause I'm not sure either why no ships at all would be getting names and data, but those would be the easiest things to check and eliminate as culprits.


As for naming the 'X' ships, the real reason I haven't is the sheer volume of the work involved. If it was possible to have ships for each country I would gladly do that, as I already have every single ship catalogued that way. But that can't be done in SH3 without bringing it to a standstill.

I personally don't like the 'X' idea, simply because which countries are neutral changes several times early in the war, and the only ones that are consistently neutral until a set date are the Americas, and they are classified as neutrals by the game anyway. If one programmer could make SH4 give ships names I'd make the switch without a second thought. Until then I keep doing it for SH3C mainly because I'm cataloguing them all anyway, and SH3 is the only way I can publish the work.

I haven't looked at all the MFM Roster folders yet, but I wonder if it would be possible to do something there that would give the effect of having certain ships for each country, or for smaller groups of countries, by editing which nations' Rosters each of the 'X' classes appear in. :hmmm:

Sailor Steve
02-10-11, 11:12 AM
I haven't looked at all the MFM Roster folders yet, but I wonder if it would be possible to do something there that would give the effect of having certain ships for each country, or for smaller groups of countries, by editing which nations' Rosters each of the 'X' classes appear in. :hmmm:
The Roster folder is to specifically assign ships to different nations, but the names have to be tied to the main Sea folder listings. To control the names that finely it would be necessary to create a new class for each country for each ship. I looked into this with the Liberties, and in fact if you check the list I gave you you'll see 'NLLUS', 'NLLUK', 'NLLDU', 'NLLCH', 'NLLRU', 'NLLNO' etc. The bad news is that each time you do that it extends the loading time by a couple of seconds and increases the risk of CTDs from overloading the system. It might be possible to do it for a couple of classes, but more than 100? And how many countries?

As I've said, SH4 makes it so you can assign ships to nations without creating new classes. I spend every day wishing there was an SH4 Commander.

frau kaleun
02-10-11, 11:27 AM
The Roster folder is to specifically assign ships to different nations, but the names have to be tied to the main Sea folder listings.

Granted, but if a class only appears in one nation's roster, then it would always appear in the game as a ship from that nation, right?

So for instance if class M01X only appeared in the roster for Sweden, you could have a list in the Ship Names file for [M01X] and only use names of Swedish ships in that list.

I'm not saying that this is advisable in terms of what it might do to gameplay, or historically accurate to limit a particular ship to one nation or a smaller group of nations. And obviously some of the MFM ships have skins that clealy indicate nationality so that would have to be taken into consideration as well. I'm just thinking that in theory, at least, it would have the proposed effect.

I mean, I'm assuming that's the effect (and point) of having A and B classes that are designated American and British respectively and only appear in the roster for their designated nation. If indeed that is the case, I haven't done a comprehensive search of the rosters or anything.

Gryffon300
02-10-11, 05:19 PM
Now, Robin40, I can well understand your feelings of moral outrage at the thought of sinking neutrals: "I use MFM Interim Beta and MFMBetaEnglishNames with no problem, also with neutral ships if you are so ugly to sink them:DL".

I well remember empathising with the Kapitan of a Merchant Raider who was at first filled with pride at hearing of his U-Boot Kapitan son's sinking of a large tonnage vessel, only to be later consumed with horror at searching his ID book and finding his son had sunk a Hospital ship.

I have a personal rule against sinking ANY Passenger/Cargoes (perhaps over-interpreting der Fuhrer's injunction against taking out passenger ships - even in convoy - at least at this early stage of the war).

However, as The Commander and others, including FK, have pointed out, Neutrals ain't necessarily neutrals. In a previous patrol, I encountered many 'Neutrals' travelling in a large convoy under British escort. Neutral? Surely not.

In my last patrol, I encountered Swedish & Norwegian vessels that I judged as being genuine and let pass. However, I also encountered a Norwegian running an evasive course at night with no running lights heading into Southend. I made the decision to take him out. Intelligence determined that he WAS an enemy vessel, transporting phosphate (no doubt for explosives manufacture) and military transport vehicles.

So, I hate to be in dissent with you, but I suggest you re-consider your stance on the matter. As a Kapitan, it is your duty to use your judgement in protecting the Fatherland from those wishing to use the flag of false neutrality to profit from the war and aid our enemy.

Robin40
02-10-11, 05:32 PM
Now, Robin40, I can well understand your feelings of moral outrage at the thought of sinking neutrals: "I use MFM Interim Beta and MFMBetaEnglishNames with no problem, also with neutral ships if you are so ugly to sink them:DL".

I well remember empathising with the Kapitan of a Merchant Raider who was at first filled with pride at hearing of his U-Boot Kapitan son's sinking of a large tonnage vessel, only to be later consumed with horror at searching his ID book and finding his son had sunk a Hospital ship.

I have a personal rule against sinking ANY Passenger/Cargoes (perhaps over-interpreting der Fuhrer's injunction against taking out passenger ships - even in convoy - at least at this early stage of the war).

However, as The Commander and others, including FK, have pointed out, Neutrals ain't necessarily neutrals. In a previous patrol, I encountered many 'Neutrals' travelling in a large convoy under British escort. Neutral? Surely not.

In my last patrol, I encountered Swedish & Norwegian vessels that I judged as being genuine and let pass. However, I also encountered a Norwegian running an evasive course at night with no running lights heading into Southend. I made the decision to take him out. Intelligence determined that he WAS an enemy vessel, transporting phosphate (no doubt for explosives manufacture) and military transport vehicles.

So, I hate to be in dissent with you, but I suggest you re-consider your stance on the matter. As a Kapitan, it is your duty to use your judgement in protecting the Fatherland from those wishing to use the flag of false neutrality to profit from the war and aid our enemy.

My only duty is to get positive renown points...so I don't sink neutral vessels:DL

In my last patrol I wanted to sink neutral vessels to see how SH3Commander managed it

Merchant Raider
02-10-11, 06:10 PM
Hi All
Having trouble getting MFM to load, i am running xp and have GWX i installed a clean copy of SH3, loaded the main mod and part 1 of the skin pack ?, any ideas ?
REGARDS

fitzcarraldo
02-10-11, 06:17 PM
Hi All
Having trouble getting MFM to load, i am running xp and have GWX i installed a clean copy of SH3, loaded the main mod and part 1 of the skin pack ?, any ideas ?
REGARDS

Do you have +2Gb RAM? Do you use 4Gb Patch?

I only load SH3/GWX with many mods (and MFM full pack), with 4Gb Patch. Without that, SH3 is death...

Regards.

Fitzcarraldo :salute:

Merchant Raider
02-10-11, 06:25 PM
Hi
Only have 2gb of ram and not sure what the 4gb patch is ?
Regards

fitzcarraldo
02-10-11, 06:39 PM
Hi
Only have 2gb of ram and not sure what the 4gb patch is ?
Regards

For PC with + 2 GB, 4 Gb Patch enables the use of all the 4 Gb RAM.

I think with 2 Gb, the MFM donīt load...Try the MFM Interim Beta, a "light" version of MFM.

Regards.

Fitzcarraldo :salute:

Merchant Raider
02-10-11, 06:53 PM
Thanks
Will do.
i have 2gb mermory on order but will try "lite" version
Will i be able to use the skin packs ?, and if so anyway to load them so the different stages f the war the relavant skins will loads ?

frau kaleun
02-10-11, 08:59 PM
Thanks
Will do.
i have 2gb mermory on order but will try "lite" version
Will i be able to use the skin packs ?, and if so anyway to load them so the different stages f the war the relavant skins will loads ?

I don't know what kind of extra load the skin packs put on a system, but the best way to get them to load automatically by date is to use SH3 Commander's "Date" folders and let it "install" the skins into the game depending on what your in-game date is.

Walruss
02-10-11, 10:09 PM
ok, dl'ed the febuary 2011 name pack, installed it to shecommander/cfg, then finished the patrol I was on. Same problem:

0225 Grid CG 94 Ship sunk! M26X, 5313 to1855 Grid CG 91 Ship sunk! SLaunch01, 20 tons1855 Grid CG 79 Ship sunk! O01B, 6178 tons0952 Grid CG 27 Ship sunk! M07B, 5036 tons
see, it's not just 'x' neutrals... the O01, M07 and launch all flew the red ensign

iambecomelife
02-10-11, 10:15 PM
Hi Iambecomelife,

Since the beginning i am a big fan of your work and i am here to request permission from you sir to integrated your fantastic mod into U-BOOTTYPIIA_HAHD :salute:

Best regards Hans

For the record, anyone may use the mod, with credit given, as long as you don't incorporate it in payware.

I saw some posts on neutrals' names...? I can easily modify SH3 Commander to give the neutrals names. Unfortunately there is no accurate way to name them because they can belong to any one of several countries. In the 1940's ship names were quite provincial, with companies preferring to name their vessels after towns, geographical features, & people from their own countries. Consequently, if I added names to the neutrals you might sink a Belgian freighter and have it assigned the name "Irish Pine", or an Irish freighter that is assigned the name "Ville d' Arlon", or whatever. The only alternative is cloning ships for every nation, which will cause loadup crashes.

I can ID most of the funnel markings on the ships, and maybe I'm a little too detail obsessed but I get irritated enough when a Hain Line freighter gets the wrong name. :nope: Having a name from the wrong country? That would be worse.

iambecomelife
02-10-11, 10:18 PM
ok, dl'ed the febuary 2011 name pack, installed it to shecommander/cfg, then finished the patrol I was on. Same problem:

0225 Grid CG 94 Ship sunk! M26X, 5313 to1855 Grid CG 91 Ship sunk! SLaunch01, 20 tons1855 Grid CG 79 Ship sunk! O01B, 6178 tons0952 Grid CG 27 Ship sunk! M07B, 5036 tons
see, it's not just 'x' neutrals... the O01, M07 and launch all flew the red ensign

Strange - I haven't played in career mode for a while but the naming feature worked fine the last time I did. I will have a look at the latest ship names and see what might be wrong.

iambecomelife
02-10-11, 10:22 PM
[QUOTE=Merchant Raider;1595214]Hi All
Having trouble getting MFM to load, i am running xp and have GWX i installed a clean copy of SH3, loaded the main mod and part 1 of the skin pack ?, any ideas ?
REGARDS[/QUOTE

I would also recommend trying the light version first, with no skin packs.

If you do get the skin packs to work then as long as you use SH3 Commander (as someone else stated) ships will switch over to camo by themselves, as long as you launch the game with Commander. You don't need to do anything to get it to work.

frau kaleun
02-10-11, 10:26 PM
ok, dl'ed the febuary 2011 name pack, installed it to shecommander/cfg, then finished the patrol I was on. Same problem:

0225 Grid CG 94 Ship sunk! M26X, 5313 to1855 Grid CG 91 Ship sunk! SLaunch01, 20 tons1855 Grid CG 79 Ship sunk! O01B, 6178 tons0952 Grid CG 27 Ship sunk! M07B, 5036 tons
see, it's not just 'x' neutrals... the O01, M07 and launch all flew the red ensign

And you definitely have Use Real Ship Names checked in Commander's options, and updated your Personnel file in Commander after exiting the game and before looking at your logs? If so, I'm stumped as to why you're getting no names at all. That's just weird. There are definitely names for M07B and O01B, I just checked.

But I can tell you that you don't have Display Names for those classes in your EnglishNames.cfg file in Silent Hunter III\data\Sea, otherwise I'm pretty sure you'd see the Display Name at least ("Medium Merchant," etc.) instead of the class (M07B). If Commander requires a Display Name to be present in that file in order to link a ship up to the data in the Ship Names file, that could be the problem. I don't know that this is the case, however. Someone else here may know. Anybody? :06:

Sailor Steve
02-10-11, 10:40 PM
I mean, I'm assuming that's the effect (and point) of having A and B classes that are designated American and British respectively and only appear in the roster for their designated nation. If indeed that is the case, I haven't done a comprehensive search of the rosters or anything.
I guess I could go back through all the MFM names and remove anything that isn't specifically American or British. The problem is that pretty much every nation used similar-looking ships, and some of them are designs used by everyone. The good news is that a huge amount of ships changed hands but not names, so though the Maersk line is Danish, there were a great many seized by the British at the outset of the war. Also, as I've pointed out in the past, M35B has British and Canadian names, and M27B is a type used by almost every European nation. But sinking a British ship and getting a Dutch name isn't so bad, for the reasons listed above.

Likewise the 'A' classes. Many US ships flew the Panamanian flag for tax purposes, and a great many US ships had Spanish-sounding names, so any mixup inside the 'A' and 'B' ships is reasonably plausible. Even if every ship appeared in every roster the flags would still rarely match the names. That could only be done with an individual file for each ship, and as IABL and I have both mentioned this is pretty much impossible with SH3.

frau kaleun
02-10-11, 11:19 PM
I guess I could go back through all the MFM names and remove anything that isn't specifically American or British. The problem is that pretty much every nation used similar-looking ships, and some of them are designs used by everyone. The good news is that a huge amount of ships changed hands but not names, so though the Maersk line is Danish, there were a great many seized by the British at the outset of the war. Also, as I've pointed out in the past, M35B has British and Canadian names, and M27B is a type used by almost every European nation. But sinking a British ship and getting a Dutch name isn't so bad, for the reasons listed above.

Likewise the 'A' classes. Many US ships flew the Panamanian flag for tax purposes, and a great many US ships had Spanish-sounding names, so any mixup inside the 'A' and 'B' ships is reasonably plausible. Even if every ship appeared in every roster the flags would still rarely match the names. That could only be done with an individual file for each ship, and as IABL and I have both mentioned this is pretty much impossible with SH3.

I'm looking at Ship Names from so many angles now, my head is spinning.

Still I think any way to get names in the logs for all those neutral classes, for those who use them and may sink them when appropriate, would be cool. Any way you look at it though, it's complicated!

Especially considering that I'm also still playing around with the idea of different files entirely for early war and late war.

You do so much fantastic work on this already, I absolutely don't want you to feel like people are demanding an even bigger task than Ship Names already involves!

I just like throwing things out there to see what's possible, and find out what's not from those who know better. Still learning the ropes of how all these different files/folders/etc. work together, all in all I think it was easier when I was just going into the logs and changing names around after the fact. :haha: :O:

But if nothing else I'm gradually working my way through the existing file and noting which ships are which nationality, where I can, and have a basic table set up for all the countries (at least the ones on the Flaggen chart) indicating their status as AL/AX/Neutral at different times... oy... some of them changed more than once, it's crazy!

For me I just have to keep reminding myself that the end result I want is something that will not give me a name of a ship that I absolutely would NOT have sunk, for any reason, at a particular time in the war. Most notably this involves US ships prior to Dec 1941, obviously. Getting names for the MFM 'x' class ships is adding a whole 'nother fish to the kettle. :doh:

Walruss
02-11-11, 12:34 AM
So.... No help on getting mine working then? :P

Robin40
02-11-11, 12:51 AM
So.... No help on getting mine working then? :P

As I said already, try MFMInterimBeta and look at the readme file

Damo
02-11-11, 02:08 AM
ok, dl'ed the febuary 2011 name pack, installed it to shecommander/cfg, then finished the patrol I was on. Same problem:

0225 Grid CG 94 Ship sunk! M26X, 5313 to1855 Grid CG 91 Ship sunk! SLaunch01, 20 tons1855 Grid CG 79 Ship sunk! O01B, 6178 tons0952 Grid CG 27 Ship sunk! M07B, 5036 tons
see, it's not just 'x' neutrals... the O01, M07 and launch all flew the red ensign

I had this problem and it's to do with the englishnames.cfg not having references to the MFM ships. I noticed that in the Interim MFM version there is a readme providing the info that you need to paste over to your englishnames.cfg but in the full version there is not. What englishnames.cfg does is assign display names to the ships so for instance, with the M07B you need to have an entry in englishnames.cfg that reads 'M07B=Medium Merchant 7'. Now I don't know how this is linked to Sailor Steve's shipnames.cfg and the lack of a name being allocated but I do know that when I updated my englishnames.cfg and updated my Personnel files it miraculously rectified itself, even past patrols that weren't displaying names.

What I'll do is post my MFM section of englishnames.cfg below. I've manually added all the ships that were missing using the folders from the MFM as a guide and even added the neutrals so now all ships will be named properly in the UI (Medium Merchant 7 instead of M07B). Now whether this fixes the ships being assigned names and cargo details for you I don't know but give it a try and check again after you update your personnel file in Commander.

Englishnames.cfg can be found at: C:\Program Files\Ubisoft\SilentHunterIII\data\Sea (Win XP). Make a backup of the file and open, scrolll down to the bottom and add the following text:

;Iambecomes MF mod
L01B=Heavy Merchant 01
L02B=Heavy Merchant 02
L03B=Heavy Merchant 03
M01B=Medium Merchant 01
M02B=Medium Merchant 02
M03B=Medium Merchant 03
M04B=Medium Merchant 04
M06B=Medium Merchant 06
M07B=Medium Merchant 07
M08B=Medium Merchant 08
M09B=Medium Merchant 09
M10B=Medium Merchant 10
M11B=Medium Merchant 11
M12B=Medium Merchant 12
M13B=Medium Merchant 13
M14B=Medium Merchant 14
M15B=Medium Merchant 15
M16B=Medium Merchant 16
M17B=Medium Merchant 17
M18B=Medium Merchant 18
M19B=Medium Merchant 19
M20B=Medium Merchant 20
M21B=CAM-Ship 02
M22B=Medium Merchant 22
M23B=Medium Merchant 23
M24B=Medium Merchant 24
M25B=Medium Merchant 25
M26B=Medium Merchant 26
M27B=Medium Merchant 27
M28B=Medium Merchant 28
M29B=Medium Merchant 29
M30B=Medium Merchant 30
M31B=Medium Merchant 31
M32B=Medium Merchant 32
M33B=Medium Merchant 33
M34B=Medium Merchant 34
M37B=Medium Merchant 37
M38B=Medium Merchant 38
M39B=Medium Merchant 39
M40B=Medium Merchant 40
S01B=Light Merchant 01
S02B=Light Merchant 02
S03B=Light Merchant 03
S04B=Light Merchant 04
O01B=Ore Freighter 01
O02A=Ore Freighter 02
Q01B=Medium Merchant 17
T01B=Tanker 01
T02B=Tanker 02
T03B=Tanker 03
T05B=Tanker 05
T06B=Tanker 06
T07B=Tanker 07
T08B=Tanker 08
T11B=Tanker 11
T12B=Tanker 12
T13B=Tanker 13
T14B=Tanker CAM-Ship
T16B=Tanker 16
T18B=Tanker 18
P01B=Converted Transport 01
P02B=Converted Transport 02
P03B=Converted Transport 03
L02A=Heavy Merchant 02
L03A=Heavy Merchant 03
M01A=Medium Merchant 01
M03A=Medium Merchant 03
M05A=Medium Merchant 05
M06A=Medium Merchant 06
M07A=Medium Merchant 07
M09A=Medium Merchant 09
M10A=Medium Merchant 10
M13A=Medium Merchant 13
M15A=Medium Merchant 15
M16A=Medium Merchant 16
M17A=Medium Merchant 17
M18A=Medium Merchant 18
M19A=Medium Merchant 19
M20A=Medium Merchant 20
M22A=Medium Merchant 22
M25A=Medium Merchant 25
M30A=Medium Merchant 30
M34A=Medium Merchant 34
M39A=Medium Merchant 39
M40A=Medium Merchant 40
S01A=Light Merchant 01
S02A=Light Merchant 02
S03A=Light Merchant 03
S04A=Light Merchant 04
M01X=Medium Merchant 01
M02X=Medium Merchant 02
M03X=Medium Merchant 03
M06X=Medium Merchant 06
M07X=Medium Merchant 07
M08X=Medium Merchant 08
M09X=Medium Merchant 09
M10X=Medium Merchant 10
M11X=Medium Merchant 11
M12X=Medium Merchant 12
M13X=Medium Merchant 13
M14X=Medium Merchant 14
M15X=Medium Merchant 15
M16X=Medium Merchant 16
M17X=Medium Merchant 17
M18X=Medium Merchant 18
M19X=Medium Merchant 19
M20X=Medium Merchant 20
M22X=Medium Merchant 22
M24X=Medium Merchant 24
M25X=Medium Merchant 25
M26X=Medium Merchant 26
M30X=Medium Merchant 30
M31X=Medium Merchant 31
M32X=Medium Merchant 32
M33X=Medium Merchant 33
M34X=Medium Merchant 34
M37X=Medium Merchant 37
M39X=Medium Merchant 39
T01A=Tanker 01
T03A=Tanker 03
T09A=Tanker 09
T10A=Tanker 10
T11A=Tanker 11
T13A=Tanker 13
T16A=Tanker 16
T17A=Tanker 17
T18A=Tanker 18
T19A=Tanker 19
RP01A=Repair Ship
AK01A=Naval Cargo Ship 01
AK02A=Naval Cargo Ship 02
AK03A=Naval Cargo Ship 03
AM01A=Ammunition Ship 01
T01X=Tanker 01
T02X=Tanker 02
T03X=Tanker 03
T04X=Tanker 04
T05X=Tanker 05
T08X=Tanker 08
T10X=Tanker 10
T16X=Tanker 16
T17X=Tanker 17
T18X=Tanker 18
AO01A=US Oiler 01
AO02A=US Oiler 02
O01A=Naval Oiler 01
P01A=Converted Transport 01
P02A=Converted Transport 02
P03A=Converted Transport 03
F01B=Steam Trawler 01
F02B=Steam Trawler 02
F03B=Steam Trawler 03
F04B=Steam Trawler 04

Save the file and then try updating your personnel files in Commander. If there's no difference, try running the game, opening your patrol logs and then exiting and updating personnel files again. If still it isn't fixed, try doing another patrol (mine fixed itself after I'd done a new patrol, I didn't try checking straight after the edit) and then repeat the steps above. At the very least, you will have proper names for the ships in the UI and in game patrol logs, whether it kicks Commander into displaying the additional info or not is something you'll have to report back here for others having the same issues.

:up:

Sailor Steve
02-11-11, 10:32 AM
Damo, I see T13B in your list. I doubt it will hurt anything to have a ship in the list that isn't really there, but T13A is the American T-2 tanker and there is no T13B counterpart, as no other nation ever had any.

Walruss
02-11-11, 11:05 AM
Damo, your suggestion did the trick! Had to do a new patrol, but I was planning on heading out tonight anyway :P Just had to give the girlfriend the laptop to play with ;)

Thanks for the help guys :D

frau kaleun
02-11-11, 12:15 PM
My only duty is to get positive renown points...so I don't sink neutral vessels:DL


As already pointed out, "neutral" vessels in the MFM are not necessarily neutral as many of them are sailing in the rosters of enemy nations. Sinking one of those gives the same reward as sinking a ship that is clearly flying the colors of the enemy. You don't lose renown for sinking a ship sailing for England just because it's unmarked or disguised as something else.

Again, since none of the "neutral" classes are included in the Lite version of the mod, that's irrelevant to you, but it's not irrelevant to folks who are using and discussing and trying to resolve issues with the MFM, and for whom simply uninstalling it and using something else is not an acceptable solution.

Robin40
02-11-11, 12:24 PM
As already pointed out, "neutral" vessels in the MFM are not necessarily neutral as many of them are sailing in the rosters of enemy nations. Sinking one of those gives the same reward as sinking a ship that is clearly flying the colors of the enemy. You don't lose renown for sinking a ship sailing for England just because it's unmarked or disguised as something else.

Again, since none of the "neutral" classes are included in the Lite version of the mod, that's irrelevant to you, but it's not irrelevant to folks who are using and discussing and trying to resolve issues with the MFM, and for whom simply uninstalling it and using something else is not an acceptable solution.

well...you will know if the sunk vessel is disguised or not after you will gain/lose renown points

I prefer not to risk losing points...that's my opinion...however, clearly anyone can act as he likes

frau kaleun
02-11-11, 12:34 PM
well...you will know if the sunk vessel is disguised or not after you will gain/lose renown points

I prefer not to risk losing points...that's my opinion...however, clearly anyone can act as he likes

Renown rewards can be edited to suit one's style of play and the possiblities added to the game with the use of mods like the MFM.

I currently have the renown for sinking a neutral set to 0, not -1, so I do not lose points for sinking neutrals anyway. The only time I am likely to sink one is if I hit it by accident in a convoy, which would be an enemy convoy so IMO it's already given up any real claim to neutrality. I might change it from 0 to 1 for that very reason.

Robin40
02-11-11, 12:41 PM
Renown rewards can be edited to suit one's style of play and the possiblities added to the game with the use of mods like the MFM.

I currently have the renown for sinking a neutral set to 0, not -1, so I do not lose points for sinking neutrals anyway. The only time I am likely to sink one is if I hit it by accident in a convoy, which would be an enemy convoy so IMO it's already given up any real claim to neutrality. I might change it from 0 to 1 for that very reason.

clearly anyone can act as he likes

Damo
02-11-11, 02:44 PM
Damo, I see T13B in your list. I doubt it will hurt anything to have a ship in the list that isn't really there, but T13A is the American T-2 tanker and there is no T13B counterpart, as no other nation ever had any.

I also run the Community Units mod, which had some of IABL's ships in it. If that particular ship is listed in my englishnames.cfg it's because either it was listed in the MFM mods folders or it was already there in the IABL ships listing that Community Units already entered into Englishnames.cfg. As you say though, having it there even if it doesn't exist in game doesn't seem to cause issues so it's not an issue as far as I can see, I'm just covering all the bases. :DL

Damo, your suggestion did the trick! Had to do a new patrol, but I was planning on heading out tonight anyway :P Just had to give the girlfriend the laptop to play with ;)

Thanks for the help guys :D

Glad it solved the problem, I wish there was a readme in MFM full that had the required entries, as there is in the Interim. Hopefully people will see my post in future and be able to 'fill in the blanks'.

I currently have the renown for sinking a neutral set to 0, not -1, so I do not lose points for sinking neutrals anyway. The only time I am likely to sink one is if I hit it by accident in a convoy, which would be an enemy convoy so IMO it's already given up any real claim to neutrality.

I do the same, if I were to accidentally sink a genuine neutral I would think that Bdu would just deny the incident rather than reprimand me for it creating records that could be used against Germany during any possible war crimes investigation.

clearly anyone can act as he likes

That's true, after all you should play the game in a way that entertains you, the individual. As far as the neutrals are concerned, I always check them out regardless of what flag is painted on the side. If they are armed, they are fair game, if not I will surface and approach. If they begin to zig zag and evade, I know they are legitimate targets as true neutrals won't do this in the game. Conversely, if I see a possible neutral in a convoy I will reposition or go as far as calling off the attack if there's a high chance of me accidently hitting it. Although I have neutrals set to 0 renown, I still have a modicum of conscience. :haha:

Walruss
02-11-11, 08:20 PM
Neutrals for me? If they're running dark to or from a brittish port, they get sunk. If they're clearly carrying war supplies (tanks trucks, ect), they get sunk. If they're in a British convoy and a good shot? They get sunk.

If they're lit up like a Christmas tree, they move on. Or if they're running dark but in a neutralish area.

Sailor Steve
02-11-11, 10:42 PM
I also run the Community Units mod, which had some of IABL's ships in it. If that particular ship is listed in my englishnames.cfg it's because either it was listed in the MFM mods folders or it was already there in the IABL ships listing that Community Units already entered into Englishnames.cfg. As you say though, having it there even if it doesn't exist in game doesn't seem to cause issues so it's not an issue as far as I can see, I'm just covering all the bases. :DL
Silly me. I use Community Units too, and I completely forgot that some of the ships have undergones some changes since he originally started the project.

As I said, I don't think having a ship on the list that isn't in the game will hurt anything. I was mostly just curious.

Damo
02-12-11, 02:29 AM
Silly me. I use Community Units too, and I completely forgot that some of the ships have undergones some changes since he originally started the project.

As I said, I don't think having a ship on the list that isn't in the game will hurt anything. I was mostly just curious.


Curiosity killed the cat....

:haha:

Robin40
02-12-11, 02:42 AM
Let me put some considerations on the SH3Commander Patrol Log

1) SH3Folder/data/Sea/EnglishNames
This is a list that assigns a Name to a Ship Class
M27B=Medium Merchant 27

This is what you see in the Ship item of the scope “Medium Merchant 27” for the M27B Class
B British
A American
X Neutral

2) The EnglishNames list is not enough to get full info in the SH3Commander Patrol Log
To do this you must have that Class described in SH3Folder/SH3 Commander/Cfg/Ship names
In our example
[M27B]
CargoTyp=1,2,3,4,5,6,6,7,9,10,11,12,12,13,13,14,14 ,15,15,16,16,16,17,18,19,19,20,21,22,22,23,23,24,2 5
CrewRange=45|85
0001=SS Afghanistan
0002=SS Anglo African
0003=SS Arabistan
0004=SS Armanistan

If you sink an M27B ship you will get full info in the Patrol Log, say SS AngloAfrican Cargo Aircraft (if CargoTyp=6)
If you don’t have this reference you don’t have full Patrol Log
 
3) However you must have M27B in the SH3 world
So in SH3Folder/data/Sea there will be a M27B folder and in it an M27B cfg file like this
SH3Folder/data/Sea/M27B
[Unit]
ClassName=M27B
UnitType=102
MaxSpeed=14.5
Length=128
Width=15
Mast=19
Draft=9
Displacement=6300
RenownAwarded=210
[2DCompartments]
UnitPos=56,8,403,20
NbOfComp=4
Name1=Propulsion
Area1=58,5,30,18
Name2=Keel
Area2=164,2,187,10
Name3=Engines Room
Area3=207,13,52,18
Name4=Fuel Bunkers
Area4=261,13,30,18

You see
ClassName=M27B
This is the ClassName which SH3Commander points to
If you don’t have a folder M27B and an M27B cfg file no M27B cargo will sail in the SH3 sea
 
4) Anyway this not yet enough
You must have your ship in the Nation folder
SH3Folder/data/Roster/British/Sea/M27B

[UnitClass]
ClassName=M27B
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451201
DisplayName=Medium Merchant 27
[Unit 1]
Name=Medium Merchant 27
DOC=19380101
DOD=19451201

5) So if you want a neutral say a T01X you must have all references in
SH3Folder/data/Sea/EnglishNames
SH3Folder/SH3 Commander/Cfg/Ship names
SH3Folder/data/Sea/T01X
SH3Folder/data/Roster/Ireland/Sea/T01X (if you want for Ireland)
SH3Folder/data/Roster/Greece/Sea/T01X (if you want for Greece)
 
6) Please tell me if I am right

Damo
02-12-11, 04:26 AM
If you wanted the Neutrals to display a name, cargo types and crew as well as having the game interface display them correctly, i.e. Medium Merchant ##, then yes you are right. However, one thing that Steve has said regarding names is that there's no point in him adding names to neutrals as you shouldn't be sinking them. This is also hit on by him, Frau Kaleun and myself in his February Ship names thread as Frau and myself are looking to get some kind of entry added to acknowledge these ships.

As it stands, the MFM adds X type ships to the Allies roster folders, therefore making Neutral ships enemy vessels. The problem arises when SH3Commander wants to add the name, cargo and crew info in the log, in that it can't, because there are no references to X ships in Steve's lists. You can't alias the B or A type names to the X's either because then the neutral nations will be assigned British or US shipnames which kind of negates the point of Steve's sterling work.

I was hoping to add a generic class to the shipnames.cfg so a ship sunk entry may look something like this:

Ship Sunk!! Medium Merchant 13 ####tons Unidentified. Cargo: Unknown Crew: Unknown Crew Lost: Unknown.

My reasoning is that if the allies were disguising ships with neutral vessels' hull flags or just sailing them with no markings, it'd be against the war regulations and as such, the existence of that particular ship would be denied, although it would still be entered in a patrol log as that's the record of ships sunk by the sub captain, and BdU are more likely to believe his version of events.

But this is all stuff I've already gone through in Steve's thread and as yet I've not looked into how to achieve it or whether it's possible. Jaesen is the best person to ask as to how flexible the coding is in regards to creating a generic entry as above specifically for those neutrals. Or, you could just leave them as is, with my updated englishnames.cfg and you'd just get the type of ship sunk with no other info, guess it depends on how meticulous you are for detail.

Robin40
02-12-11, 05:18 AM
Or, you could just leave them as is, with my updated englishnames.cfg and you'd just get the type of ship sunk with no other info, guess it depends on how meticulous you are for detail.

Yep...but after modding SH3 with full MFM....

...in the Roster neutral nations don't have any X ships, so you will never meet an X neutral ship

Damo
02-12-11, 05:37 AM
Yep...but after modding SH3 with full MFM....

...in the Roster neutral nations don't have any X ships, so you will never meet an X neutral ship

Yes they do, it's only the Interim version where there are no X neutrals. Open the full mod's data/roster folder and you'll see the roster folders for the nations that have X ships.

Robin40
02-12-11, 06:33 AM
Yes they do, it's only the Interim version where there are no X neutrals. Open the full mod's data/roster folder and you'll see the roster folders for the nations that have X ships.

If I open the MFM (full) Roster I see no ships, say for Ireland

I see

American
Brasil
British
Canadian
Greece
Norway
Russia
Sweden

All Allied ones but Sweden

Sailor Steve
02-12-11, 10:28 AM
Curiosity killed the cat....

:haha:
General Topics thread. :O:

frau kaleun
02-12-11, 11:40 AM
If I open the MFM (full) Roster I see no ships, say for Ireland

I see

American
Brasil
British
Canadian
Greece
Norway
Russia
Sweden

All Allied ones but Sweden

The MFM doesn't add its ships to all the rosters in the game - just the ones listed in the mod itself. No one is claiming otherwise.

But not all of the nations listed above are enemy nations for the duration of the war. Norway remains neutral for seven months, Greece for over a year, and Russia for almost two years; the US is neutral until Dec 1941 and Brazil until Aug 1942. Sweden is neutral throughout the entire conflict. So yes, putting X class ships in those nations' rosters does give you legitimately neutral ships depending on the in-game date. A ship in the American roster is not going to act like an enemy ship prior to Dec 11, 1941, and a ship in Sweden's roster never will. However a ship disguised as Swedish but spawned from the British roster will act like an enemy ship at any time after Britain declares war on Germany.

And AFAIK it may be possible for the individual player to add some of those ships to the rosters of other nations, although I could be wrong about that. And how that would play out in terms of historical accuracy and appearance (many of IABL's skins are nation-specific), I don't know.

Robin40
02-12-11, 12:32 PM
The MFM doesn't add its ships to all the rosters in the game - just the ones listed in the mod itself. No one is claiming otherwise.

But not all of the nations listed above are enemy nations for the duration of the war. Norway remains neutral for seven months, Greece for over a year, and Russia for almost two years; the US is neutral until Dec 1941 and Brazil until Aug 1942. Sweden is neutral throughout the entire conflict. So yes, putting X class ships in those nations' rosters does give you legitimately neutral ships depending on the in-game date. A ship in the American roster is not going to act like an enemy ship prior to Dec 11, 1941, and a ship in Sweden's roster never will. However a ship disguised as Swedish but spawned from the British roster will act like an enemy ship at any time after Britain declares war on Germany.

And AFAIK it may be possible for the individual player to add some of those ships to the rosters of other nations, although I could be wrong about that. And how that would play out in terms of historical accuracy and appearance (many of IABL's skins are nation-specific), I don't know.

Yes....but why are there X ships in the British Roster?:hmmm:

Damo
02-12-11, 12:43 PM
If I open the MFM (full) Roster I see no ships, say for Ireland

I see

American
Brasil
British
Canadian
Greece
Norway
Russia
Sweden

All Allied ones but Sweden

The ships come with various different colorschemes and then there's the skinpacks that come separate. Although the Neutrals in the MFM are in a limited number of roster folders, given the randomness of which skin they have, there is no need to have the ships in all countries' rosters. Sweden roster folder for example will have ships that are either painted with an Irish flag by default or it may be given the skin of a neutral country. What this means is, that as the neutral countries are just that, neutral, they can have neutral painted ships from any neutral country in them, it doesn't matter.

What I think you expect is that every country in the game should have it's own neutral ships in their respective roster folder, but to do this the size of the download would increase ten-fold. To get around that, IABL has only added a couple of roster folders but arranged the ships and the skins so that countries that stay neutral for the duration of the war will only wear neutral colors. The countries that are neutral for part of the war before becoming enemy will only use neutral skins, but once they become enemy they then fall into the same category as the British ships, in that they may fly neutral flags or be painted in neutral schemes.

I'm hoping I got that right, that's how I see it anyway. Of course, there's nothing stopping you from adding X neutrals to every countries roster if you wish but expect to play the guessing game as to whether they are enemy or not a lot more. By limiting the roster folders, the 'disguised neutral' phenomenon is kept from getting unrealistically frequent.

Edit: The X ships are in the British roster to create the 'is it a neutral ship' question requiring you to investigate. I thought you got that part?

frau kaleun
02-12-11, 12:45 PM
Yes....but why are there X ships in the British Roster?:hmmm:

The reason to have X ships in the British (or any other "enemy") roster is that they will spawn from that enemy roster and therefore be enemy ships (according to the way the game reckons it) and behave as enemy ships when approached or attacked by your u-boat - but they may not look like enemy ships. They may not be flying an enemy flag, may not be flying any flag at all, may have no external markings to identify their nationality, or may even be "disguised" as ships from a different nation.

The point is, it won't be as obvious at first glance whether or not such a ship is legitimate target; sometimes a decision has to be made about that based on the ship's behavior, location and apparent destination, visible cargo, etc. So it becomes more complicated than just spotting a ship and IDing it as "enemy" or "neutral" based solely on its flag or markings. There may not be any flag or markings, or that ship that looks Swedish may be sailing into an English port with war materials strapped to its deck. The decision whether or not to attack is not always so simple any more.

Edit: it might be easier if we thought and spoke of the 'X' ships not as neutral ships, but as mystery ships where X = unknown. Because when they appear in the game they might be neutral or they might not be. There's no way to know because when one appears in the game you can't always tell which roster it spawned from based only on the usual criteria (flags and markings).

Damo
02-12-11, 12:50 PM
Lol, I'm gonna take a break. We're all posting on top of each other....

And my head hurts.

:88)

Robin40
02-12-11, 03:35 PM
The ships come with various different colorschemes and then there's the skinpacks that come separate. Although the Neutrals in the MFM are in a limited number of roster folders, given the randomness of which skin they have, there is no need to have the ships in all countries' rosters. Sweden roster folder for example will have ships that are either painted with an Irish flag by default or it may be given the skin of a neutral country. What this means is, that as the neutral countries are just that, neutral, they can have neutral painted ships from any neutral country in them, it doesn't matter.

What I think you expect is that every country in the game should have it's own neutral ships in their respective roster folder, but to do this the size of the download would increase ten-fold. To get around that, IABL has only added a couple of roster folders but arranged the ships and the skins so that countries that stay neutral for the duration of the war will only wear neutral colors. The countries that are neutral for part of the war before becoming enemy will only use neutral skins, but once they become enemy they then fall into the same category as the British ships, in that they may fly neutral flags or be painted in neutral schemes.

I'm hoping I got that right, that's how I see it anyway. Of course, there's nothing stopping you from adding X neutrals to every countries roster if you wish but expect to play the guessing game as to whether they are enemy or not a lot more. By limiting the roster folders, the 'disguised neutral' phenomenon is kept from getting unrealistically frequent.

Edit: The X ships are in the British roster to create the 'is it a neutral ship' question requiring you to investigate. I thought you got that part?

roger:up:

Robin40
02-12-11, 03:36 PM
The reason to have X ships in the British (or any other "enemy") roster is that they will spawn from that enemy roster and therefore be enemy ships (according to the way the game reckons it) and behave as enemy ships when approached or attacked by your u-boat - but they may not look like enemy ships. They may not be flying an enemy flag, may not be flying any flag at all, may have no external markings to identify their nationality, or may even be "disguised" as ships from a different nation.

The point is, it won't be as obvious at first glance whether or not such a ship is legitimate target; sometimes a decision has to be made about that based on the ship's behavior, location and apparent destination, visible cargo, etc. So it becomes more complicated than just spotting a ship and IDing it as "enemy" or "neutral" based solely on its flag or markings. There may not be any flag or markings, or that ship that looks Swedish may be sailing into an English port with war materials strapped to its deck. The decision whether or not to attack is not always so simple any more.

Edit: it might be easier if we thought and spoke of the 'X' ships not as neutral ships, but as mystery ships where X = unknown. Because when they appear in the game they might be neutral or they might not be. There's no way to know because when one appears in the game you can't always tell which roster it spawned from based only on the usual criteria (flags and markings).

got it!:up:

frau kaleun
02-12-11, 06:33 PM
I was hoping to add a generic class to the shipnames.cfg so a ship sunk entry may look something like this:

Ship Sunk!! Medium Merchant 13 ####tons Unidentified. Cargo: Unknown Crew: Unknown Crew Lost: Unknown.

My reasoning is that if the allies were disguising ships with neutral vessels' hull flags or just sailing them with no markings, it'd be against the war regulations and as such, the existence of that particular ship would be denied, although it would still be entered in a patrol log as that's the record of ships sunk by the sub captain, and BdU are more likely to believe his version of events.

But this is all stuff I've already gone through in Steve's thread and as yet I've not looked into how to achieve it or whether it's possible. Jaesen is the best person to ask as to how flexible the coding is in regards to creating a generic entry as above specifically for those neutrals.

Based on the explanatory info at the top of the Ship Names config file, I'm thinking you could do this pretty easily.

Just create a list for your generic class, such as [MFMX].

Use the CLASSMAP to map each individual MFM 'X' class to [MFMX].

Add the list of "names" for [MFMX] to the file, as follows:

[MFMX]
0001=Unidentified

Now, if I'm right about how it works, you've got two choices.

1) You can leave it with just that one line, and under [Settings] at the top of the file, change

RepeatWhenAllUsed=0

to

RepeatWhenAllUsed=1

With only one name in the list for [MFMX], and every X class ship mapped to that list, the first time you sink one of those ships Commander will consult the list and name it Unidentified in your log since that's the only entry for the class. But since you've opted to repeat names when a class list is exhausted, every time you sink another one of those X ships it should go back to the list and reuse the same name again. So they would all show up in your logs as Unidentified.

Of course the "repeat when all used" will also apply to all the other classes in the list, but given the sheer number of ship names Steve has already provided, I don't think you're gonna run out of names for most of them.

-OR-

2) You can add additional entries to the list for [MFMX] as follows:

[MFMX]
0001=Unidentified
0002=Unidentified
0003=Unidentified
0004=Unidentified

and so on, up to a maximum of 3000 entries. Then you can leave RepeatWhenAllUsed=0 the way it is if you want, and as long as you don't sink more X ships than you've made entries in that list, Commander should give them all the "name" Unidentified in your logs.

Damo
02-12-11, 10:56 PM
Yes Frau, I get how to do the names fine, but the real thing I wondered about, and asked originally in Steve's shipnames thread was whether I can add Unknown to the cargolist and whether the crew entry is only read as nemerical or whether I could put unknown / unknown in the crew variable. However, on reflection, it is kind of making a mountain out of a molehill when just having Unidentified with no further info would perfectly suffice.

As far as the names being used more than once for the other classes, you are right, there are so many it's doubtful that it would be an issue. I can't see the same name coming up more than once in a single career so it's fine. Besides, would I see a name on patrol 7 and think 'I know that name, I already sunk that on patrol 3, ship number 4'. No, I'd never even notice.

frau kaleun
02-12-11, 11:34 PM
Yes Frau, I get how to do the names fine, but the real thing I wondered about, and asked originally in Steve's shipnames thread was whether I can add Unknown to the cargolist and whether the crew entry is only read as nemerical or whether I could put unknown / unknown in the crew variable.

I haven't looked at the 'cargo' part of the Ship Names file enough to have a clear idea how it works, altho I do have a hunch. I know IABL mentioned in another thread that he'd made some adjustments to cargo for some of his ships, but I'm not sure if that was in ShipNames.cfg or in the config files for the ships themselves in the game folders.

You're right about the crew entries, though, probably only Jaesen can answer that. Or maybe just try something and test it. If you were only using one generic class that had all the X ships mapped to it, it probably wouldn't take long to find one and sink it and see what happens when you update the logs in Commander. :hmmm:


As far as the names being used more than once for the other classes, you are right, there are so many it's doubtful that it would be an issue. I can't see the same name coming up more than once in a single career so it's fine. Besides, would I see a name on patrol 7 and think 'I know that name, I already sunk that on patrol 3, ship number 4'. No, I'd never even notice.

With merchants I can't see it ever being an issue, it's not like there was ever only one ship in the world with a particular name.

The real killer is when you sink a battleship in the spring only to find the same one sailing in convoy the following summer. :O:

Sailor Steve
02-13-11, 12:53 AM
Cargo types are drawn from the list at the bottome of the second block from the top: [TEXT]. The last three lines are CargoTypes_eng and its German and French counterparts. I took the _eng list and created a separate notepad file, listed vertically and numbered them from 1 to 30. That way I could compare them to the numbers in each Ship Names listing and know exactly what is what.

The fact is that if you were a Kaleun and sank a ship, unless you could actually interrogate one of the officers you probably wouldn't know anything about ship, crew or cargo beyond what you thought you saw in the ID book. Information on the name might be forthcoming through intelligence, as they could probably find out what ships went missing in the right place. Other than that you might not know anything until the war was over and reports could be compared.

That's why rather than "Ship Sunk!", my patrol logs tend to look something like this:

7.9.39.

1638 Spotted ship - first since war declared.

1643 Small freighter - 2000 tons.

1706 Hailed them to stop.

1708 Identified as British.

1715 Crew abandoning ship.

1733 Crew well away. Fired torpedo.

1734 Torpedo failed to explode.

1741 Fired second torpedo. This one good.

1805 Talked to captain. Said his ship is SS Goulburn, 2367 GRT, carrying a cargo of iron ore, crew 35, all present.


Or less information:

14.9.39.

0311 Arrived BF1911.

0700 Encountering heavy seas.

1611 Ship spotted - freighter, about 4000 tons. Will conduct surface attack.

1643 Fired two torpedoes, range 650 metres. #1 missed. #2 hit aft of funnel.

1646 Fired another eel. Dud!

1650 Fired #4. Hit near bow!

1658 Target down by stern.

1703 Target stopped. Crew lowering lifeboats.


And at the end:

12.10.39.

0203 First friendly ship spotted. Raised flag.

0257 Entered Jade.

0423 Passed locks into harbor.

0458 Tied up at Wilhemlshaven. Patrol over.

Patrol results
Crew losses: 0
Ships sunk:
SS Goulburn, 2367 tons. Cargo: Iron Ore. Crew: 35. Crew lost: 0.
SS Umlazi, 8229 tons. Cargo: Scrap Metal. Crew: 96. Crew lost: 0
SS Baron Renfrew, 3635 tons. Cargo: Tobacco. Crew: 44. Crew lost: 6
SS Fanny Brunner, 2366 tons. Cargo: Coal. Crew: 20. Crew lost: 5
Aircraft destroyed: 0
Patrol tonnage: 16597 tons

The game actually awarded me 20109 tons for the patrol, but I revised it downward based on my knowledge of the real tonnage for the ships. Unfortunately changing it after the fact in Commander doesn't change what the game actually gave you.

Damo
02-13-11, 02:21 AM
The real killer is when you sink a battleship in the spring only to find the same one sailing in convoy the following summer. :O:

Yep that had occurred to me too, which is why I've had a rethink and come to the conclusion it would be better to go into the englishnames.cfg and change the neutral entries to:

M07X=Medium Merchant 07 (Unidentified)

Therefore, you don't have to edit shipnames.cfg or change the way it assigns names, the patrol log would just say:

'Ship Sunk! Medium Merchant 07 (Unidentified) ####tons'.

Seems the all-round best option to me.

1706 Hailed them to stop.

1708 Identified as British.

1715 Crew abandoning ship.

1733 Crew well away. Fired torpedo.

1734 Torpedo failed to explode.

Oh, how those Brits must have laughed at you..... :har:

The game actually awarded me 20109 tons for the patrol, but I revised it downward based on my knowledge of the real tonnage for the ships. Unfortunately changing it after the fact in Commander doesn't change what the game actually gave you.

Randomize ship tonnage option, right?

frau kaleun
02-13-11, 03:14 AM
Yep that had occurred to me too, which is why I've had a rethink and come to the conclusion it would be better to go into the englishnames.cfg and change the neutral entries to:

M07X=Medium Merchant 07 (Unidentified)

Therefore, you don't have to edit shipnames.cfg or change the way it assigns names, the patrol log would just say:

'Ship Sunk! Medium Merchant 07 (Unidentified) ####tons'.

Seems the all-round best option to me.

That's an idea worth considering.

Gryffon300
02-13-11, 10:21 AM
I am having no problems getting ship names and data for 'neutrals' e.g. Norwegians transporting military vehicles to Southend. Don't know about true neutrals - haven't sunk any yet.

To Robin40, I do have a bit of a problem with you old son that smiley faces don't fix.

First, you mildly put down anyone who targets a neutral as being "ugly".
I use MFM Interim Beta and MFMBetaEnglishNames with no problem, also with neutral ships if you are so ugly to sink them:DL This, even after it has been repeatedly explained to you that they are NOT in fact neutral, but effectively enemy ships.

When it is AGAIN explained to you that the neutrals in question are NOT neutral, you claim YOUR only 'duty' is to high-score on renown.
My only duty is to get positive renown points...so I don't sink neutral vessels:DL


Now, I have no problem at all with you wishing to play SH3 as a game and go for the high score as your only 'duty', a bit like an arcade game. You yourself say people can play how they like. It is certainly risk-free to make the decision to never target a neutral. But, it is NOT realistic, and that is the objective for many people. War was and is, 'ugly'. That doesn't make PEOPLE who wish to pit their judgement and skills aginst the random and challenging aspects of this SIMULATION, "ugly".

It surprises me that you do not appear to yet get this, especially as you have spent so much time chasing the question of realistic ship names.

Robin40
02-13-11, 12:12 PM
I am having no problems getting ship names and data for 'neutrals' e.g. Norwegians transporting military vehicles to Southend. Don't know about true neutrals - haven't sunk any yet.

To Robin40, I do have a bit of a problem with you old son that smiley faces don't fix.

First, you mildly put down anyone who targets a neutral as being "ugly".
This, even after it has been repeatedly explained to you that they are NOT in fact neutral, but effectively enemy ships.

When it is AGAIN explained to you that the neutrals in question are NOT neutral, you claim YOUR only 'duty' is to high-score on renown.


Now, I have no problem at all with you wishing to play SH3 as a game and go for the high score as your only 'duty', a bit like an arcade game. You yourself say people can play how they like. It is certainly risk-free to make the decision to never target a neutral. But, it is NOT realistic, and that is the objective for many people. War was and is, 'ugly'. That doesn't make PEOPLE who wish to pit their judgement and skills aginst the random and challenging aspects of this SIMULATION, "ugly".

It surprises me that you do not appear to yet get this, especially as you have spent so much time chasing the question of realistic ship names.

yes mate,

this world is nice because men are not the same:cool:

Damo
02-13-11, 02:08 PM
Gryffon, we need to remember one thing here, the language barrier. By saying 'ugly' it's probably not how you translate it as a personal attack, rather he means it's not nice to risk sinking a neutral on the hunch that it is coercing with the allies but as you say, war is not nice, however if he wishes to err on the side of caution then fine, he'll justy never be the next Prien. Also, the language barrier works both ways, in that he may not have fully understood our explanations the first time around. I really don't think there is any malice, backed up by the fact that with both items you quoted he added a smiley face, probably because he knew it may be interpreted wrongly. I mean talking about this confuses me to hell sometimes and both me and I speak English!!

Lack of body language and voicetone on the interwebs is the sole cause of flame wars 85.7% of the time. And don't quote me, I made that percentage up....:88)

Oh and true neutrals will not show any info other than the game's assigned name, so either M07X if you didn't follow my instructions above for englishnames.cfg or Medium Merchant 07 if you did. No cargo or crew details will be assigned for any X ships in neutral or allied countries roster folders. Hence why we are trying to find a solution for those in the enemy roster folders. The ones you have sunk are probably M07B's with neutral skins, hence the addition of the extra info (M07B/X as just an example).

Robin40
02-13-11, 03:30 PM
Gryffon, we need to remember one thing here, the language barrier. By saying 'ugly' it's probably not how you translate it as a personal attack, rather he means it's not nice to risk sinking a neutral on the hunch that it is coercing with the allies but as you say, war is not nice, however if he wishes to err on the side of caution then fine, he'll justy never be the next Prien. Also, the language barrier works both ways, in that he may not have fully understood our explanations the first time around. I really don't think there is any malice, backed up by the fact that with both items you quoted he added a smiley face, probably because he knew it may be interpreted wrongly. I mean talking about this confuses me to hell sometimes and both me and I speak English!!

Lack of body language and voicetone on the interwebs is the sole cause of flame wars 85.7% of the time. And don't quote me, I made that percentage up....:88)

Oh and true neutrals will not show any info other than the game's assigned name, so either M07X if you didn't follow my instructions above for englishnames.cfg or Medium Merchant 07 if you did. No cargo or crew details will be assigned for any X ships in neutral or allied countries roster folders. Hence why we are trying to find a solution for those in the enemy roster folders. The ones you have sunk are probably M07B's with neutral skins, hence the addition of the extra info (M07B/X as just an example).


well...it's a game, not a war:DL

Gryffon300
02-14-11, 11:51 AM
Thanks, Damo, re the neutral. Damn, those British were quick to paint neutral colours on some of their ships! (as of 05/09/39). (Don't worry, I get that the cfg would start dumping British 'neutrals' in straight away.) However, what I don't get is what mechanism is used to apply a neutral skin, like the Norwegians that I encountered, to a BRITISH ship eg M07B. I had believed, till your post, that neutrals, eg M07X, were assigned to the British Roster, not that British ships were re-skinned. :06: And, if that is the case, then they could not have been neutrals, otherwise they would not have been named & shamed in my patrol log... :hmmm:

Re scope descriptions etc, in fact, I don't get any designation with a numerical suffix in my reports or scope ID as I ammended the list some time ago to delete the '07' in 'Medium Merchant 07', from iambl's original englishnames.cfg, to better match the additions coming through that contained no such suffixes. So now, all I get in the scope is "Medium Merchant", where appropriate. I made the decision to harmonise the list so that there was nothing to differentiate the list's original contents from the additions required to give class names to new classes added later. (Of course, had I not done this, I would be able to say definitively whether or not the 'Norwegians' were re-skinned British or re-rostered neutrals, because I could have had Medium Merchant 07B or Medium Merchant 07X.)

Finally, I hate it when people like you cherry pick data. Your pathetic attempt to blame 85.7% of interweb flamewars on lack of eyeball to eyeball egregiously omits the figures for Twitter, Facebook & SMS. Had you done your homework, you would KNOW that the true figure, once these omitted classes are included, jumps to 94.6%! Pax vorbiscum. :03:

Indeed, Robin40, the world would be a terrible place if everyone was just like me. :up:

Robin40
02-14-11, 01:12 PM
Thanks, Damo, re the neutral. Damn, those British were quick to paint neutral colours on some of their ships! (as of 05/09/39). (Don't worry, I get that the cfg would start dumping British 'neutrals' in straight away.) However, what I don't get is what mechanism is used to apply a neutral skin, like the Norwegians that I encountered, to a BRITISH ship eg M07B. I had believed, till your post, that neutrals, eg M07X, were assigned to the British Roster, not that British ships were re-skinned. :06: And, if that is the case, then they could not have been neutrals, otherwise they would not have been named & shamed in my patrol log... :hmmm:

Re scope descriptions etc, in fact, I don't get any designation with a numerical suffix in my reports or scope ID as I ammended the list some time ago to delete the '07' in 'Medium Merchant 07', from iambl's original englishnames.cfg, to better match the additions coming through that contained no such suffixes. So now, all I get in the scope is "Medium Merchant", where appropriate. I made the decision to harmonise the list so that there was nothing to differentiate the list's original contents from the additions required to give class names to new classes added later. (Of course, had I not done this, I would be able to say definitively whether or not the 'Norwegians' were re-skinned British or re-rostered neutrals, because I could have had Medium Merchant 07B or Medium Merchant 07X.)

Finally, I hate it when people like you cherry pick data. Your pathetic attempt to blame 85.7% of interweb flamewars on lack of eyeball to eyeball egregiously omits the figures for Twitter, Facebook & SMS. Had you done your homework, you would KNOW that the true figure, once these omitted classes are included, jumps to 94.6%! Pax vorbiscum. :03:

Indeed, Robin40, the world would be a terrible place if everyone was just like me. :up:

maybe my post #574 could help you

Gryffon300
02-14-11, 02:27 PM
Not really, Robin40. You see, as explained above, I have ammended my Englishnames.cfg file so that it does NOT display in the scope, or the log as 'Blah Blah 07', or even 'Blah Blah 07X (or A or B)', as I edited the ORIGINAL Englishnames.cfg file when adding the new classes as per, say FK's ammended list.

The original file had the numerical suffixes, whereas the more recent add-ons to the list does not. It seemed natural, therefore to remove all suffixes so that the display & log would ONLY show 'Medium Merchant', NOT 'Medium Merchant 07', especially as some of the classes were simply the addition of , for example, American or Neutral versions of already existing British classes, in which case the 'new' classes would display without the '07', whereas the original British equivalent would.

On the other hand, as you yourself point out, in your post #574, details are held also in the cfg files in Roster/xyz (nation)/Sea, and include display names & start/finish dates. I presume that the 'display names' are referring to the Museum or something, because they certainly do not show up as such in 'scope or log as such.

Finally, it is intersting to note, in regard to my comments to Damo, re my doubts about the the re-skinning of British ships, that 'X' ship config files appear in the Sea Rosters of both the American and British fleets (possibly others - haven't bothered to check.) This would seem to lend credence to my belief that British ships were NOT being re-skinned, but that rather netral 'X's' were showing up in their roster (and hence legitimate targets).

Your thoughts?

frau kaleun
02-14-11, 02:46 PM
Finally, it is intersting to note, in regard to my comments to Damo, re my doubts about the the re-skinning of British ships, that 'X' ship config files appear in the Sea Rosters of both the American and British fleets (possibly others - haven't bothered to check.) This would seem to lend credence to my belief that British ships were NOT being re-skinned, but that rather netral 'X's' were showing up in their roster (and hence legitimate targets).


This is correct, the MFM mod deliberately adds some of the X-class ships to the rosters of enemy (as well as neutral) nations. When they appear in the game they may still look neutral, but if spawned from an enemy's roster they will behave like any other enemy ship and be counted as such by the game if sunk.

I did a test patrol (for another reason entirely) with an EnglishNames.cfg edited to show me the class of the ship when I saw it in the game, as well as the Contact Colors mod to show whether the game considered each ship to be Allied, Axis, or neutral. The results for the X-class ships were as follows:

M03X
neutral
no flags or markings

M07X
Allied
no flags or markings

M14X
Allied
British flag

M01X
Allied
no flags or markings

M34X
Allied
Swedish flag and markings

So of the 5 X classes I encountered, I had 1 that was actually a true neutral, 2 that were completely unmarked enemy ships, 1 that was actually flying an enemy flag, and 1 that looked Swedish but was counted as Allied.

Robin40
02-14-11, 03:41 PM
Not really, Robin40. You see, as explained above, I have ammended my Englishnames.cfg file so that it does NOT display in the scope, or the log as 'Blah Blah 07', or even 'Blah Blah 07X (or A or B)', as I edited the ORIGINAL Englishnames.cfg file when adding the new classes as per, say FK's ammended list.

The original file had the numerical suffixes, whereas the more recent add-ons to the list does not. It seemed natural, therefore to remove all suffixes so that the display & log would ONLY show 'Medium Merchant', NOT 'Medium Merchant 07', especially as some of the classes were simply the addition of , for example, American or Neutral versions of already existing British classes, in which case the 'new' classes would display without the '07', whereas the original British equivalent would.

On the other hand, as you yourself point out, in your post #574, details are held also in the cfg files in Roster/xyz (nation)/Sea, and include display names & start/finish dates. I presume that the 'display names' are referring to the Museum or something, because they certainly do not show up as such in 'scope or log as such.

Finally, it is intersting to note, in regard to my comments to Damo, re my doubts about the the re-skinning of British ships, that 'X' ship config files appear in the Sea Rosters of both the American and British fleets (possibly others - haven't bothered to check.) This would seem to lend credence to my belief that British ships were NOT being re-skinned, but that rather netral 'X's' were showing up in their roster (and hence legitimate targets).

Your thoughts?

I second Frau Kaleun's post

Sailor Steve
02-14-11, 08:37 PM
The original file had the numerical suffixes, whereas the more recent add-ons to the list does not. It seemed natural, therefore to remove all suffixes so that the display & log would ONLY show 'Medium Merchant', NOT 'Medium Merchant 07', especially as some of the classes were simply the addition of , for example, American or Neutral versions of already existing British classes, in which case the 'new' classes would display without the '07', whereas the original British equivalent would.
The most realistic would be to give it a name from the list so it shows up as 'Arlington Court-type freighter'. That's what they would actually be looking for in the ID book.

On the other hand, when you get credit it shouldn't give a type at all, just a name and tonnage.

I'm sure the game can't do both. I would go for a name, and someday probably will.

frau kaleun
02-16-11, 10:06 PM
Cargo types are drawn from the list at the bottome of the second block from the top: [TEXT]. The last three lines are CargoTypes_eng and its German and French counterparts. I took the _eng list and created a separate notepad file, listed vertically and numbered them from 1 to 30. That way I could compare them to the numbers in each Ship Names listing and know exactly what is what.

If a class in the list has a particular number listed more than once, e.g.,

[C2]
CargoTyp=1,2,3,3,3,4,5,6,6,7,9,10,11,12,12,13,13,1 4,14,15,15,16,16,16,17,18,19,19,20,21,22,22,23,23, 24,25

does the repetition of certain numbers mean there will be a greater probability of Commander listing the associated cargo types for a sunk ship of that class? So for the above, C2, there would be a greater likelihood of a C2 ship showing up in the logs with "General Cargo" listed #3), as opposed to Coal or Timber (#1 & #2)?

Sailor Steve
02-17-11, 01:09 AM
Yes, exactly. It's balanced toward what that ship actually carried. C2s and other large freighters often carried mixed cargoes, and the game won't allow for more than one type, so 'General' is the only way to indicate that likelyhood.

kurfürst
02-17-11, 01:33 AM
Hi Kaleuns,

where can this Mod be downloaded?
The filefront links at the beginning of this thread are dead...

Thanks for your help!

Kurfürst :salute:

Plissken_04
02-17-11, 09:07 AM
Hi Kaleuns,

where can this Mod be downloaded?
The filefront links at the beginning of this thread are dead...

Thanks for your help!

Kurfürst :salute:


Download it here

ftp://hartmuthaas.no-ip.org/Volume_1/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/


Username & Password in my Signature!!!


So Long

Maik

kurfürst
02-17-11, 01:12 PM
Perfect!
Thank You! :up:

Gryffon300
02-17-11, 03:29 PM
OK. I give up. After wrestling with now eight abandoned carreers over the last month, I'm calling for help.

I'm running Windows XP Pro (32 Bit, I guess) on a core 2 duo with 2.95GB of RAM, a new mid-range GeForce graphics card & a new sound card.

SHIII+GWX3.0+SHIII Commander+SJGME+some modest sound mods + (initially) MFM3.2 + 1 skins patch. CTD's on loading resolved up until tried to commence patrol in Oct 39 (Patrol 3). Deleted Skins, 16k atmosphere etc etc.

Game played fine, with resume after save no probs, but always refuses to put to sea for 3rd patrol. Deleted skins (Sept). No go. Now deleted MFM & loads & plays fine. BUT THIS IS NOT FINE! THIS IS UNACCEPTABLE!! HOW DOES SAILOR STEVE STAND THIS!! (I think he is in the same 'boat'.) THIS IS A VIOLATION OF MY HUMAN RIGHTS!! Wahhhhh!!!! :wah: :wah: :wah:

I am going to suggest something, which I will copy across from a SHI thread (because I don't know if enough people will ever see it otherwise - sorry if its not the done thing). Here goes:

One thing that occurs to me from this thread, as well as the SHIII Mods Forum.

Lots of people struggle with CTD and installation issues. Now, a lot of it revolves around stupidity and failing to read instructions, but some are clearly system/hardware related (like SHII being unplayable on nVidia cards, due to text getting graphically murdered.) Scattered through all these threads are lots of hints and tips about 4Gig patches, 3 Gig switches, optimising page file settings etc, programs to minimise background apps, and switching off interrupting programs (like firewalls).

These things would appear to be important to know about regardless of which game one wishes to play, or which platform/OS/or hardware configuration you have, but the LOWER your computer's spec, I would say the MORE IMPORTANT these tweaks become. My guess is that the majority DON'T have a 64 Bit OS with 8Gig of RAM and anther 4 Gig on their graphics card.

So, would it be possible for someone with computer smarts to compile a SEQUENTIAL list of recommendations to optimise hardware performance ESPECIALLY relevant for those wishing to run additional Mods - hence requiring much more of the system?

I have seen something like this done for an individual, where a kind poster was trying to step someone through a series of 'do this, then that and get back to me for the next step if that doesn't work' - sort of an escalating list from the simple to the more intrusive to get the whole show working to it's max capacity.

That, I think, could be a really useful sticky on its own, or accompanying any supermod release etc. For example, in my own case, I don't know whether the 4Gig/3Gig 'fixes' would even be appropriate for my machine (with 2.95Gig of RAM), and I don't even know what setting virtual memory/page files from the 'current' default 'custom' level to Min=max="recommended" does, but I did it anyway.

Anyway, with help I think I have got my 32 Bit (whatever that means) XP Pro machine to maybe 90% optimised, and I run (mostly) SHIII+COMMANDER+SJGME+MFM3.2+1 (sometimes 2) Skins+ a bunch of little mods. Not bad, but still not as stable as I would like.

Maybe it could be better with a few more tweaks, and a coherent step through would certainly save a lot of frustration for a lot of noobs/computer non-geeks who want to spend their time battling battleships, not wrestling with CTD's & buggy installations. I sometimes feel like I am oh, so gingerly!, trying to push a wheelbarrow with a squirming three-year-old across a tightrope over a chasm. The support & assistance has been great, but I wonder if a step-through would have saved us all time? :hmmm:

Even if someone was to say, "Your system could be upgraded to Windows 7 at modest cost", or "Install more RAM", it may solve the problem. I know that there may be differing advice for different Operating Systems, but I really would like to exhaust all possible practical tweaks to my existing system before I have to start ordering a mega gaming box. (Can't afford that at the moment anyway.)

Regardless of the advice to me and the outcome, I think for other noobs less patient than I, some Hardware/Firmware tweak step-through that is esily available would get players hooked into this great SH Modding world with a whole lot less trauma. I'll be more than grateful for anything you guys have to offer, even if its only sympathy.

Sailor Steve
02-17-11, 09:27 PM
HOW DOES SAILOR STEVE STAND THIS!! (I think he is in the same 'boat'.)
My boat is much smaller. I have a six-year-old single-core system, maxed out at 4 Gigs of RAM, of which it can only use two. My video card is an ATI 4650 1 GB, which is the absolute best I can mount in an AGP slot. How do I stand it? I don't. I can't run FlakMonkey's new interiors, MFM, GWX Advanced Damage or LSH3 until I can afford a whole new system. I just live with it.

frau kaleun
02-17-11, 10:19 PM
Yes, exactly. It's balanced toward what that ship actually carried. C2s and other large freighters often carried mixed cargoes, and the game won't allow for more than one type, so 'General' is the only way to indicate that likelyhood.

Thanks, that seemed to be the only obvious reason to have the CargoTyp configured that way, but you never know. :D

Another question, though, regarding the Used Ship Names list or whatever it's called - when it looks at names that have been used, does it only look at whether a name has already been used for a ship of the same class, or does the use of a name mean it never gets used again in your career even for ships of a different class?

What I mean is, suppose there are two ships called the SS Whatever, and one is listed under [CLASS1] and the other is listed under [CLASS2]. I sink a [CLASS1] ship and Commander pulls the name SS Whatever from the list and puts that in my log, and the name 'SS Whatever' goes in the list of names that have been used. Does that mean it will never get used again, even for a ship of [CLASS2], or will Commander 'know' somehow that when it was used the first time it was pulled from the list for a different class?

I don't see how it could know, since the names in the Used Names file aren't sorted by class at all, but I'm not sure.

iambecomelife
02-18-11, 12:24 AM
OK. I give up. After wrestling with now eight abandoned carreers over the last month, I'm calling for help.

I'm running Windows XP Pro (32 Bit, I guess) on a core 2 duo with 2.95GB of RAM, a new mid-range GeForce graphics card & a new sound card.

SHIII+GWX3.0+SHIII Commander+SJGME+some modest sound mods + (initially) MFM3.2 + 1 skins patch. CTD's on loading resolved up until tried to commence patrol in Oct 39 (Patrol 3). Deleted Skins, 16k atmosphere etc etc.

Game played fine, with resume after save no probs, but always refuses to put to sea for 3rd patrol. Deleted skins (Sept). No go. Now deleted MFM & loads & plays fine. BUT THIS IS NOT FINE! THIS IS UNACCEPTABLE!! HOW DOES SAILOR STEVE STAND THIS!! (I think he is in the same 'boat'.) THIS IS A VIOLATION OF MY HUMAN RIGHTS!! Wahhhhh!!!! :wah: :wah: :wah:

I am going to suggest something, which I will copy across from a SHI thread (because I don't know if enough people will ever see it otherwise - sorry if its not the done thing). Here goes:



Even if someone was to say, "Your system could be upgraded to Windows 7 at modest cost", or "Install more RAM", it may solve the problem. I know that there may be differing advice for different Operating Systems, but I really would like to exhaust all possible practical tweaks to my existing system before I have to start ordering a mega gaming box. (Can't afford that at the moment anyway.)

Regardless of the advice to me and the outcome, I think for other noobs less patient than I, some Hardware/Firmware tweak step-through that is esily available would get players hooked into this great SH Modding world with a whole lot less trauma. I'll be more than grateful for anything you guys have to offer, even if its only sympathy.

I highly recommend only using one of the light versions of the MFM, no skin mods, and a fresh installation. When you use the MFM with GWX you're skating on thin ice because combined the mods have hundreds of units.

Also, I got GWX to work with the MFM on my install by manually deleting a number of units that GWX added that were redundant (for example, the Prince of Wales, Rodney, etc - one model per class is enough). Not sure if you feel comfortable going into the data\sea and roster folders & doing that - if you mess up you can ruin your install - but that's another way to improve stability.

Links to the "light" beta versions are below:

http://www.gamefront.com/files/13794822/MFM_Beta_4_1_rar
http://www.gamefront.com/files/16730755/MFM_Interim_Beta_7z

Robin40
02-18-11, 12:47 AM
OK. I give up. After wrestling with now eight abandoned carreers over the last month, I'm calling for help.

I'm running Windows XP Pro (32 Bit, I guess) on a core 2 duo with 2.95GB of RAM, a new mid-range GeForce graphics card & a new sound card.

SHIII+GWX3.0+SHIII Commander+SJGME+some modest sound mods + (initially) MFM3.2 + 1 skins patch. CTD's on loading resolved up until tried to commence patrol in Oct 39 (Patrol 3). Deleted Skins, 16k atmosphere etc etc.

Game played fine, with resume after save no probs, but always refuses to put to sea for 3rd patrol. Deleted skins (Sept). No go. Now deleted MFM & loads & plays fine. BUT THIS IS NOT FINE! THIS IS UNACCEPTABLE!! HOW DOES SAILOR STEVE STAND THIS!! (I think he is in the same 'boat'.) THIS IS A VIOLATION OF MY HUMAN RIGHTS!! Wahhhhh!!!! :wah: :wah: :wah:

I am going to suggest something, which I will copy across from a SHI thread (because I don't know if enough people will ever see it otherwise - sorry if its not the done thing). Here goes:



Even if someone was to say, "Your system could be upgraded to Windows 7 at modest cost", or "Install more RAM", it may solve the problem. I know that there may be differing advice for different Operating Systems, but I really would like to exhaust all possible practical tweaks to my existing system before I have to start ordering a mega gaming box. (Can't afford that at the moment anyway.)

Regardless of the advice to me and the outcome, I think for other noobs less patient than I, some Hardware/Firmware tweak step-through that is esily available would get players hooked into this great SH Modding world with a whole lot less trauma. I'll be more than grateful for anything you guys have to offer, even if its only sympathy.

Go to

http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf

This is the installation manual of LSH3

There is everything it is needed for every OS

You can apply it to SH3-GWX

See sections
SH3-Installation
4GB-PATCH - Installation for all Windows versions

And remember that in one of my previous posts I already suggested to use MFMInterimBeta (see post#611 of
iambecomelife)

Gryffon300
02-18-11, 01:52 PM
iabl - I think I would like to give the full MFM version a go. Happy to prowl about in the sea & roster folders to delete redundancies. (I'm a bit of a plodder, but as you recommend a clean install for the lite version anyway: not much to lose.)

Anything in particular to look out for, or is it just a matter of common sense in eliminating 'obvious' duplications (a bit like with the additional class names lists)?

Robin40 - yes, mate that's EXACTLY what I had in mind. That manual is a very fine peice of work, and a tranlation to boot! Fantastic. I will give all that a go. Thanks. (Still think we need something like that resident in these threads .)

One final thing though: I am turning off Firewall & Anti-virus; & running End-it-all & GamePro to close down unnecessary background apps prior to launching the game. In the same vein, does anyone use and/or recommend a registry cleaner, like CCleaner 3? Been toying with the idea - seems a good program may help squeeze a bit more juice out of the thing.

SS - "God grant me the courage to change the things I can; the serenity to accept the things I cannot; and the wisdom to know the difference."

frau kaleun
02-18-11, 02:24 PM
Another question, though, regarding the Used Ship Names list or whatever it's called - when it looks at names that have been used, does it only look at whether a name has already been used for a ship of the same class, or does the use of a name mean it never gets used again in your career even for ships of a different class?

@ Sailor Steve, et. al. - forget I asked this, I don't need to do the thing I thought I was gonna do to make something work the way I hoped it would work provided the answer to this question turned out to be what I hoped it was. :O:

Anything in particular to look out for, or is it just a matter of common sense in eliminating 'obvious' duplications (a bit like with the additional class names lists)?


I recently considered something like this however I am using one of WB's 'extra ships' mods and since he includes modded GWX campaign files as well as extra ships, it occurred to me that some of those warships might be specifically scripted into them in such a way that removing them from data\Sea and whatever roster(s) they were on would cause problems when the game tried to spawn a ship that no longer existed. Same thing with GWX in general, I don't know what if any scripting would be borked by removing certain ships just because they appear to be redundant.

Again I don't know if it's an issue, but I'd make sure that it isn't one before I started deleting ships' folders from data\Sea and their .cfg files from various rosters.

reaper7
02-19-11, 06:30 PM
Yaaah finally after months of many failed attempts to get the Merchant ships Mod working I finally have it.
Had to move from Windows 32bit to Windows 64bit but it works perfectly including the museum. :yeah:
Now time to put out to sea and get me some new merchants :salute:.

kryton
02-19-11, 10:35 PM
Hiya's

been trying to find a working link for this and can not does some one have this file they can post a link to???

Plissken_04
02-20-11, 06:26 AM
Hiya's

been trying to find a working link for this and can not does some one have this file they can post a link to???



ftp://hartmuthaas.no-ip.org/Volume_1/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/


Username & Password in my Signature!!!


So Long

Maik

redsocialist
02-22-11, 06:28 AM
Is an updated recongintion manule included for this mod???/ Is version4.1 beta taken out the CTD's and compatible with GWX?. If theres no recongintion manule wats the point of adding all the shiops.

frau kaleun
02-22-11, 08:22 AM
It's my understanding that the only thing necessary to put new ships in the recog manual is the inclusion of file(s) used by the game to create a particular ship's page in it. You don't get a new manual when you add ships, the new ships are just added to the existing one. AFAIK the MFM includes the necessary files for all its ships. I've not encountered one that did not have a corresponding page in the manual when I checked.

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

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

redsocialist
02-22-11, 10:09 AM
Yes its great! I'm very happy with it, now lets just see how many CTD's I get :nope:

Gryffon300
02-22-11, 11:36 AM
Have activated 4GB Patch & 3GB Switch, plus cleaned up my registery, with apparent good results. It let me do a 4th Patrol! In November! (Thanks again, R40, for the nice instructions.)

I had turned MFM back on and the system DIDN'T CTD!! Even added a few mods just to test it out (like life-rafts & debris; torpedo damage). Haven't tried to add VIIC skin or New Interiors yet, though I will experiment once I am confident of stability - I fully expect that last one to be a bridge too far....

Anyway, couple of interesting things to note - the maps on the Nav table are now multi-square pixillated and moire ridden, but still work as usual when clicked-on. Only an issue when roaming around in F2.

When trying to get the thing working , after a CTD, when getting back to the summary Carreer page (you know the one that lists your details and the mission, including all previously saved missions), it will oscillate back and forth between dates (I have random patrol start dates selected in Commander). One anomaly that appeared that I thought may cause a CTD, is that the Boat description type keeps changing consistently from VIIB to VIIC and back again, depending on the patrol date. Thought the 'VIIC' may cause a conflict with my actual VIIB, but appeared not to as the 'office' still showed my VIIB, even when the VIIC showed on the previous screen.

Downed a Modern Tanker in AM99 - SS Nimba, 11071 Tons. Cargo - SCRAP METAL!!?? Might need to see about cargo manifest, or mis-labelling of vessel. Suggestions?

Anyway, just bagged a couple of Auxillary cruisers - so, gotta go kill some more stuff that didn't like me doing that! :sunny::arrgh!:

Gryffon300
02-22-11, 01:59 PM
I have a query about some (apparently) duplicated files in SH3 - don't know if this is the right place for this enquiry - please flick me if it isn't..

SH3/data/Sea contains an MO1X folder, with 17 files in it, including 4 tga files (1,025 kb, 3 modified 03/04/2010, 1 modified 06/06/2010).

Further down the ONLY folder with a '+' sign next to it, M18X, contains a subfolder 'New Folder', with apparent duplicates of the aforementioned M01X tga files (except all modified 03/04/2010).

Can/should this entire subfolder be deleted? :hmmm:

reaper7
02-22-11, 02:59 PM
As a bare minimum, most folks recommend that you have applied the 4GB patch to the SH3.exe file and have enough RAM on board to take advantage of it. Obviously running 64-bit rather than 32-bit Windows also helps, but I don't know that it's required... for 32-bit you would most likely need the 4GB patch for the game plus the /3GB switch for Windows plus the adequate RAM on board to give the game enough to load with MFM enabled. Personally I was never able to use either the full or lite versions of the mod until I switched to 64-bit.

Likewise after months of trying everything to get both the full and lite versions working, it took a switch to 64bit to get it working :yep:.

iambecomelife
02-22-11, 06:51 PM
I have a query about some (apparently) duplicated files in SH3 - don't know if this is the right place for this enquiry - please flick me if it isn't..

SH3/data/Sea contains an MO1X folder, with 17 files in it, including 4 tga files (1,025 kb, 3 modified 03/04/2010, 1 modified 06/06/2010).

Further down the ONLY folder with a '+' sign next to it, M18X, contains a subfolder 'New Folder', with apparent duplicates of the aforementioned M01X tga files (except all modified 03/04/2010).

Can/should this entire subfolder be deleted? :hmmm:

Yes; it can be deleted.

Hitman
02-23-11, 11:12 AM
contains a subfolder 'New Folder'

Be VERY careful that you haven't been infected by the New Folder virus; I'm not saying that it was in MFM donwload, but I know that it creates folders -in fact exe files so you click on them expecting to open a folder, but instead activate the virus-

What is Newfolder.exe?

The real name of this virus is Iddono. This threat copies its file(s) to your hard disk. Its typical file name is Iddono. Then it creates new startup key with name Iddono and value newfolder.exe. You can also find it in your processes list with name newfolder.exe or Iddono. This virus is very difficult to eliminate manually, but you can find several possible methods of removal below.

iambecomelife
02-23-11, 06:17 PM
Be VERY careful that you haven't been infected by the New Folder virus; I'm not saying that it was in MFM donwload, but I know that it creates folders -in fact exe files so you click on them expecting to open a folder, but instead activate the virus-

This was just a method for me to test skins on certain ships; unfortunately, I did not always remember to delete the unnecessary folders. However, there's no cause for alarm.

Gryffon300
02-24-11, 10:20 AM
Something definately screwy with the 'Modern Tankers'. As per my post #621, and the weird cargo for the SS Nimba, I have now had a similar incident - I detect a trend.

SH3 Commander lists the results from my last patrol which includes an 11699 ton Modern Tanker - which is correct - that is what I took out. However, both the name and cargo seem to be at odds. It is listed as the 'SS Alcoa Courier', which was much more likely to have been an Ore Carrier, and the cargo came up this time as "General Cargo" (Edit - wasn't Scrap Metal - that was the other one. Doh!)!! (which may have been a correct cargo for the Alcoa.)

Any way to fix the apparently broken directions in the Class List (?) or wherever?

(Thanks iabl, re New Folder)

Sailor Steve
02-24-11, 11:04 AM
Something definately screwy with the 'Modern Tankers'. As per my post #621, and the weird cargo for the SS Nimba, I have now had a similar incident - I detect a trend.

SH3 Commander lists the results from my last patrol which includes an 11699 ton Modern Tanker - which is correct - that is what I took out. However, both the name and cargo seem to be at odds. It is listed as the 'SS Alcoa Courier', which was much more likely to have been an Ore Carrier, and the cargo came up this time as "Scrap Metal"!! (which may have been a correct cargo for the Alcoa.)

Any way to fix the apparently broken directions in the Class List (?) or wherever?

(Thanks iabl, re New Folder)
What happened is that the tanker you sank is probably still tied to the Generic list, and Alcoa Courier is still on the Generic list. Someday both will change, but these things take time. Until I've completed every ship that sailed this will happen from time to time.

Herr-Berbunch
02-24-11, 11:26 AM
Until I've completed every ship that sailed this will happen from time to time.

Slightly OT but do you know how many merchant vessels were around '39 - '45? Not trying to put you off, just interested - and if anyone knows, it'll be Steve. :yep:

Gryffon300
02-24-11, 11:51 AM
Ah, thanks SS - I thought it was a 'Modern Tanker' class issue - will happily ignore now.

Sailor Steve
02-24-11, 02:56 PM
Slightly OT but do you know how many merchant vessels were around '39 - '45? Not trying to put you off, just interested - and if anyone knows, it'll be Steve. :yep:
1939 - around 6000 afloat or under construction world-wide.
1945 - not sure, but the total number I have at present is over 11,000, and I have another 3000 or so to go on my "look-up" list, and that's just ships that sailed in the British convoy system.

So my definitive answer is: Quite a few! :D

Herr-Berbunch
02-25-11, 06:11 AM
1939 - around 6000 afloat or under construction world-wide.
1945 - not sure, but the total number I have at present is over 11,000, and I have another 3000 or so to go on my "look-up" list, and that's just ships that sailed in the British convoy system.

So my definitive answer is: Quite a few! :D

That's exactly the answer I thought! We really appreciate your efforts :yeah:

Gryffon300
02-27-11, 08:02 AM
Hey, Sailor Steve. I have hit upon a question about "conflict" between historic and in-game name designations - just like to hear your take on it and what 'policy' you adopt.

In an early war cruise (Oct 39), I had the pleasure of downing a 13850 ton Auxiliary Cruiser, designated in Commander as 'HMS Rawalpindi'. Now, it may be that there were 2 Rawalpindis in the British Roster, but I know that SH3 mentions the engagement between the 'Pindi and the Scharnhorst & Gneisenau in the Nov 39 monthly war summary.

Another example that springs to mind is that I know that both FK and I have encountered the Hood well before the historic Bismark encounter. Now, if either of us had been positioned close enough to actually take her out, it would have upset the balance of the Universe and we would have had to call in Dr. Who to make it right.... Or not.

As a general question, do you, as a matter of course, leave British ships that are sunk in historic engagements (or scripted engagements, like in the Single Missions) in the list so they are available in the game for sinking? (I know you are only really concerned with the Merchant Fleet, but it applies across the board.)

Sailor Steve
02-27-11, 11:02 AM
If a major warship is scripted to be somewhere in SH3, it will be there. There are players who have sunk HMS Hood several times, and it still shows up to fight Bismarck.

Unfortunately there is nothing anyone can do to change it. Supposedly SH5 is made to replace sunk ships with another of similar type.

It is possible to have ships no longer appear after they were sunk in real life, and with the major players that has been done. If the Ship Names function in SH3 itself worked properly I could do that for every merchant afloat, at least the ones I do have precise dates for. On the other hand, even if that were so I probably wouldn't bother, as most merchants are too obscure for the amount of work it would take.

frau kaleun
02-27-11, 12:55 PM
I am actually looking at changing the EnglishNames.cfg so that when one of the famous "named" ships appears, only the class (RL class, not the game's class signifier) appears in the display. The game's ship class signifier for all ships of that class would then be mapped in ShipNames.cfg to one list containing all the names... so at least I would not be seeing (and potentially sinking) the same one over and over until the names ran out. Since it's unlikely I'd sink all warships of the same class in one career, that seems feasible, even if there are only two of that class present, what are the odds? Lol.

But I'm not sure how realistic that would be in the case of ships where only one of their kind was actually sailing around. That seems to be the case with the Hood, when I look up the relevant info it says the Hood was the only ship of its class completed, so I assume if it was spotted a RL commander would know exactly which ship it was. :hmmm:

Gryffon300
02-27-11, 04:01 PM
Yeah - I was thinking that the only 'realistic' way to handle historic warships, like the Hood, would be to eliminate it from the British Sea Roster, or alternatively, to very narrowly specify the date of existence (Appearance-Disappearance) to just the few days of the historic encounter, so that the ONLY place it showed up was in Single Mission Historic encounters, and thus be unavailable for sinking at other times.

In regard to 'famous' merchants, like the Rawalpindi, a similar thought was to eliminate the name from the EnglishNames cfg, so that, again, it becomes unavailable for sinking outside of the reported historic engagement. But, as you say, SS, probably not worth bothering about in either case.

OSU
02-27-11, 04:14 PM
Can I use the skin packs with the light version of this mod?

fitzcarraldo
02-27-11, 05:47 PM
Can I use the skin packs with the light version of this mod?

Good question...I use full version, but I think works with the light:hmmm:

Regards.

Fitzcarraldo :salute:

frau kaleun
02-27-11, 07:18 PM
I think IABL said upthread somewhere that it was okay to use them, the only thing that would happen is that you'd have some extra .tga files in there for ships that would not appear in the game since the lite version doesn't include them, but this should not cause any problems.

Robin40
02-28-11, 03:36 AM
Can I use the skin packs with the light version of this mod?

I use it with no problem

mr chris
03-06-11, 03:57 PM
Do you need to install all of these skins pack files or just the ones year relevant to your game?

frau kaleun
03-06-11, 07:01 PM
If you are using JSGME to enable them directly into the game, just put in the one for your current in-game time period.

Or you can use the "Date" folders feature in Commander and let it enable/disable each one automatically according to the in-game date every time you launch the game.

mr chris
03-07-11, 12:36 PM
Ah was wondering if you could possibly use the date folders in SH3 Commander.

frau kaleun
03-07-11, 08:07 PM
Ah was wondering if you could possibly use the date folders in SH3 Commander.

That's what I do, I try to use as many of Commander's functions as possible. It takes the hassle out of having to enable/disable stuff that is dependent on what date range you're playing, what type boat you're in, whether or not you've transferred to an Arctic or Mediterranean flotilla, etc. Commander is capable of doing a lot of the grunt work for you.

Robin40
03-08-11, 02:52 AM
That's what I do, I try to use as many of Commander's functions as possible. It takes the hassle out of having to enable/disable stuff that is dependent on what date range you're playing, what type boat you're in, whether or not you've transferred to an Arctic or Mediterranean flotilla, etc. Commander is capable of doing a lot of the grunt work for you.

How do you do that?

Do you put simply, say, MFM-v3-US+UK_Skins19390901 file in the SH3 Date folder?

or

do you rename it as 19390901 before putting it?

frau kaleun
03-08-11, 04:49 PM
The Date folders in Commander will enable mods in the game, but only when you launch the game via Commander and only (I assume this is how it works) when your in-game date gets to or is past the date specified in the folder's name, and continue to do so for every session up until the next date for which there is a folder is reached or past (at which point the stuff for the later date gets enabled instead).

What you do is create a folder in the Date directory with the desired date (if one does not already exist) in format YYYYMMDD. In that folder you place the 'data' folder (and all its contents) from the mod you want enabled at or past that in-game date.

All the stuff in that 'data' folder will be written into the game when you launch it via Commander at the appropriate date in your career.

So for skinpack MFM-v3-US+UK_Skins19401101, I have the folders set up like so:

SH3 Commander\Date\19401101\data

The 'data' folder there is just a copy/paste of the 'data' folder from the skinpack.

fitzcarraldo
03-08-11, 07:25 PM
The Date folders in Commander will enable mods in the game, but only when you launch the game via Commander and only (I assume this is how it works) when your in-game date gets to or is past the date specified in the folder's name, and continue to do so for every session up until the next date for which there is a folder is reached or past (at which point the stuff for the later date gets enabled instead).

What you do is create a folder in the Date directory with the desired date (if one does not already exist) in format YYYYMMDD. In that folder you place the 'data' folder (and all its contents) from the mod you want enabled at or past that in-game date.

All the stuff in that 'data' folder will be written into the game when you launch it via Commander at the appropriate date in your career.

So for skinpack MFM-v3-US+UK_Skins19401101, I have the folders set up like so:

SH3 Commander\Date\19401101\data

The 'data' folder there is just a copy/paste of the 'data' folder from the skinpack.

Frau Kaleun, please: Can you post your JSGME list for SH3 Commander? Or the mods installed in commander (with their folders)?

I need that reference for avoid problems...:hmmm:

Many thanks and best regards!

Fitzcarraldo :salute:

frau kaleun
03-08-11, 08:12 PM
Frau Kaleun, please: Can you post your JSGME list for SH3 Commander? Or the mods installed in commander (with their folders)?

I need that reference for avoid problems...:hmmm:

Many thanks and best regards!

Fitzcarraldo :salute:

Here 'tis:

Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 3\GWX3\SH3 Commander\MODS]
My StaticSettings
Nightclub
Ship Names
WB's Warning Orders (SH3 Cmdr) v1.3
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
MFM-v3-US+UK_Skins19391101
MFM-v3-US+UK_Skins19400201
MFM-v3-US+UK_Skins19400501
MFM-v3-US+UK_Skins19400801
MFM-v3-US+UK_Skins19401101
MFM-v3-US+UK_Skins19410201
MFM-v3-US+UK_Skins19410801
MFM-v3-US+UK_Skins19420201
DD_OpenHatch_v3.09_w_CDC_Fix_&_Int_Orders
FM_NI_V1.0 [no sdl file] w Blue Int & Int Orders
GWX - Open Hatch Mod
Random Dockside Music
Mutant 20km Env Mod For GWX3 & SH3 Cmdr
7B Turms Your Way

As you can see, I am using JSGME to mod Commander, instead of manually moving the files in and out of the appropriate folders.

Keep in mind that if you take a mod designed to be enabled in the game folder, but want to mod Commander to enable the mod in the game for you when you launch it, you will have to create the correct the folder/file structure before you use JSGME to put that mod in Commander.

For instance I'm using JSGME to mod Commander to enable FM New Interiors in the game but only when I play a Type VII. So the mod's 'data' folder needs to end up in the SH3 Commander\U-boat folders for the Type VII boats.

So the file structure ends up looking like this:

http://img109.imageshack.us/img109/8321/sh3cmods.jpg

Each 'data' folder contains all the files needed to enable the mod in the game. When I enable the mod in Commander with JSGME, it writes a copy of the 'data' folder into each U-boat folder for the Type VII boats. When I launch the game via Commander to play a Type VII, Commander writes everything in the 'data' folder for that type boat into the game files, thus enabling the mod in the game for that gaming session.

fitzcarraldo
03-09-11, 06:29 AM
Here 'tis:

Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 3\GWX3\SH3 Commander\MODS]
My StaticSettings
Nightclub
Ship Names
WB's Warning Orders (SH3 Cmdr) v1.3
MFM-v3-Neutral-Skins-1940
MFM-v3-US+UK_Skins19390901
MFM-v3-US+UK_Skins19391101
MFM-v3-US+UK_Skins19400201
MFM-v3-US+UK_Skins19400501
MFM-v3-US+UK_Skins19400801
MFM-v3-US+UK_Skins19401101
MFM-v3-US+UK_Skins19410201
MFM-v3-US+UK_Skins19410801
MFM-v3-US+UK_Skins19420201
DD_OpenHatch_v3.09_w_CDC_Fix_&_Int_Orders
FM_NI_V1.0 [no sdl file] w Blue Int & Int Orders
GWX - Open Hatch Mod
Random Dockside Music
Mutant 20km Env Mod For GWX3 & SH3 Cmdr
7B Turms Your Way

As you can see, I am using JSGME to mod Commander, instead of manually moving the files in and out of the appropriate folders.

Keep in mind that if you take a mod designed to be enabled in the game folder, but want to mod Commander to enable the mod in the game for you when you launch it, you will have to create the correct the folder/file structure before you use JSGME to put that mod in Commander.

For instance I'm using JSGME to mod Commander to enable FM New Interiors in the game but only when I play a Type VII. So the mod's 'data' folder needs to end up in the SH3 Commander\U-boat folders for the Type VII boats.

So the file structure ends up looking like this:

http://img109.imageshack.us/img109/8321/sh3cmods.jpg

Each 'data' folder contains all the files needed to enable the mod in the game. When I enable the mod in Commander with JSGME, it writes a copy of the 'data' folder into each U-boat folder for the Type VII boats. When I launch the game via Commander to play a Type VII, Commander writes everything in the 'data' folder for that type boat into the game files, thus enabling the mod in the game for that gaming session.

Many thanks, Frau Kaleun!

And I have two questions:

Why you use FM interiors via Commander? I think (only I think), the Interiors only charge with VIIC in game. If I use type IX, the interiors charges in memory? :hmmm:

Do you have some problem with SDL in interiors? I use Thomsen Sounds, this mod have his own SDL file, but I need overwrite the file with the SDL of Interiors, or I go direct to CTD. Eliminate you the FM Interiors' SDL without crashes?

Best regards.

Fitzcarraldo :salute:

frau kaleun
03-09-11, 11:54 AM
Many thanks, Frau Kaleun!

And I have two questions:

Why you use FM interiors via Commander? I think (only I think), the Interiors only charge with VIIC in game. If I use type IX, the interiors charges in memory? :hmmm:

Do you have some problem with SDL in interiors? I use Thomsen Sounds, this mod have his own SDL file, but I need overwrite the file with the SDL of Interiors, or I go direct to CTD. Eliminate you the FM Interiors' SDL without crashes?

Best regards.

Fitzcarraldo :salute:

You can use the U-boat folders in Commander to enable mods depending on what type of boat you are in, the same way you use the Date folders to enable mods based on the in-game date when you launch the game.

The way I have it set up, FM New Interiors only gets written into the game if I'm playing a Type VII. DD'S Open Hatch gets enabled for a Type IX, and the GWX Open Hatch mod gets enabled for a Type II or XXI.

Using Commander to write the mods into the game as needed for different boats means I don't have to enable/disable them myself should I ever decide to switch boats at some point.

The reason I took the .sdl file out of New Interiors when Commander enables it is because I already have Aces' Combined SH3.SDL Files v2 enabled in the game all the time, since I need it for several other mods that are always enabled as well as New Interiors. I would have it enabled anyway for those other mods, whether or not New Interiors is enabled via Commander; so I don't want the .sdl file from New Interiors to overwrite Aces' combined version.

I did have problems with the file's entry for New Interiors' diesel sounds, I had to set the Doppler factor to zero to get rid of distortion when inside the boat and I turned down the volume a bit. But that's it. I haven't really eliminated the New Interiors .sdl file, the data it uses is included in Aces' Combined version and that's the one I'm using.

I'm not entirely sure but I think the only change New Interiors makes to the game's .sdl file is the entry DD_Engine.DieselEx, maybe if you copied the entry from that mod's file and pasted it into the one from Thomsens Sounds and then used the combined version with both mods running, you would be okay? You might have an .sdl file that is compatible with both mods that way. I'm not familiar at all with Thomsens Sounds, but you could try it and see. You'd need Silent 3ditor to open and edit the file.

fitzcarraldo
03-09-11, 12:20 PM
You can use the U-boat folders in Commander to enable mods depending on what type of boat you are in, the same way you use the Date folders to enable mods based on the in-game date when you launch the game.

The way I have it set up, FM New Interiors only gets written into the game if I'm playing a Type VII. DD'S Open Hatch gets enabled for a Type IX, and the GWX Open Hatch mod gets enabled for a Type II or XXI.

Using Commander to write the mods into the game as needed for different boats means I don't have to enable/disable them myself should I ever decide to switch boats at some point.

The reason I took the .sdl file out of New Interiors when Commander enables it is because I already have Aces' Combined SH3.SDL Files v2 enabled in the game all the time, since I need it for several other mods that are always enabled as well as New Interiors. I would have it enabled anyway for those other mods, whether or not New Interiors is enabled via Commander; so I don't want the .sdl file from New Interiors to overwrite Aces' combined version.

I did have problems with the file's entry for New Interiors' diesel sounds, I had to set the Doppler factor to zero to get rid of distortion when inside the boat and I turned down the volume a bit. But that's it. I haven't really eliminated the New Interiors .sdl file, the data it uses is included in Aces' Combined version and that's the one I'm using.

I'm not entirely sure but I think the only change New Interiors makes to the game's .sdl file is the entry DD_Engine.DieselEx, maybe if you copied the entry from that mod's file and pasted it into the one from Thomsens Sounds and then used the combined version with both mods running, you would be okay? You might have an .sdl file that is compatible with both mods that way. I'm not familiar at all with Thomsens Sounds, but you could try it and see. You'd need Silent 3ditor to open and edit the file.

Ever I learn some new tip with your clears explications, Frau Kaleun :yeah:

Many thanks and Iīll try to put my stuff in Commander.:up:

Best regards.

Fitzcarraldo :salute:

frau kaleun
03-09-11, 12:44 PM
Ever I learn some new tip with your clears explications, Frau Kaleun :yeah:

Many thanks and Iīll try to put my stuff in Commander.:up:

Best regards.

Fitzcarraldo :salute:

You're very welcome.

You can also use the Flotilla folders in Commander to enable certain things only when you're playing in a particular flotilla. This is nice if you want different environment files for the Atlantic, Med, and Arctic. :yeah:

Once you figure out how to set these things up right, the tricky part is making sure that you don't have something in Commander that is going to overwrite something you already enabled in the game and don't want to lose. Remember that anything being enabled by Commander will overwrite anything you've already enabled in the game if the same files are involved, and you won't get the same alert about it that you'd get if you enabled everything into the game with JSGME.

iambecomelife
03-09-11, 09:50 PM
How do you do that?

Do you put simply, say, MFM-v3-US+UK_Skins19390901 file in the SH3 Date folder?

or

do you rename it as 19390901 before putting it?

As FKL said, you can use SH3 Commander's date based file transfers; another method is to enable & disable in JSGME. Simply ignore the conflicting file messages that will pop up.

KptnLt Eric Karle
03-10-11, 03:47 AM
How do you do that?

Do you put simply, say, MFM-v3-US+UK_Skins19390901 file in the SH3 Date folder?

or

do you rename it as 19390901 before putting it?

Inside SH3 Commander's Date folder there are already a series of folders named for each month of the war, inside each months folder there is a data folder as in the game. By default the only files inside these folders are the War radio mod (data/Sound/Gramophone/Radio.wav) any mods that you wish to install will need to be added to these data folders using the same ingame folder structure as you would if you were adding the files directly to the game or using JSGME

VONHARRIS
03-18-11, 11:53 AM
What do I have to do to run the MFM?
Spec: windows xp professional SP3
intel core 2 duo 3.00GHz
RAM : 2 GB 2x1 Gb cards(even raised to 4GB 4x1Gb cards)
Asus Nvidia 460GTX

SH3 + gwx + sh3c + a lot of mods=great game
BUT I want the MFM!
I can not even run the lite version.
It causes CTD at the end of loading the saved game or when I load the Museum.

In my despair I have even used the 4GB patch but I don't think it improved anything.

HELP ME !
Thank you all.

fitzcarraldo
03-18-11, 12:37 PM
What do I have to do to run the MFM?
Spec: windows xp professional SP3
intel core 2 duo 3.00GHz
RAM : 2 GB 2x1 Gb cards(even raised to 4GB 4x1Gb cards)
Asus Nvidia 460GTX

SH3 + gwx + sh3c + a lot of mods=great game
BUT I want the MFM!
I can not even run the lite version.
It causes CTD at the end of loading the saved game or when I load the Museum.

In my despair I have even used the 4GB patch but I don't think it improved anything.

HELP ME !
Thank you all.

Do you use the 4Gb Patch? Do you have the XP with 64 bits?

I have a lot of mods, and MFM full version, and SH3 GWX works fine in my PC:

Windows 7 Home Premium
Intel i7
4 Gb RAM (I use the 4 Gb Patch).
ATI RADEON 5970.

Without the 4GbPatch, in my system, MFM go to CTD...Only with the 4GP works...

Best regards.

Fitzcarraldo :salute:

Fubar2Niner
03-18-11, 12:49 PM
What do I have to do to run the MFM?
Spec: windows xp professional SP3
intel core 2 duo 3.00GHz
RAM : 2 GB 2x1 Gb cards(even raised to 4GB 4x1Gb cards)
Asus Nvidia 460GTX

SH3 + gwx + sh3c + a lot of mods=great game
BUT I want the MFM!
I can not even run the lite version.
It causes CTD at the end of loading the saved game or when I load the Museum.

In my despair I have even used the 4GB patch but I don't think it improved anything.

HELP ME !
Thank you all.

@VONHARRIS

If your OS is 64bit which I doubt, as the 4GB patch isn't working for you. You'll have to use the 3GB switch for 32bit systems I have posted info regarding this in the past but for the life of me can't remember where. Do a search of the forums mate, I'm sure it'll tip the answer up for you. Best of luck kaleun :salute:

Best regards.

Fubar2Niner

frau kaleun
03-18-11, 01:42 PM
Ditto to what was said above. The only thing that worked for me was switching to 64-bit. At this point that would also mean switching to Win7 as I don't think MS is still selling XP in either version, you might be able to find a retail copy of XP 64-bit from an independent seller but when I looked late last year it was more expensive than just buying Win7.

The problem with the 32-bit OS is that it only recognizes 4 gigs of RAM total, for the whole system, no matter how much you have physically plugged into the mobo. The 4 GB patch for the game will allow the game to use up to 4 gigs of RAM, but it will never be able to use that much since the OS limits you to 4 gigs total for everything that's running, including Windows itself.

On my 32-bit system Windows only recognized 3.25 gigs of RAM despite more being installed - and I could never boot up with the /3GB switch enabled, no matter how much I tinkered with it. I think this had something to do with some of the 4 gigs of usable RAM being already 'reserved' for the gfx card, and then the OS couldn't boot on what was left over for it with the switch enabled. Honestly I'm not quite sure but that was one explanation I found that made sense at the time.

But generally speaking - it's gonna be a memory issue, and unfortunately on a 32-bit system you're always gonna top out at 4 gigs total for everything no matter what you do. Getting the /3GB switch for Windows to work certainly couldn't hurt, though.

VONHARRIS
03-18-11, 02:22 PM
Indeed , my OS is 32bit.
So there is no hope for me.
I agree with Frau Kaleun as I have seen what she has written with my own eyes on my PC.

On the other hand , I wonder if I take manually some ships of the mod (ie the tankers) and put them myself in the game as third part ships , will this work?

I will try and let you know.

fitzcarraldo
03-18-11, 02:38 PM
Indeed , my OS is 32bit.
So there is no hope for me.
I agree with Frau Kaleun as I have seen what she has written with my own eyes on my PC.

On the other hand , I wonder if I take manually some ships of the mod (ie the tankers) and put them myself in the game as third part ships , will this work?

I will try and let you know.

You can try the MFM Interim Beta, itīs the same as MFM but there arenīt the neutral ships. This "light" version is more friendly with low end systems.

Regards.

Fitzcarraldo :salute:

Fubar2Niner
03-18-11, 02:42 PM
Indeed , my OS is 32bit.
So there is no hope for me.
I agree with Frau Kaleun as I have seen what she has written with my own eyes on my PC.

On the other hand , I wonder if I take manually some ships of the mod (ie the tankers) and put them myself in the game as third part ships , will this work?

I will try and let you know.

Best of luck shipmate, I'm sure many more 32bit users will view this with interest :yep:

Best regards.

Fubar2Niner

frau kaleun
03-18-11, 02:45 PM
I know when I first started looking at the mod, there were posts where people had taken selected ships and added them in small batches with favorable results.

Someone else may have better info on the process but I think all you need to do is:

1) Copy the data\Sea\**** folder for whichever ship you want to add from the mod to the data\Sea folder in your game directory.

2) Check in the data\Roster folders of the mod to see which nations' rosters contain a ****.cfg file matching that particular ship. Copy that ****.cfg file to the same nations' folders in the data\Roster directory of your game installation. (This should be relatively easy, the ***A ships are American, the ***B ships are British, IIRC only the ***X ships will show up in more than one nation's roster.)

3) Add a line to the EnglishNames.cfg file in the game's data\Sea folder for each ship you add, by class name:

T01A=Tanker
T09A=Tanker

etc., for whatever classes you add.

brabham85
03-18-11, 03:21 PM
I know when I first started looking at the mod, there were posts where people had taken selected ships and added them in small batches with favorable results.

Someone else may have better info on the process but I think all you need to do is:

1) Copy the data\Sea\**** folder for whichever ship you want to add from the mod to the data\Sea folder in your game directory.

2) Check in the data\Roster folders of the mod to see which nations' rosters contain a ****.cfg file matching that particular ship. Copy that ****.cfg file to the same nations' folders in the data\Roster directory of your game installation. (This should be relatively easy, the ***A ships are American, the ***B ships are British, IIRC only the ***X ships will show up in more than one nation's roster.)

3) Add a line to the EnglishNames.cfg file in the game's data\Sea folder for each ship you add, by class name:

T01A=Tanker
T09A=Tanker

etc., for whatever classes you add.

I did just that to solve those bizarre neutral-not-neutral ships...

frau kaleun
03-18-11, 03:32 PM
I did just that to solve those bizarre neutral-not-neutral ships...

The "neutral-not-neutral" ships are that way on purpose to make things more interesting. :yep:

But there's no reason not to remove them from the Allied rosters if that's your preference, more ships = more options for everybody, always a good thing IMO. :D

VONHARRIS
03-18-11, 04:25 PM
I started with the T08A 12,000ton tanker and the L01B 9,000ton heavy merchant.
I added those ships only to the English roster and it worked so far.
I will keep on adding.

frau kaleun
03-18-11, 04:49 PM
I started with the T08A 12,000ton tanker and the L01B 9,000ton heavy merchant.
I added those ships only to the English roster and it worked so far.
I will keep on adding.

T08B or X maybe? I don't think there is an 'A' for the T08. :hmmm:

At any rate, as long as it works you can add until your system can't handle any more. :yeah:

VONHARRIS
03-18-11, 05:26 PM
T08B or X maybe? I don't think there is an 'A' for the T08. :hmmm:

At any rate, as long as it works you can add until your system can't handle any more. :yeah:

Correct Frau Kaleun. Typing error.
So far the following are added : L01B Heavy Merchant 01
M10B Hog Islander UK
T08B Tanker 08
T14B Tanker CAM-ship (my favorite)
PR01 Repair ship (in British roster)
Next to come are the fleet oilers

Damo
03-18-11, 11:45 PM
I run MFM full on the following:

XP Home SP3 32Bit
AMD Athlon 5600+ Dual Core
2x 1Gig Crucial Ballistix 800mhz RAM (2Gig total)
ASUS M2A-VM moby (really not suited to hardcore gaming and budget by all means, but it does the job).
ASUS 9800GT 1 GB GPU
Seagate Barracuda 80Gig SATA Drive for OS & Apps
Seagate Barracuda 160Gig SATA Drive for games and other tidbits.
Some fancy blue lights on the front. (Essential...)

Now, when I say I run MFM full on this rig, here's the tradeoffs:

I know I'm at the very limit of what my system and the game engine will allow me to get away with, teetering would be a good expression to use. As such, there are certain things that I have to abide by and procedures to follow when I fancy taking a trip to blow stuff up. Firstly, mods. I installed MFM just after I was moved to Lorient, a harbor that hasn't received any real updating from stock. I also have the Wilhelmshaven & St Nazaire addons installed but as I've only done 3 patrols with MFM I've not tried loading up in Wilhelmshaven with MFM enabled. A bridge too far maybe? Possibly, and something I'll get around to testing eventually. Also, I did have issues with the Interiors mod and Kernel.dll CTD's which led me to enable the /3GB switch and apply the 4 GB patch that solved the problem 80% of the time, but did not eradicate it. I'm pretty certain I'd have a lower success rate if I enabled MFM with the Interiors mod and I doubt I'll ever sail it out of Wilhelmshaven.

It all comes down to resources I guess, supply and demand. The game demands it and eventually the system just says 'No, sorry, but no'. With that in mind I know I have to free up as many resources as possible before starting the game, so I do a fresh restart into my /3GB switch OS, let it load up fully then run Gamebooster to close programs and free up RAM. Then I open Task Manager and make sure there's nothing running I can do without. I often disable my internet too, but not always (I forget that bit) in case my programs think during that long load cycle of SH3 is the best time to download an update or five.

The way I see it, at the moment I'm driving an IXB and will be running out of Lorient for a long time to come (or not if the RN have their way...), so I don't need the Interiors, and I don't have to worry about the extra drain of the updated harbors. In the past I've spent so much time rearranging, adding, tweaking/merging mods I just want to sit back and enjoy the game so I've forbidden myself from any more adding or tinkering so I can concentrate on getting past '42, which is something I've not managed before, not because I'm a bad Kaleun, but because I can't resist that extra little thing here, or that new UI there etc, etc. As I've said before, it's this mod soup phenomenon that draws me to SH3 and the stirling work of those that make it possible, but it doesn't make for a relaxing, hassle free gaming experience unless I put the brakes on and settle for what I have right now.

Eventually, I will either die or sail up the Thames and win the war with a deck gun barrage to Winston himself and then my problems will start over, where I have to compromise my mod list to allow me to sail from Wilhelmshaven, or have somewhere to sit and eat my salami inside my VII, or have lots of varied ships to sling hot lead at. I won't be able to do all of the above until I get W7 64bit and the ability to add more RAM, but for now I have my IXB and my French mistresses as well as lots of lovely ships to look at before I realise I should be sinkin 'em. Although I'm limited in as far as what I can do in game, it doesn't change the game for the worse for me, it's still as immersive and dark as it ever was, just now I can actually play quite happily within the confines of my 'happy medium', which is something I haven't done before.

There will come a time as I said that I'll have to strip it back and start again, but as I seem to have less time to play games nowadays, I'm pretty confident the next time I do a reinstall, it'll be on a new W7 system that is looking very likely not so far in the future. The main point is, everybody has a different mod list and a different spec. There is NO hard and fast rule as to what works and what doesn't, you just have to put in the time to work out what you can get away with and what you have to sacrifice in order to finally sit back and enjoy the game. It's taken me about a year to reach this point, but the knowledge I've gained and the respect I have for the modders and all those that fill these threads has made every minute worthwhile.

It might also be the reason why I decided yesterday to take a punt on SH5 in the hope that it too receives the kind of loving touches SH3 has over the years. After trying a few mods and reading the '5 forums, I'm optimistic that this will indeed be the case (it already is tbh) but the decision to pick up the game and then swap hard earned currency for it (much to the obvious dismay of my girlfriend...), was only because of Subsim and those that work to add the finishing touches that modern day game developers are either unwilling to, or forced not to themselves.

I just wish I was 16 again so I could get away with lazing around the house in my underwear playing computer games all day, but alas, I can't. Kids got it good nowadays...

:yawn:

VONHARRIS
03-19-11, 01:17 AM
Frau Kaleun , No3 of your procedure is not neccesary because the English names.cfg of GWX has already the entries of the MFM.

Thank you all for your support

frau kaleun
03-19-11, 10:06 AM
Frau Kaleun , No3 of your procedure is not neccesary because the English names.cfg of GWX has already the entries of the MFM.

Thank you all for your support

Good point,I always check though to make sure that there's an entry for anything that gets added to the game. I've just gotten into the habit, in fact I just spent considerable time going through my own list to square it with all the ship folders to make sure it matched up as part of a bigger project that I'm still working on.

VONHARRIS
03-23-11, 08:37 AM
Things are going very well. I have added 17 ships of the MFM and no ctd so far.
I will keep adding.

Salvadoreno
03-30-11, 01:30 PM
Things are going very well. I have added 17 ships of the MFM and no ctd so far.
I will keep adding.


Hey VON are u running MFM with NYGM??? I noticed you didnt install MFM full but added it in bits and pieces, does installing it full cause problems with NYGM and MaGUI?

Can i see your Install order?

fitzcarraldo
03-30-11, 08:32 PM
Hey VON are u running MFM with NYGM??? I noticed you didnt install MFM full but added it in bits and pieces, does installing it full cause problems with NYGM and MaGUI?

Can i see your Install order?

I donīt use NYGM now, but I remember a fix or patch for the MFM in that supermod.

Regards.

Fitzcarraldo :salute:

VONHARRIS
04-01-11, 01:55 PM
Hey VON are u running MFM with NYGM??? I noticed you didnt install MFM full but added it in bits and pieces, does installing it full cause problems with NYGM and MaGUI?

Can i see your Install order?
I used NYGM for a short time just to check it. Inside the download there are two mods IABLShipsforNYGM_New and MFM-Interim-Beta_NYGM which install part of the MFM in NYGM.

I didn't like NYGM so I returned to GWX.

The bits and pieces "installation" was used with GWX because when I installed the whole mod it crashed.
Notice : After you install each ship you have to run the game to check that it runs OK.

BRNR
04-01-11, 10:12 PM
I have a question on this mod. Forgive me if it was written but I'm not sure I can read through 45 pages of this thread as my mind will explode. :timeout:

I have several installs of SHIII to test mods and have an original in order to play online with friends who do not tinker with mods.

I assume this mod will show up in the MUSEUM? I don't see anything there but the default ships.

I have seen these ships on another install with GWX mod installed, the tutorial torpedo mission, so I could test, I saw the better skins from this mod. BUT, I was getting a lockup/crash when loading a mission or going to Museum.

I used JSGME to activate the mod.

I made another clean install of SHIII, no mods, except this one, I go to museum, no new skins, nor do I see them in the mission I use to test, the torpedo tutorial mission.

I am a bit new to JSGME and these mods. so its possible I'm mucking something up.

Suggestions?

frau kaleun
04-01-11, 10:29 PM
What are your system specs? Using this mod requires a lot of memory, first and foremost.

Sailor Steve
04-01-11, 10:37 PM
Forgive me if it was written but I'm not sure I can read through 45 pages of this thread as my mind will explode. :timeout:
Those of us whose heads exploded long ago are highly offended by your pathetic attempts to avoid this exhilarating experience. :O:
:rotfl2:

I really don't have anything useful to add, other than that I can't use this mod at all for the reasons Frau K listed.

I just wanted to say WELCOME ABOARD! :sunny:

BRNR
04-02-11, 08:21 AM
What are your system specs? Using this mod requires a lot of memory, first and foremost.

I'm running this on an i7 930, 6GB Ram, with a 5870 1GB ATI Card.


I just wanted to say WELCOME ABOARD! :sunny:

Aye mate! Thank you! It's a much friendlier community compared to some of those FPS groups.

Love tinkering with these mods when time permis :arrgh!:

fitzcarraldo
04-02-11, 08:49 AM
I'm running this on an i7 930, 6GB Ram, with a 5870 1GB ATI Card.



Aye mate! Thank you! It's a much friendlier community compared to some of those FPS groups.

Love tinkering with these mods when time permis :arrgh!:

Add you the ships in the englishnames.cfg?

In a post of Frau Kaleun, in this same thread, there is the complete list for add to your englishnames.cfg.

Please, read the instructions in the mod. The list there isnīt in the instructions of MFM full, but we have that list thanks to Frau Kaleun.

I donīt find the post, but there is in this thread...I canīt read the 45 pages and become as you...:O::-?:O::-? :dead::dead::dead:

For FPS: my PC is similar to your machine, and run perfectly with MFM full...but I use 4GbPatch.

Best regards.

Fitzcarraldo :salute:

BRNR
04-02-11, 09:10 AM
Add you the ships in the englishnames.cfg?

Bloody hell mate! Thats what I get for pretending to RTFM at a late hour with glossy eyes. I guess I missed that and explains why I didnt see anything. I assumed through programmers magic all ships would just, SHOW UP! :yeah:

frau kaleun
04-02-11, 11:01 AM
Yes, you need to add the new MFM ships to EnglishNames.cfg with a display name for each, if you haven't already.

If you use a list I posted upthread, doublecheck it, I've reworked mine several times since then and found some duplicates - not sure if they were there when I posted it before or came later when I was tinkering. But you should have a line in EnglishNames.cfg for each ship that has a folder in data\Sea.

You've got plenty of RAM, are you running a 64-bit OS or 32-bit?

Either way, get the 4GB patch for the game .exe if you don't have it already. It will let the game use way more of your available RAM than it can without the patch. :yep:

BRNR
04-02-11, 02:46 PM
You've got plenty of RAM, are you running a 64-bit OS or 32-bit?

Yes, I'm 64 bit.


Either way, get the 4GB patch for the game .exe if you don't have it already. It will let the game use way more of your available RAM than it can without the patch. :yep:
I'm not aware of a 4GB patch so I'll search it in the forum and see what its about.

frau kaleun
04-02-11, 03:17 PM
Yes, I'm 64 bit.


I'm not aware of a 4GB patch so I'll search it in the forum and see what its about.

http://www.subsim.com/radioroom/showthread.php?t=177274&highlight=4GB+patch

Really a must-have, especially with the 64 bit OS - if Windows is gonna let you use all that memory, why not let the game have as big a chunk of it as possible?

BRNR
04-02-11, 10:37 PM
Looks like a wonderful amount of work, sadly I am unable to get this one to fly. The documentation can use some help and if not in the download, then in the first post of this thread. But it looks like it had a lot of good work put into it so hats off to those involved.

frau kaleun
04-02-11, 11:06 PM
Looks like a wonderful amount of work, sadly I am unable to get this one to fly. The documentation can use some help and if not in the download, then in the first post of this thread. But it looks like it had a lot of good work put into it so hats off to those involved.

Can you be more specific about what's not working for you at this point?

The MFM should be JSGME ready, I think the only thing you'd have to do manually is add the necessary lines to the EnglishNames.cfg file in your data\Sea folder.

Is the game crashing or freezing after enabling the mod with the necessary edits to EnglishNames.cfg? If so, have you already applied the 4GB patch for the sh3.exe file?

If you have set up the mod correctly, but have not applied the patch, the game is still limited to 2GB RAM maximum no matter how much your system has available. Most people find that this is not enough to run the game with the full Merchant Fleet Mod enabled. IIRC trying to get into the Museum can be especially problematic if memory is an issue.

mr chris
04-03-11, 08:08 AM
Does anyone have a English names CFG for the latest download?

Just had a patrol and sunk a few of the ships and all i get when it come to identifying the ships is M01X, M08B etc.

frau kaleun
04-03-11, 10:46 AM
Here's what I have as display names in EnglishNames.cfg for MFM ships:

The three 'AK' ships are listed as Naval Cargo Ship

AM01A=Ammunition Ship

The two 'AO' ships are listed as Fleet Oiler

The three 'L' ships are listed as Heavy Merchant

All the 'M' ships are Medium Merchant, except for:

M10A=Hog Islander
M21B=CAM-Ship
M35B=Empire-type Freighter
M35Hansa=Tall Hansa Freighter
M36B=CAM Freighter
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch

The two 'O' ships are listed as Ore Freighter

Q01B=Medium Merchant

SLaunch01=Steam Launch

And all the 'T' ships are Tanker, except for:

T14B=Tanker CAM-Ship

I think that covers all the stuff in my MFM download, but I've tinkered with everything so much lately that I can't remember what came from that and what got put in from other sources. If you have a ship that's not accounted for let me know and I'll see what I've got for it.

mr chris
04-03-11, 11:00 AM
Here's what I have as display names in EnglishNames.cfg for MFM ships:

The three 'AK' ships are listed as Naval Cargo Ship

AM01A=Ammunition Ship

The two 'AO' ships are listed as Fleet Oiler

The three 'L' ships are listed as Heavy Merchant

All the 'M' ships are Medium Merchant, except for:

M10A=Hog Islander
M21B=CAM-Ship
M35B=Empire-type Freighter
M35Hansa=Tall Hansa Freighter
M36B=CAM Freighter
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch

The two 'O' ships are listed as Ore Freighter

Q01B=Medium Merchant

SLaunch01=Steam Launch

And all the 'T' ships are Tanker, except for:

T14B=Tanker CAM-Ship

I think that covers all the stuff in my MFM download, but I've tinkered with everything so much lately that I can't remember what came from that and what got put in from other sources. If you have a ship that's not accounted for let me know and I'll see what I've got for it.

Hmm this may sound cheeky but could you copy and paste here. The entries for MFM in your English names Cfg? Just think it might be easier that way.

frau kaleun
04-03-11, 11:56 AM
Hmm this may sound cheeky but could you copy and paste here. The entries for MFM in your English names Cfg? Just think it might be easier that way.

Nope, sorry. My EnglishNames.cfg is heavily edited; the MFM ships are not added on at the end, the entire list was redone so the ships are listed alphabetically not by class name but by the name of their associated folder in data\Sea. In addition there is an extra line of additional data for each ship class prefixed with ';' so I can see it but the game ignores it.

If I did a copy/paste here it would be a giant wall of text.. most of which you don't need and what you did need would be mixed in with a lot of stuff you don't.

I did do a copy/paste of what I had at the time a while back, which is upthread somewhere - that would be more like what you're looking for. I would still recommend double-checking it for errors and duplicates after you add it to your own EnglishNames.cfg, though. :DL

Sailor Steve
04-03-11, 12:46 PM
the entire list was redone so the ships are listed alphabetically not by class name but by the name of their associated folder in data\Sea
Poor obsessive child. :O:




I could save myself a lot of time renumbering everything if I could just convince myself to add new names to the bottom of each list in the Ship Names mod rather than alphabetizing everything.

But I can't. <sigh> :damn:

mr chris
04-03-11, 12:54 PM
No worries.
Am in the middle of knocking my own one up.
Though i have a NLL_ in my list of ships any idea what this one might be?

Sailor Steve
04-03-11, 12:59 PM
That's the Liberty Ship.

mr chris
04-03-11, 01:00 PM
Ah cheers Steve.
Saw it was a type 102 but had no idea what it was without loading up the game.
Great all finished now lets add it to the English names CFG and see if it works.

EDIT: Worked like a dream. Thanks for all the help.

frau kaleun
04-03-11, 02:14 PM
LL=Liberty Cargo

It may already be in your list, check to make sure you don't duplicate it unnecessarily.

It's in the MFM but I'm pretty sure that version just overwrites the one that was already there, as the class exists in both stock and GWX.

Poor obsessive child. :O:


Tell me about it. I started out the whole thing just wanting to have different ShipNames.cfg files for before and after the US enters the war.

I now have six ShipNames files, one for each year of the war, and the whole project also led to a thorough investigation of my data\Sea and data\Roster folders both in the game installation and in every mod that adds ships to the game, plus a complete overhaul of EnglishNames.cfg so that I could print it out and use it as a reference when working with other files and folders. Plus I had to remap all of IABL's neutral 'X' ships to something already in ShipNames, or else cobble together a new list for them by using some of the names that were already there for the identical 'A' and 'B' classes.

It's what I'm working on right now, trying to make sure all the files are complete so I can set them up for enabling/disabling in Commander as my next career progresses.




I say "next career" like I'm actually going to have one. :wah: :O:

Tweety
04-08-11, 11:49 AM
I was on a patrol in area AN 13 when I came across a medium merchant 01.

I found I have two problems.

1. The medium merchant 01 didn't have a image of this ship in the rec manual.
2. On the nav map instead of seeing the icon of a ship is says no tga file found.

list of my mods.

GWX
MAGUI FINAL
optional-blue recmanual for MaGui F
optional-stopwatch with speed lines for MaGui F
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Type VII salvo selector
Unofficial_rockets_fix_GWX3.0
TMT v2 GWX
MFM-Interim-Beta Lite version
MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2
Umark
YELLOW Filters on Scopes+Binoculars for MaGui F

Would anyone have any ideals how to fix these problems.

Tweety

frau kaleun
04-08-11, 12:02 PM
(I'm basing this on the assumption that Medium Merchant 01 corresponds to the "M01" classes of ships in IABL's mods, someone correct me if I'm wrong.)

Look in your data\Sea folder. Does it contain either or both of the following folders?

M01A
M01B

(There shouldn't be an M01X if you are using the Lite version with no neutral ships, again, someone correct me if I'm wrong.)

If you have one or both of those folders, look and see what files are in them.

I'm pretty sure the .tga files for each ship and its recog manual page are in its data\Sea folder, so I'm guessing maybe some of the necessary files are missing?

Or I could be on the wrong track entirely, in which case someone will be no doubt be along shortly to point you in the right direction.

HW3
04-08-11, 12:28 PM
The M01A, M01B, and M01X are indeed the Medium Merchant 01. The data\Sea folders should have a M01A_sil, or M01B_sil, or M01X_sil in them for the rec manual picture and a M01A_shp, M01B_shp, or M01X_shp for the nav map.

:salute:

Tweety
04-08-11, 12:50 PM
Hello HW3 and frau kaleun.

I checked the

MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2

These two folders are missing the M01A_sil, M01B_sil, and M01X_sil.

The MFM-Interim-Beta Lite version contains the M01A_sil, M01B_sil, and M01X_sil. so I'm thinking the MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 is installed after the MFM-Interim-Beta Lite version which is overwriting the MFM-Interim-Beta Lite version.

I am going to uninstall MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2 and see if the tga file shows up.

Tweety

An update:

I uninstalled MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 and left MFM-Interim-Beta Lite version installed.

I went into the game and checked the rec manual.
I have two ships called Medium merchant 01.
The 1st has an image with tonnage of 5000.
The 2nd has no image and tonnage of 5425.

Is there supposed to be only one Medium merchant 01 and not two ships.

All the other ships don't have a twin only a single.

Tweety.

I have an image show up for the Medium merchant 01 and I

frau kaleun
04-08-11, 01:09 PM
Hello HW3 and frau kaleun.

I checked the

MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2

These two folders are missing the M01A_sil, M01B_sil, and M01X_sil.

The MFM-Interim-Beta Lite version contains the M01A_sil, M01B_sil, and M01X_sil. so I'm thinking the MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 is installed after the MFM-Interim-Beta Lite version which is overwriting the MFM-Interim-Beta Lite version.

I am going to uninstall MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2 and see if the tga file shows up.

Tweety

The skins packs are only for adding additional or different skins to the ships... enabling them shouldn't remove any necessary files that are part of the Interim Beta mod's data\Sea folders. If the files are there after enabling the Interim Beta mod, they should still be there after enabling the skin packs. At most the packs would just overwrite them with different versions of the same files, if they don't contain different versions the originals should remain untouched.


In the Interim Beta there should be two Medium Merchants 01: M01A and M01B. The former is American and will spawn from the American roster only, the latter is British and will spawn from the British roster only.

Tweety
04-08-11, 02:13 PM
frau kaleun Quote:
Originally Posted by Tweety http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1638619#post1638619)
Hello HW3 and frau kaleun.

I checked the

MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2

These two folders are missing the M01A_sil, M01B_sil, and M01X_sil.

The MFM-Interim-Beta Lite version contains the M01A_sil, M01B_sil, and M01X_sil. so I'm thinking the MFM_v3_Skin_Packs-1 and MFM_v3_Skin_Packs-2 is installed after the MFM-Interim-Beta Lite version which is overwriting the MFM-Interim-Beta Lite version.

I am going to uninstall MFM_v3_Skin_Packs-1
MFM_v3_Skin_Packs-2 and see if the tga file shows up.

Tweety

The skins packs are only for adding additional or different skins to the ships... enabling them shouldn't remove any necessary files that are part of the Interim Beta mod's data\Sea folders. If the files are there after enabling the Interim Beta mod, they should still be there after enabling the skin packs. At most the packs would just overwrite them with different versions of the same files, if they don't contain different versions the originals should remain untouched.


In the Interim Beta there should be two Medium Merchants 01: M01A and M01B. The former is American and will spawn from the American roster only, the latter is British and will spawn from the British roster only. I think I solved the missing ship tga file.
The MO1B was missing the M01B_sil and the M01B_shp file.

I copied the two missing files from MO1B the Merchant_Fleet_Mod_3.2 regular version.( This version will crash the game every time I try and start a patrol - the lite version will work)

Both Medium merchant 01 have an image in the rec manual, now its time to head out on patrol and see if the medium merchant 01 shows up on the nav map.

Thank you for your help frau kaleun.:yeah:

Tweety

frau kaleun
04-08-11, 02:19 PM
I think I solved the missing ship tga file.
The MO1B was missing the M01B_sil and the M01B_shp file.

I copied the two missing files from MO1B the Merchant_Fleet_Mod_3.2 regular version.( This version will crash the game every time I try and start a patrol - the lite version will work)

Both Medium merchant 01 have an image in the rec manual, now its time to head out on patrol and see if the medium merchant 01 shows up on the nav map.

Thank you for your help frau kaleun.:yeah:

Tweety

The files in the Interim Beta folder for each ship should match the files in the same ship's folder for MFM - so copying the missing ones over from the bigger mod should work fine. The ships in both mods are the same - the Interim Beta just includes fewer of them, which is probably the reason it doesn't crash your game like the full MFM does.

Happy hunting! :up:

MRV
04-20-11, 01:02 PM
A dumb question: does this mod remove the GWX night lighting on neutral ships?

would really be a pity if so, because I really have to install that one ;)

frau kaleun
04-20-11, 01:16 PM
A dumb question: does this mod remove the GWX night lighting on neutral ships?

would really be a pity if so, because I really have to install that one ;)

This mod only adds additional ships to the game, AFAIK it does not change the files of any ships already in your data\Sea folder, or alter their appearance or behavior.

(The only possible exception might be a couple of IABL's ships that are in the MFM and were also included with other mod(s), I want to say that T09A and T13A were already in my game when I got the MFM and I don't remember if the MFM files for those ships were newer and different than what I had already. :hmmm: )

I run the full MFM and I still see some lit neutrals in the game, some unlit neutrals, and no lit enemies. No difference from what I had before as far as I can tell.

MRV
04-20-11, 01:27 PM
that sounds good, but I guess it wont work for me anyways, I get a CTD when a game is loaded.....ntdll.dll or kernel.dll......

could this be a conflict or am I doing something wrong....

Using GWX, SH3 commander, lifeboat mod and SH4 effects by RB....

frau kaleun
04-20-11, 01:45 PM
that sounds good, but I guess it wont work for me anyways, I get a CTD when a game is loaded.....ntdll.dll or kernel.dll......

could this be a conflict or am I doing something wrong....

Using GWX, SH3 commander, lifeboat mod and SH4 effects by RB....

What are your system specs? Running the MFM requires a lot of memory and the lack of available RAM is the most common source of CTDs.

MRV
04-20-11, 01:51 PM
What are your system specs? Running the MFM requires a lot of memory and the lack of available RAM is the most common source of CTDs.


That shouldn't normally be an issue:

Win7 64bit on an overclocked 3,9 Ghz Phenom II Quad Core (completely stable).
8 Gigs of RAM
nvidia GF GTS 250 1 GB

maybe I need to tell SH3 to use more memory somehow?

Jimbuna
04-20-11, 02:04 PM
That shouldn't normally be an issue:

Win7 64bit on an overclocked 3,9 Ghz Phenom II Quad Core (completely stable).
8 Gigs of RAM
nvidia GF GTS 250 1 GB

maybe I need to tell SH3 to use more memory somehow?

Do you have the often necessary 4GB patch?

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

frau kaleun
04-20-11, 02:14 PM
maybe I need to tell SH3 to use more memory somehow?

DING DING DING we have a winnah! :D

Which is where this comes in:

Do you have the often necessary 4GB patch?

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

The 4GB patch for SH3 will patch the game's .exe file and tell it to use up to 4 gigs of RAM, unpatched the most it will use is 2 gigs no matter how much you've got.

MRV
04-20-11, 02:17 PM
DING DING DING we have a winnah! :D

Which is where this comes in:



The 4GB patch for SH3 will patch the game's .exe file and tell it to use up to 4 gigs of RAM, unpatched the most it will use is 2 gigs no matter how much you've got.


Well, wasn't the first time a program bugged me with this ;) it works with the patch, thx.:up:

frau kaleun
04-20-11, 02:19 PM
Well, wasn't the first time a program bugged me with this ;) it works with the patch, thx.:up:

SINK 'EM ALL! :arrgh!:

Jimbuna
04-21-11, 06:18 AM
LOL

http://www.psionguild.org/forums/images/smilies/wolfsmilies/whistle.gif

BulSoldier
06-02-11, 10:03 AM
I have a problem with the mod.I have played it before in my current configuration but for some reason now it doesnt work.
I have gwx3 and i have enabled olc excelent gui mod.(using SH3 comm aswell) The game works fine with these but as soon as i enable MFM it crashes when i start a career.
So the question is does anyone know what and where the promlem might be ?

Jimbuna
06-02-11, 11:20 AM
How much RAM does your system have?

You may need to add to what you've already got and use the patch that enables your system to recognise more of your memory.

BulSoldier
06-02-11, 12:51 PM
i have 2gb. I believe the problem is somewhere else.Probably some conflict in the game because i have played with those mods before (and a few more for that matter) but since i reinstalled the game it seems something somewhere got terribly wrong.
I was wondering of someone had came across such a thing.

Jimbuna
06-02-11, 05:37 PM
i have 2gb. I believe the problem is somewhere else.Probably some conflict in the game because i have played with those mods before (and a few more for that matter) but since i reinstalled the game it seems something somewhere got terribly wrong.
I was wondering of someone had came across such a thing.

Download the patch and it should sort you out.

frau kaleun
06-02-11, 05:58 PM
i have 2gb. I believe the problem is somewhere else.Probably some conflict in the game because i have played with those mods before (and a few more for that matter) but since i reinstalled the game it seems something somewhere got terribly wrong.
I was wondering of someone had came across such a thing.

I had 4 GB (or however much of that Windows 32-bit would recognize, somewhere around 3.25) and could never run the MFM. It would always CTD, even with no other mods enabled.

Are you sure you were running the full MFM, or was it just the "lite" version? Altho I could never get that to load on my old setup either. :hmmm:

igorlikespike
06-02-11, 07:07 PM
Hello all!

I would like to share my experiences with MFM mod with you.

I installed the light MFM version and whenever I wanted to go to museum, I had CTD. However, when I played campaign (two patrols so far, just to see the new ships), it all worked well. I had no problem singing new merchant ships as some forum members pointed out. One max two torpedos for a medium freighter or 20 shells albeit all aimed slightly below the waterline (you can see explosion and water splash almost instantly) at the same spot. I will try to put these wonderfully modded merchantmen as is described in prior posts&replys.

A heartfelt THANK YOU to ianbecomelife for this excellent mod.
:yeah:

BulSoldier
06-03-11, 05:30 AM
It worked though i had to use the light version.Thank you for the help.

Fish In The Water
06-03-11, 11:33 AM
i have 2gb.

You're not likely to get the full version to run on that...

That being said, I see you're sorted on the lite, so enjoy and happy hunting! :arrgh!:

BossMark
06-03-11, 12:45 PM
You're not likely to get the full version to run on that...


I have 2GB ram and have had know problems running the full version (apart from it takes a couple of more minutes to load):smug:

BossMark
06-05-11, 08:21 AM
I was just wondering, I went to install the Life boat and debris mod but it wanted to overwrite this mod so it would be OK or would it cause problems?.

Jimbuna
06-05-11, 08:38 AM
It should be fine.

BossMark
06-05-11, 08:39 AM
It should be fine.
Ta mate :salute: I shall enable it when I return to port.

Jimbuna
06-05-11, 10:26 AM
Ta mate :salute: I shall enable it when I return to port.

SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

BossMark
06-05-11, 10:45 AM
Will do me best I promise :DL

Jimbuna
06-05-11, 12:46 PM
LOL :DL

Fish In The Water
06-05-11, 09:11 PM
I have 2GB ram and have had know problems running the full version (apart from it takes a couple of more minutes to load):smug:

Happy to hear that...

Most people do have issues, but then they're probably running heavier mod loads. In any event, glad it's working for you! :up:

Sailor Steve
06-06-11, 12:19 AM
I was just wondering, I went to install the Life boat and debris mod but it wanted to overwrite this mod so it would be OK or would it cause problems?.
First thing to do in that situation is look at the warning carefully to see exactly what part of the mod it wants to overwrite. Often it's just the readme. In any case that makes it easier to figure out if you're on safe ground or not.

igorlikespike
06-07-11, 03:42 AM
Hello!

Sad news! I have CTD whenever I try to play campaign or single misssions that are in years 1941 onwards. My system parameters are 2.2gHZ and 2.GB RAM and 32 bit. Of the GWX 3.0 mods I am using enhanced damage effects.
Any help is much appreciated!

Jimbuna
06-07-11, 04:01 AM
Are your CTD's occuring before or after the final loading screen?

What exactly do you have enabled?

The more information the better.

Crécy
06-09-11, 03:36 AM
A bit dumb question but can I enable all skin packs at once or should I disable and enable them depending on the year I'm in the campaign?

igorlikespike
06-09-11, 07:14 AM
Are your CTD's occuring before or after the final loading screen?

What exactly do you have enabled?

The more information the better.

I have CTD in the final loading screen approx. when the red bar is almost 90% full.

frau kaleun
06-09-11, 07:16 AM
should I disable and enable them depending on the year I'm in the campaign?

This. :DL

Jimbuna
06-09-11, 08:27 AM
I have CTD in the final loading screen approx. when the red bar is almost 90% full.

What exactly have you added to SH3 other than GWX?

igorlikespike
06-09-11, 09:22 AM
What exactly have you added to SH3 other than GWX?

I have enabled GWX enhanced damage effect mod and Q-ship mod, nothing else.

Jimbuna
06-09-11, 09:39 AM
I have enabled GWX enhanced damage effect mod and Q-ship mod, nothing else.

Can you load the museum?

If so then it is a scripting fault and if not it may well be one of the models in MFM clashing with one already within GWX.

igorlikespike
06-09-11, 07:46 PM
Can you load the museum?

If so then it is a scripting fault and if not it may well be one of the models in MFM clashing with one already within GWX.


No, i was never able to load it. it is funny that when i tried single mission -"Happy times" everything was working, but there were no new MFM freighters so i tried a campaign, starting in 1939 and everything was working fine. I saw and sank new medium freighters and tankers. When going through all the posts i came across a method of enabling new ships to appear in convoys - and they did; although on map it said it is a neutral convoy (in late 1940) but on close inspection at least 5 ships were from UK. It seems to me that the fault must be in dates and neutrality because i always had CTD whenever i tried convoy battles in 1941(i.e. Freetown convoy) or campaigns from 1941 onwards

HW3
06-09-11, 11:04 PM
Convoy's take their status from the middle ship in the front row, so it does pay to check them all out.

Jimbuna
06-10-11, 05:25 AM
As HW3 states in the post above, the status of the convoy is derived from the lead ship in the centre column.

If the map shows a circle at any time then it has a submarine escort so don't be fooled by that one neither.

It sounds to me like you have a scripting fault/clash in naming between two or more units.

I'm sorry but that's all I can think of atm.

igorlikespike
06-10-11, 10:02 AM
Ok I will try to solve it, although I am not sure that I will make it. HW# and Jimbuna , thanks anyway!




As HW3 states in the post above, the status of the convoy is derived from the lead ship in the centre column.

If the map shows a circle at any time then it has a submarine escort so don't be fooled by that one neither.

It sounds to me like you have a scripting fault/clash in naming between two or more units.

I'm sorry but that's all I can think of atm.

Jimbuna
06-10-11, 07:41 PM
Good Luck :up:

Aces
06-16-11, 04:44 AM
Hi folks,

I'm a very happy chappy right now as I managed to get this excellent mod working last night along with a one of the skin pack otpions and all my other must have (IMO) very heavy mods like FM interiors, St. Nazaire Super Pens v5.1 etc..

I've had a few CTDs along the way whilst experimenting and they turned out not to be related to this mod but another that I installed around the same time. I run windows XP 32 bit with /3gb patch and 4 GB of RAM. I'll post my currently activated mods list tonight, I'm delighted that I can now enjoy this excellent mod in all its glory. I think my current activated mods list including a few of my experimental mods is about 70 plus and includes a lot of BIG mods, not bad for 4GB of RAM.


Thanks for an excellent mod.

Best Regards

Aces

=FI=Ghost
06-16-11, 10:51 AM
I'll post my currently activated mods list tonight,

I'm looking forward to see it!

Aces
06-16-11, 12:03 PM
Hi mate,

Here you go,

Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Ubisoft\SilentHunterIII_GWX\MODS]

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
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Pascal_Port_People
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
TeifeMkI(German)
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Q Ship mod GWX3.0
Derzeitige Tiefe
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
-63MBinSound
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
Karle's_Crash_Dive_Mod
b25_Louder_Diesels_Louder
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Modified Headphones
Aces' Radio Room Postcards v2
Type IXc - The Wolf
RL_E v2 Daily Double 0600_2300
Type IXb - The Wolf
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Aces' St.Nazaire Super Pens v5.1 GWX Version
Supplement to V15G1 (JSGME)
NA
Aces' Supplement to V15G1 MaGUI v3.4 Compat add-on
Aces' Turm 7c-1 Old Emblem Compat Version add-on for Super Turms v6
Merchant_Fleet_Mod_3.2
MFM-v3-US+UK_Skins19410201
Mutant 20km Env Mod For GWX3

Ignore mods in yellow as they're either experimental or customised for my own usage.

Regards

Aces

Fish In The Water
06-16-11, 02:17 PM
I'm a very happy chappy right now as I managed to get this excellent mod working last night along with a one of the skin pack otpions and all my other must have (IMO) very heavy mods like FM interiors, St. Nazaire Super Pens v5.1 etc...

Great additions, enjoy!! :woot:

rudewarrior
07-03-11, 11:19 PM
Hi,

I'm having some issues with loading saved games, and I'm trying to do everything I can to minimize any issues that might be causing it. So I'm trying to eliminate any files that could be unnecessary in the MFM download to minimize the loading burden.

So I have a couple a questions:

1. I noticed that there are generally 4 skins supplied for each ship. Is that the maximum amount? Also, do the file names for the skins have to be in the format XXX_T01.tga, XXX_T02.tga, etc? For example in AK01A there are skins called Navyblue.tga and Splinter.tga in addition to the four standard skins (like AK01A_T01.tga). Will they come up randomly just like one of the other four (so there will be a 1 in 6 chance for any particular skin) or are they just "extras" taking up space?

2. Just to confirm, the files that are absolutely necessary (+4 skins) for each Sea folder are:

.cfg
.dat
.dsd
.eqp
.sim
.sns
.val
.zon
en.log
fr.log
ge.log
shp.tga
sil.tga
T01.tga
T02.tga
T03.tga
T04.tga

Anything else can be eliminated?

Thanx for the help.

igorlikespike
07-04-11, 09:41 AM
Hello!

Unfortununately I have to say that this mod simply will not play on my SHIII GWX 3.0. I have tried almost everything, but always with the same result.CTD, CTD , CTD:damn: Well, I guess I will only have stock GWX mrechants, which ar definetly better than stock SHIII merchants.

Good hunting!

Wolfstriked
07-04-11, 09:52 AM
Looks great,thanks.I love the big flags on the sides of ships.....WAIT don't shoot we from Holland.:haha: It reminds me of a question I always would think but forget to ask.Why didn't ships that were allied just run flags from other countries or run at night with their lights on all in an attempt to fool their attackers?Sorry to ask this in this thread but Do not wanna start anew one for a simple question.

frau kaleun
07-04-11, 06:33 PM
Looks great,thanks.I love the big flags on the sides of ships.....WAIT don't shoot we from Holland.:haha: It reminds me of a question I always would think but forget to ask.Why didn't ships that were allied just run flags from other countries or run at night with their lights on all in an attempt to fool their attackers?Sorry to ask this in this thread but Do not wanna start anew one for a simple question.

Because if it becomes known that a belligerent nation is routinely disguising its own ships as ships from neutral countries, any ships that actually are sailing for those countries will lose the protection still afforded them by their homeland's neutral status. All ships that look "neutral" will be legitimate objects of suspicion and therefore potential targets. You'd be bringing their people and ships into the conflict against their will. At the very least it's not a good way to maintain friendly relations with countries who aren't involved in the conflict and with whom you may still need to do business.

It's also why you don't disguise a ship carrying war supplies or troops as a hospital ship. Hospital ships are off limits because they are assumed NOT to be furthering the war effort of any belligerent country. If you give the belligerent nations a reason to discard that assumption, every hospital ship becomes a suspicious vessel and you give both sides a justification to consider them potentially valid targets.

yubba
07-04-11, 06:42 PM
Sink em all let god sort them out:rock::rock::rock:aaaaaaaaaaarrrrrrrhhhh