View Full Version : [REL] Merchant Fleet Mod for Silent Hunter 3
Wolfstriked
07-04-11, 07:31 PM
Thanks frau kaleun (http://www.subsim.com/radioroom/member.php?u=251195) that explains alot.So it was honor on the Allied countries part to not involve other the neutral countries.I'm pretty sure alot of ships still did this though and would imagine that the Uboats would decide if that ship flying a neutral flag but headed towards England is a target or not.And a quick change before they land back to allied flag so that people did not see their cowardiness.;)
frau kaleun
07-04-11, 08:37 PM
Thanks frau kaleun (http://www.subsim.com/radioroom/member.php?u=251195) that explains alot.So it was honor on the Allied countries part to not involve other the neutral countries.I'm pretty sure alot of ships still did this though and would imagine that the Uboats would decide if that ship flying a neutral flag but headed towards England is a target or not.And a quick change before they land back to allied flag so that people did not see their cowardiness.;)
Well no doubt some "neutral" ships would be considered valid targets under certain conditions. IIRC certain waters were declared a "war zone" once the attempted blockade of Britain began so any ship found to be sailing in and out of there was running the risk of being considered fair game.
And I assume that when it was still feasible for subs to stop a merchant for boarding and inspection, if any ship was found to be carrying war materiel destined for one's enemy that would justify sinking it.
There were some ships - commerce raiders, for instance - that did disguise themselves, but that was done to allow them to sneak up on their own targets, not just to avoid becoming a target themselves.
Anyway I think to some extent you are right that it was a matter of honor, but also a very practical matter of not doing something that would make the seas more dangerous for everyone in the long run just to alleviate some of the danger for yourself in the short term.
Wolfstriked
07-04-11, 08:52 PM
Works for me,thanks Buddy! Another question.I just took out a destroyer,auxillary cruiser and 2 cargo ships in a TypeIIA sub doing the happy times mission.The destroyer took two hits cracking it in half and the other ships all went down with one hit.I feel pretty good about that and wonder about the destoyer.Is it not suicide for a destoyer to go straight at a submarine that dives.I waited for it to reach 1000meters and let loose two spread apart very slightly.Was that common practice,basically playing chicken,if I miss you get a perfect run on me and I am dead but chances are you will explode first.The thing is they come straight at you.
I think what needs to be modeled is for the escorts to keep firing heavily at the area you submerge at....its what I would do in case a nutcase Captain is doing what I am doing.
EDIT...just remembered that water acts like a brick wall to bullets effectively stopping them from killing a person at just 3 ft with a 30deg angle and 8ft straight down.Thats for a soft skinned bunny but a metal sub or periscope etc could take alot more especially with reduced hitting power.
Not to side track this thread but is there a periscope mod that has a better maginifcation than the stock low end or a more realistic view at 500 meters it looks a mile away. I'm running a low end machine 512 ram mem and 128mb geforce fx 5200. thank you. my comrades in arms are worried about my eye sight.
Wolfstriked
07-04-11, 09:04 PM
Not to side track this thread but is there a periscope mod that has a better maginifcation than the stock low end or a more realistic view at 500 meters it looks a mile away. I'm running a low end machine 512 ram mem and 128mb geforce fx 5200. thank you. my comrades in arms are worried about my eye sight.
The MaguiFinal has the attack scope with an X12 magnification.
thank you for your speedy reply, 12x you can count the rivets with that, what's the low end ?
link?
Wolfstriked
07-04-11, 09:44 PM
1.5.....6X.....12X
http://www.subsim.com/radioroom/showthread.php?t=166320&page=31
Fish In The Water
07-04-11, 09:49 PM
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:
It's very memory intensive. Most folks need at least 4GB of RAM (plus the corresponding patch) to get it to run.
would there be a low end mod more suitable for a low machine, or could I go in and tweek a file at the moment I wouldn't know where to look.
Wolfstriked
07-04-11, 09:59 PM
Give it a try>Its just static 2D so even though it looks good its not real 3D that takes a wallop to produce onscreen.
Wolfstriked
07-04-11, 10:06 PM
At the beginning of the war the escort ship would visually search for and detect the submarine. Sailors would strain through binoculars to sight a surface U-boat or, if the submarine were submerged, the tell-tale periscope and its feather-like wake. Once the submarine was sighted the escort ship would attack with gunfire and then, if in a good position, attempt to ram the submarine. Now, with the submarines attacking submerged, the escort ships were fitted with sound detection equipment. Initially these were hydrophones or listening instruments lowered into the water to hear the sounds' of a submarine's propellers. Once the submarine was detected, either visually or by sound, the escort ships would race for the sound "contact" with guns firing if part of the submarine or its periscope were visible.
Is there any way to force the escorts to fire at periscopes and be more accurate also??
igorlikespike
07-06-11, 04:50 AM
It's very memory intensive. Most folks need at least 4GB of RAM (plus the corresponding patch) to get it to run.
I see. I only have 2GB RAM, so I guess that is the source of the problem. I did patch the game with the 4GB downloadable patch, until it says executable succesfully patched". Well, at least I saw some of the ships, when starting a career in 1939 or 1940. Guess I have to buy a better PC.
Hi!
I Have 3gb ram on my laptop and the full version works. What is NEEDED is the 4gb patch AND a command for windows to use more memory for a single application, I don't rember that command though :( I will search for it and post it if I can find it.
igorlikespike
07-06-11, 10:29 AM
An interesting turn of events.
After surfing on the forum I found an advice by Bakkles which adresses the problem - at least somewhat. It is suggested that one copies some ship data files manually into mods folder and then see how much the PC can take. I tried this, installed some of the merchants and tankers and incredibly enough, when running the museum, I did not have a problem. I was very happy with that, but judging from previous experience I chose to be cautious. Soon the reason for this made itself clear - I hat a CTD trying to load single missions like "The happy times " or Freetown Convoy 1941".
what is funny that in previous instances, with full MFM beta mod I had CTD in museum and all the missions from 1941 onwards. Now I have vice versa - museum works perfectly, but I cannot play!
Sailor Steve
07-08-11, 08:07 PM
Is there any way to force the escorts to fire at periscopes and be more accurate also??
Escorts (and armed merchants) do fire at periscopes in SH3. That was one of the first things everybody commented on.
frau kaleun
07-08-11, 08:52 PM
Escorts (and armed merchants) do fire at periscopes in SH3. That was one of the first things everybody commented on.
Yeah... just leave it up there long enough, you'll get all the attention you want. Them shooting at you will be the least of your worries! :D
Jimbuna
07-09-11, 04:19 AM
The strange thing being...most people complain about the fact they get regularly spotted and the aim is too accurate.
Wolfstriked
07-09-11, 03:56 PM
Then people do not know what a battleship can actually do.They are made for surface warfare and will bring a world of hurt on a low armored submarine and they are highly armored.I actually surfaced and tried to take on a flower class corvette.I was using the 20mm canon against whats listed below.We came right up to each other and at dead stop started pounding each other.I was taking out its small arms but never could expode the main 4incher.Finally I sank due to flooding.I think that surface gameplay should be violent and force the player down as fast as possible.
Armament:
1 × 4 inch BL Mk.IX single gun (http://en.wikipedia.org/wiki/BL_4_inch_Mk_IX_naval_gun)
1 × 2 Pdr. Mk.VIII single "pom-pom" AA gun
(http://en.wikipedia.org/wiki/QF_2_pounder_naval_gun)
2 × 20 mm Oerlikon (http://en.wikipedia.org/wiki/Oerlikon_20_mm_cannon) single
1 × Hedgehog A/S mortar (http://en.wikipedia.org/wiki/Hedgehog_%28weapon%29)
4 × Mk.II depth charge throwers
2 depth charge rails with 70 depth charges
The 40mm autocannon will shred a sub at 150rpm.The 20mm cannons at 450rpm will eat a sub like its paper....and the whopping 4incher will give that sub a new A$$.....
Wolfstriked
07-09-11, 06:17 PM
Here is a very realistic cannon and AA weapon mod.Just open sim.cfg and copy this over what is there already.Maybe some of you want this I do not know as it seems like many feel the enemy are too accurate already:o
[AI Cannons]
Max error angle=0.5 ;[deg]
Max fire range=31000 ;[m]
Max fire wait=5 ;[s]
[AI AA guns]
Max error angle=0.5 ;[deg]
Max fire range=3500 ;[m]
Max fire wait=1 ;[s]
Now I fear the destroyers!:up:try the happy times mission and you'll see that once they start firing you have some time to dive.Try to go at angle from then at fast speed for less damage.If you stick around a bit they will wreck your scopes and deck and put alot of holes in your hull.I came up by accident right in the middle of 3 destroyers and they pummeled me fast.Its kool to be on deck under attack and feel the enemies power where before they were the worst shots.
Stay low,stay silent.:up:
Fish In The Water
07-09-11, 08:54 PM
Yeah... just leave it up there long enough, you'll get all the attention you want.
Can you say 'flashing neon sign?' :D
Best to try keeping it short and sweet with little peeks here and there to make your adjustments. :up:
Sailor Steve
07-10-11, 12:02 AM
The 40mm autocannon will shred a sub at 150rpm.The 20mm cannons at 450rpm will eat a sub like its paper....and the whopping 4incher will give that sub a new A$$.....
Yep :yep:. In the early days of SH3 some players bragged and advised that the way to take out a Flower was to surface behind it so it couldn't use its cannon. I pointed out the cheating nature of that tactic by referring to Nicholas Monsarrat, author of The Cruel Sea, who actually did serve on corvettes during the war. In one of his many stories he recounts how they pounded a u-boat into surfacing. The boat came up behind them and the crew attempted to man the deck gun. The 40mm killed everyone on the deck and bridge before they could even get the cork out, and the surviving crew quickly surrendered. That's the way it should work in any game as well.
Wolfstriked
07-10-11, 01:08 AM
Yep :yep:. In the early days of SH3 some players bragged and advised that the way to take out a Flower was to surface behind it so it couldn't use its cannon. I pointed out the cheating nature of that tactic by referring to Nicholas Monsarrat, author of The Cruel Sea, who actually did serve on corvettes during the war. In one of his many stories he recounts how they pounded a u-boat into surfacing. The boat came up behind them and the crew attempted to man the deck gun. The 40mm killed everyone on the deck and bridge before they could even get the cork out, and the surviving crew quickly surrendered. That's the way it should work in any game as well.
What you explain is how my game goes now.I love it and has added a huge new dimension to the game.I had dead crew everywhere and destroyed both scopes many times on testing.Adds tension and I find myself hoping I survive with as little damage as possible.Sometimes they get lucky and wreck you from a distance but most of the time I get under with minimal damage if any.Just have to give dive command quickly.This is from a good distance as up close your toast.Also,just now I came upon a lone merchant and no more driving right up to them with no fear.Luckily it didn't have weapons but I know how quick things could get ugly now that weapons behave realistic.I just think to myself if I can take the deck gun and aim where I want on a ship why cant this ship do the same back at me.
Now I want top tweak some the scopes not getting noticed as much as I feel they should.I think its due to what I heard about the sensors of a boat being used one at a time.So when its pinging or listening there is no visual lookouts.I hope its not that.
igorlikespike
07-15-11, 04:45 AM
Hello!
After some time and trough extensive reading of the posts by other forum members I am pretty sure that I solved the CTD problem using MFM Beta mod. The breaktrough came when Bakkels suggested manually pasting different merchants into special folder that one can enable in the game via JGSME, and then chekc how many ships PC can handle. After extensive trial and error period I found the main reason for CTDs in my case. It was American ship skins. Now I only copy/paste British ships (I.e T01B, M01B) into "MFM-short" mod folder, and then simply copy the ship skin files in the original MFM Beta Roster folder into Roster (both american and British) folder in "MFM short". It works for American side too, with no problems. Do not forget to copy the ships names in important txt file. OK, so I do not have American skins, but I am after different ship types, that enhance GWX 3.0 even more. Slight drawback is the longer loading time, but be patient.
Please, I do not take any credit for any of the mods above mentioned, I am just posting this to those who had problems using MFM Beta mod, and may find this experience useful.Thank you Bakkels for the initial idea.
Good hunting!
Lonelywolfmother
07-15-11, 08:39 AM
I have a question about this great mod.
Does the sound fit well the new ships? I am learning to manual-sonar hunt, and I love it, hearing and counting RPMs. I am a bit worry about how possible would it be with this mod.
Does the new ships use sounds from similar ships from the stock game? does it exist any chart for the speed/RPM of the new ships?
Thank you very much.
iambecomelife
07-20-11, 11:46 PM
I have a question about this great mod.
Does the sound fit well the new ships? I am learning to manual-sonar hunt, and I love it, hearing and counting RPMs. I am a bit worry about how possible would it be with this mod.
Does the new ships use sounds from similar ships from the stock game? does it exist any chart for the speed/RPM of the new ships?
Thank you very much.
Most of the ships were created from the standard SH3 Liberty Ship, and have its stock sounds.
Unfortunately I don't have any chart like the one you described.
For people want to play this mod, and for those that 4gb patch is not working, and for those that have 4 gb , 3gb ram (4gb patch still required) Do as following , for me it worked well and im happy to play this mod, without it it's not the same :) This solution is for 32 bit(x84)
To enable the 3GB switch on Windows Vista, 7
1. Right-click Command Prompt in the Accessories program group of the Start menu. Click Run as Administrator.
2. At the command prompt, enter "bcdedit /set IncreaseUserVa 3072"
3. Restart the computer.
To turn off the 3GB switch
1. Right-click on Command Prompt in the Accessories program group of the Start menu. Click Run as Administrator.
2. At the command prompt, enter "bcdedit /deletevalue IncreaseUserVa"
3. Restart the computer.
Ad.2 If you have 3gb ram set a little lower value like 2560
U-Falke
08-13-11, 11:20 AM
Does it work with WAC?
I have CTD all the time.
WarAceCampaign 4.1_final_FULL_XP
WAC4.1 Fix
MaGui F
MaGui F FIX for WAC4.1
Supplement to V15F3 (JSGME)
FM_NewInterior_V1.0
optional-Intro Screen for MaGui F
Torpedo_HAHD_1024
Type VII Black-White-Grey MK1
I have no idea , no experience with wac :( You can try though, nothing bad will happen I guess
Sailor Steve
08-13-11, 03:50 PM
Does it work with WAC?
I have CTD all the time.
It should work with any supermod. What are your computer specs? The biggest problem with MFM is its size. A lot of computers (mine included) just can't handle it.
Jimbuna
08-13-11, 04:45 PM
It should work with any supermod. What are your computer specs? The biggest problem with MFM is its size. A lot of computers (mine included) just can't handle it.
Agreed...those with OS W7 and 4GB + Ram Using the switch mod appear to have little or no problems.
U-Falke
08-13-11, 07:53 PM
Hello guys, thanks for your answer Steve
My specs run SH5 smoothly..
I have win XP + 4Gb patch installed.
I will keep checking the forum and see if I can find something
Got to take a look at this switch mod
Agreed...those with OS W7 and 4GB + Ram Using the switch mod appear to have little or no problems.
I run it with Vista Pro with 8GB and the switch mod with no problems.
:salute:
Sailor Steve
08-14-11, 12:34 AM
Hello guys, thanks for your answer Steve
My specs run SH5 smoothly..
I have win XP + 4Gb patch installed.
I will keep checking the forum and see if I can find something
Got to take a look at this switch mod
XP might be the problem. 32 or 64-bit? It's my understanding that the 4GB patch doesn't work with 32-bit, or maybe with XP at all. I don't know. I only know that I can't run the MFM, which is frustrating because most of the names in my Ship Names mod are for IABL's new merchants.
Someday I'll have that computer. At least that's what I keep telling myself.
Robin40
08-14-11, 02:38 AM
Hello guys, thanks for your answer Steve
My specs run SH5 smoothly..
I have win XP + 4Gb patch installed.
I will keep checking the forum and see if I can find something
Got to take a look at this switch mod
go to http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf
4 GB patch - Installation for all Windows versions
there are measures for win XP 32 bit active for every supermod
fitzcarraldo
08-14-11, 07:34 AM
go to http://www.lsh3.com/dl/v5/LSH3_V5.1_Installation_EN.pdf
4 GB patch - Installation for all Windows versions
there are measures for win XP 32 bit active for every supermod
Also you can install the Stiebler Patch (Highly recommended), and with the Hsie Selector, put the 4Gb Patch.
I have an i5 processor and ATI HD 4550 1 Gb (on W7 64 bits), and SH3 GWX runs very well (up to 40- 45 FPS), with full MFM and a lot of mods, with 4 Gb Patch.
Regards.
Fitzcarraldo :salute:
U-Falke
08-18-11, 01:03 PM
Thanks,you rock!
:rock:
Kaluen Miechiel
08-26-11, 03:47 PM
Thanjk you so very much !!!!
theroc44
08-29-11, 09:48 PM
the neutral ships for 1940 where do you put that in the date folder in SHCommander? under what date?
theroc44
08-29-11, 10:13 PM
also where do you put the CFG for names ?
T01A=Tanker
T01B=Tanker
T01X=Tanker
T02B=Tanker
T02X=Tanker
T03A=Tanker
T03B=Tanker
T03X=Tanker
T04B=Tanker
T04X=Tanker
T05B=Tanker
T05X=Tanker
T07B=Tanker
T08B=Tanker
T08X=Tanker
T09A=Tanker
T10A=Tanker
T10B=Tanker
T10X=Tanker
T13A=Tanker
T14B=Tanker
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker
RP01A=Repair Ship
AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=US Oiler
AO02A=US Oiler
O01B=Ore Freighter
O02A=Ore Freighter
NRC=Rose Castle Ore Carrier
L01B=Heavy Merchant
M01A=Medium Merchant
M01B=Medium Merchant
M01X=Medium Merchant
M02B=Medium Merchant
M02X=Medium Merchant
M03A=Medium Merchant
M03B=Medium Merchant
M03X=Medium Merchant
M04B=Medium Merchant
M05A=Medium Merchant
M06A=Medium Merchant
M06B=Medium Merchant
M06X=Medium Merchant
M07A=Medium Merchant
M07B=Medium Merchant
M07X=Medium Merchant
M08B=Medium Merchant
M08X=Medium Merchant
M09A=Medium Merchant
M09B=Medium Merchant
M09X=Medium Merchant
M10A=Medium Merchant
M10B=Medium Merchant
M10X=Medium Merchant
M11B=Medium Merchant
M11X=Medium Merchant
M12B=Medium Merchant
M12X=Medium Merchant
M13A=Medium Merchant
M13B=Medium Merchant
M13X=Medium Merchant
M14B=Medium Merchant
M14X=Medium Merchant
M15A=Medium Merchant
M15B=Medium Merchant
M15X=Medium Merchant
M16B=Medium Merchant
M16X=Medium Merchant
M17A=Medium Merchant
M17B=Medium Merchant
M17X=Medium Merchant
M18B=Medium Merchant
M18X=Medium Merchant
M19B=Medium Merchant
M19X=Medium Merchant
M20B=Medium Merchant
M20X=Medium Merchant
M21B=CAM-Ship
M22A=Medium Merchant
M22B=Medium Merchant
M22X=Medium Merchant
M23B=Medium Merchant
M24B=Medium Merchant
M24X=Medium Merchant
M25A=Medium Merchant
M25B=Medium Merchant
M25X=Medium Merchant
M26B=Medium Merchant
M26X=Medium Merchant
M27B=Medium Merchant
M28B=Medium Merchant
M29B=Medium Merchant
M30A=Medium Merchant
M30B=Medium Merchant
M30X=Medium Merchant
M31B=Medium Merchant
M31X=Medium Merchant
M32B=Medium Merchant
M32X=Medium Merchant
M33X=Medium Merchant
M34A=Medium Merchant
M34B=Medium Merchant
M34X=Medium Merchant
M37B=Medium Merchant
M37X=Medium Merchant
M38B=Medium Merchant
M39A=Medium Merchant
M39B=Medium Merchant
M39X=Medium Merchant
M40A=Medium Merchant
M40B=Medium Merchant
Q01B=Medium Merchant
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
SLaunch01=Steam Launch
fitzcarraldo
08-30-11, 06:51 AM
also where do you put the CFG for names ?
T01A=Tanker
T01B=Tanker
T01X=Tanker
T02B=Tanker
T02X=Tanker
T03A=Tanker
T03B=Tanker
T03X=Tanker
T04B=Tanker
T04X=Tanker
T05B=Tanker
T05X=Tanker
T07B=Tanker
T08B=Tanker
T08X=Tanker
T09A=Tanker
T10A=Tanker
T10B=Tanker
T10X=Tanker
T13A=Tanker
T14B=Tanker
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker
RP01A=Repair Ship
AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=US Oiler
AO02A=US Oiler
O01B=Ore Freighter
O02A=Ore Freighter
NRC=Rose Castle Ore Carrier
L01B=Heavy Merchant
M01A=Medium Merchant
M01B=Medium Merchant
M01X=Medium Merchant
M02B=Medium Merchant
M02X=Medium Merchant
M03A=Medium Merchant
M03B=Medium Merchant
M03X=Medium Merchant
M04B=Medium Merchant
M05A=Medium Merchant
M06A=Medium Merchant
M06B=Medium Merchant
M06X=Medium Merchant
M07A=Medium Merchant
M07B=Medium Merchant
M07X=Medium Merchant
M08B=Medium Merchant
M08X=Medium Merchant
M09A=Medium Merchant
M09B=Medium Merchant
M09X=Medium Merchant
M10A=Medium Merchant
M10B=Medium Merchant
M10X=Medium Merchant
M11B=Medium Merchant
M11X=Medium Merchant
M12B=Medium Merchant
M12X=Medium Merchant
M13A=Medium Merchant
M13B=Medium Merchant
M13X=Medium Merchant
M14B=Medium Merchant
M14X=Medium Merchant
M15A=Medium Merchant
M15B=Medium Merchant
M15X=Medium Merchant
M16B=Medium Merchant
M16X=Medium Merchant
M17A=Medium Merchant
M17B=Medium Merchant
M17X=Medium Merchant
M18B=Medium Merchant
M18X=Medium Merchant
M19B=Medium Merchant
M19X=Medium Merchant
M20B=Medium Merchant
M20X=Medium Merchant
M21B=CAM-Ship
M22A=Medium Merchant
M22B=Medium Merchant
M22X=Medium Merchant
M23B=Medium Merchant
M24B=Medium Merchant
M24X=Medium Merchant
M25A=Medium Merchant
M25B=Medium Merchant
M25X=Medium Merchant
M26B=Medium Merchant
M26X=Medium Merchant
M27B=Medium Merchant
M28B=Medium Merchant
M29B=Medium Merchant
M30A=Medium Merchant
M30B=Medium Merchant
M30X=Medium Merchant
M31B=Medium Merchant
M31X=Medium Merchant
M32B=Medium Merchant
M32X=Medium Merchant
M33X=Medium Merchant
M34A=Medium Merchant
M34B=Medium Merchant
M34X=Medium Merchant
M37B=Medium Merchant
M37X=Medium Merchant
M38B=Medium Merchant
M39A=Medium Merchant
M39B=Medium Merchant
M39X=Medium Merchant
M40A=Medium Merchant
M40B=Medium Merchant
Q01B=Medium Merchant
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
SLaunch01=Steam Launch
In Your SH3 Folder/Data/Sea/englishnames.cfg.
Regards.
Fitzcarraldo :salute:
theroc44
08-30-11, 01:41 PM
cant get it work it just freezes on load about a half and inch to go in the red status bar. I got the musuem to load once. Cant get the campaign to load at all. I know someone ssaid if you have to many units it could mess it up. I got 329 units 7 of them incebergs. So i dunno what else to do at this point.
theroc44
08-31-11, 08:56 PM
does anyone have the link for the lastest version for the LITE merchant fleet mod? Thanks again
frau kaleun
08-31-11, 09:17 PM
does anyone have the link for the lastest version for the LITE merchant fleet mod? Thanks again
Check your PMs. :D
theroc44
08-31-11, 09:36 PM
Check your PMs. :D
thanks i sent you something too lol check your pms lol:doh:
danasan
09-01-11, 07:30 AM
This works perfectly for me:
http://www.gamefront.com/files/16730755/MFM-Interim-Beta.7z
danasan
09-01-11, 12:20 PM
Which program do you use to unzip? I see it is WinRar you use. I am using 7-Zip (freeware) on a fresh download and it worx... If not, it could be a corrupted file while downloading at your end, I suspect.
Sittingwolf
09-01-11, 01:48 PM
Yes mate, I use WINRAR. Maybe I should start using 7-zip but I am not concerned. Is it better then winrar?
I think so. It will unzip any common type of zip file and, will zip files to a smaller size than any other one I have tried.
Magic1111
09-01-11, 02:00 PM
Yes mate, I use WINRAR. Maybe I should start using 7-zip but I am not concerned. Is it better then winrar?
Hi !
In my opinion 7zip is the best (Freeware-) Unzipp Program ! :yeah:
I use it since years without any problems !
Best regards,
Magic
Sittingwolf
09-01-11, 02:05 PM
Thanks guys. So I can put Winrar on the shelf.
Magic1111
09-01-11, 02:08 PM
Thanks guys. So I can put Winrar on the shelf.
YES, you can !!! :haha:
vonzake
09-05-11, 11:28 AM
CTD root by this mod after check mods one by one
Generic Mod Enabler - v2.6.0.157
[E:\hugegame\Ubisoft\SilentHunterIII_2\MODS]
GWX 3 St Naz and Schluese
Kiel Map Detail
G_P_S_EW
Lutzow's Officers - SET6
DFant_subFlag_2010
Conus' Historically Accurate U-boat Emblems 1.3
GWX - VIIC41 Player Sub
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
FM_NewInterior_V1.0
under GWX and some simple mod
win7 64 ,CTD @ last part of loading bar progress
fitzcarraldo
09-05-11, 12:51 PM
CTD root by this mod after check mods one by one
Generic Mod Enabler - v2.6.0.157
[E:\hugegame\Ubisoft\SilentHunterIII_2\MODS]
GWX 3 St Naz and Schluese
Kiel Map Detail
G_P_S_EW
Lutzow's Officers - SET6
DFant_subFlag_2010
Conus' Historically Accurate U-boat Emblems 1.3
GWX - VIIC41 Player Sub
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
FM_NewInterior_V1.0
under GWX and some simple mod
win7 64 ,CTD @ last part of loading bar progress
Do you use 4 Gb Patch?
Regards.
Fitzcarraldo :salute:
Kaptain Kanada
09-12-11, 02:13 PM
Full version is apprently unavailable at this time according to the dl site. Anyone else getting this? I'll try again later tonight.
Fish In The Water
09-12-11, 07:26 PM
Full version is apprently unavailable at this time according to the dl site. Anyone else getting this? I'll try again later tonight.
It seems to be back up now...
Gamefront was having some issues earlier today as many of their files were 'temporarily unavailable'. Give it another shot and see how it goes. :sunny:
Kaptain Kanada
09-12-11, 10:57 PM
Yep, its back up now. Will give it a go tomorrow.
Caleuns, no one link does work... Have anybody active links for this mod?:salute:
Fubar2Niner
09-21-11, 09:50 AM
Caleuns, no one link does work... Have anybody active links for this mod?:salute:
Hi mate,
Merchant Fleet Mod 3.2 can be found on my FF page;
http://www.gamefront.com/files/user/Fubar_2_Niner
Oh and welcome aboard shipmate :salute:
Best regards.
Fubar2Niner
blazer05
09-21-11, 10:00 AM
I am new to SHIII mods - wow are there a bunch of them. I want to add this one if it works with GWX.
Fubar2Niner
09-21-11, 10:10 AM
I am new to SHIII mods - wow are there a bunch of them. I want to add this one if it works with GWX.
@blazer,
Indeed it does mate, but it is very heavy on ram. I'd suggest you use the 4GB patch (for 64 bit OS) if you intend using this mod. It can be found here;
http://www.ntcore.com/4gb_patch.php
or here 64 & 32 bit os ( I think );
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Best regards.
Fubar2Niner
Hi mate,
Merchant Fleet Mod 3.2 can be found on my FF page;
http://www.gamefront.com/files/user/Fubar_2_Niner
Oh and welcome aboard shipmate :salute:
Best regards.
Fubar2Niner
Thanks Fubar! The OP's first post link seems to be down again... same with the addon paks.
pw
Fubar2Niner
09-30-11, 01:53 PM
Thanks Fubar! The OP's first post link seems to be down again... same with the addon paks.
pw
Uploading the skinpaks to my GF account now, sorry for the delay mate :salute:
Best regards.
Fubar2Niner
complutum
09-30-11, 03:44 PM
I'm thinking about to install this mod, but first i want to know if it would be compatible with my actual SH3 mods list, and whre inside my current mod list i could install this to avoid CTD.
My current mod list:
http://www.mediafire.com/imgbnc.php/6c2cc51c204572e338e44fbaa796263725759112be98996694 6b788fba6512016g.jpg
Thanks in advance for your help
U27 Member of the Enigma Flotilla (take a look at our Subforum and join us if you like it)
frau kaleun
09-30-11, 08:24 PM
I don't see why it would be incompatible with anything else you've got - essentially the MFM is just adding (a lot of) additional ships to your game, not altering stuff that's already there or that has been added in by other mods.
However because of the large number of ships being added (and therefore loaded by the game every time you run it), it does put quite a strain on your system resources. The #1 obstacle to running this mod from what I've seen here is not conflicts with other mods, but lack of RAM. If that's a problem after enabling the MFM, it will most likely manifest in a CTD when you are trying to load a patrol. If that occurs my first suggestion would be to disable it and try the Lite version instead.
Also look into the 4GB patch for the game .exe file if you have not done so already. Many people find that they cannot run the MFM at all without the patch.
soopaman2
10-10-11, 09:14 AM
Uploading the skinpaks to my GF account now, sorry for the delay mate :salute:
Best regards.
Fubar2Niner
This helped me too, just letting you know. Thanks, sir.:salute:
DirtyACE
10-22-11, 04:43 AM
I'm having trouble running this mod with GWX. It seems to crash my game every time during the mission loading screen. I've even tried running it by itself so that there wouldn't be any conflicts with other mods and still it crashes the game. I'm on Windows 7 Pro system.
As frau kaleun said above
However because of the large number of ships being added (and therefore loaded by the game every time you run it), it does put quite a strain on your system resources. The #1 obstacle to running this mod from what I've seen here is not conflicts with other mods, but lack of RAM. If that's a problem after enabling the MFM, it will most likely manifest in a CTD when you are trying to load a patrol. If that occurs my first suggestion would be to disable it and try the Lite version instead.
Also look into the 4GB patch for the game .exe file if you have not done so already. Many people find that they cannot run the MFM at all without the patch.
I have 8GB of ram, and still have to use the 4GB patch to run the full MFM on a Vista 64 system. Without the patch it would crash during loading.
I am always afraid of running a 3rd party fix since I am somewhat programming illiterate, yet that 4g patch was simple. DLing the MFM as we speak, danke to all involved :up:
Depth Charger
10-29-11, 12:47 PM
@ Fubar
This looks like an obscene amount of eye candy... Downloading and sending thanks in advance... :)
DC
Sailor Steve
10-29-11, 09:19 PM
I'm having trouble running this mod with GWX. It seems to crash my game every time during the mission loading screen. I've even tried running it by itself so that there wouldn't be any conflicts with other mods and still it crashes the game. I'm on Windows 7 Pro system.
Okay, that's your system. How much RAM do you have. MFM is very memory-intensive, and as already described, crashing during loading is a sign of not enough memory. If you have suffecient RAM, are you using the 4-Gig patch, which allows the system to access more memory?
Depth Charger
10-30-11, 03:53 PM
@ Fubar
This looks like an obscene amount of eye candy... Downloading and sending thanks in advance... :)
DC
And just checking back to say it worked perfectly.
I run on 100% with no map updates and this has added a lot to the depth of the game for me. Trying to figure out whats right in front of you during a storm has become a mission in itself!
Am very grateful to IABL. This is magic!
DC
Sailor Steve
10-30-11, 04:24 PM
Good to hear! So, do you use SH3 Commander, and are you using my Ship Names mods so all the ones you sink will be real?
Depth Charger
10-30-11, 05:46 PM
Good to hear! So, do you use SH3 Commander, and are you using my Ship Names mods so all the ones you sink will be real?
Just checked that... No. I can see the normal ones but not yours.
Can you point me in the right direction?
Thanks
Sailor Steve
10-30-11, 07:05 PM
Sorry. Ship Names Mod. Adds correct names to ships when using SH3 Commander, including several different add-on sets.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3124
Kongo Otto
10-31-11, 10:35 AM
Sorry. Ship Names Mod. Adds correct names to ships when using SH3 Commander, including several different add-on sets.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3124
This is one of the Mods who gives real immersion to the Game!!!
It so to say the little thing on top of a good cake making him a perfect one. :yeah::up::up::up:
Thanks a lot for your work Sailor Steve!
:salute::salute:
Fubar2Niner
10-31-11, 03:19 PM
And just checking back to say it worked perfectly.
I run on 100% with no map updates and this has added a lot to the depth of the game for me. Trying to figure out whats right in front of you during a storm has become a mission in itself!
Am very grateful to IABL. This is magic!
DC
Hi mate, really chuffed it all works for you. Regarding your thanks, you're more than welcome kaleun. However I'm merely the postman, the gratitude as you so rightly say, is owed to IABL :salute:
Best regards.
Fubar2Niner
GlobalExplorer
10-31-11, 03:26 PM
I have always been a great fan of iambecomelifes work.
Has anyone tried to port this complete mod over to Silent Hunter 4?
VONHARRIS
11-02-11, 03:02 PM
Question: I know there is a two funneled medium merchant in the MFM. My computer can not run the whole MFM so I have to install ships manually.
Can anybody tell me the number of that medium merchant please?
It will save me from a lot of trouble.
Thank you very much in advance.
Sailor Steve
11-02-11, 03:13 PM
There are two of them. The old one is M24B. The 'modern' one is M31B. There may be one with side-by-side funnels, but I only have the ID manual pictures, since I can't run it at all.
KapitanSpinks
11-02-11, 04:47 PM
My gameplay is not very smooth. Even outside of port it gets pretty choppy. I am running 4 gig vista 64 on a laptop. Is this mod a bad idea for me?
Also, I noticed the links in the OP no longer host the material.
Fish In The Water
11-02-11, 06:07 PM
My gameplay is not very smooth. Even outside of port it gets pretty choppy. I am running 4 gig vista 64 on a laptop. Is this mod a bad idea for me?
Also, I noticed the links in the OP no longer host the material.
MFM is very memory intensive. Most people have a hard time getting it to run with less than 4 GB's of RAM. And even then, they need the 4 GB patch installed to allow SH3 to access the extra memory.
As for working links, you can find the latest version on Fubar's page:
http://www.gamefront.com/files/user/Fubar_2_Niner
Hope you get it working and have fun! :sunny:
KapitanSpinks
11-02-11, 06:13 PM
Thanks. I think maybe I will hold off on this one though. Looks like a great mod, but probably just too much for my system to run. I have been dipping in and out here for months, trying to get a nice package of mods put together and functioning, and have yet to actually start a new campaign since playing vanilla!
Happy hunting folks!
VONHARRIS
11-02-11, 11:55 PM
There are two of them. The old one is M24B. The 'modern' one is M31B. There may be one with side-by-side funnels, but I only have the ID manual pictures, since I can't run it at all.
Thank you so much Sailor Steve.
Sailor Steve
11-03-11, 10:39 AM
Always glad to help. :sunny:
Sepp von Ch.
11-08-11, 03:31 PM
Can I use these skins from the 2 skinpacks (MFM-v3-Neutral-Skins-1940, MFM-v3-US+UK_Skins19390901, etc.) with MFM Interim beta? Which version is the newest? "MFM-Interim-Beta" or "MFM-BETA-4.1" (for my GWX)?
Fish In The Water
11-08-11, 05:16 PM
Which version is the newest? "MFM-Interim-Beta" or "MFM-BETA-4.1" (for my GWX)?
4.1 is the 'full' version (including neutrals), whereas the 'Interim-Beta' is what is often referred to as MFM lite. :sunny:
Sepp von Ch.
11-08-11, 06:30 PM
Thank you my friend! And this version 4.1 is compatible with GWX and better for my PC -
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA GEForce 9800GT, 512 MB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz
640GB SATAII/300
Windows Vista Home Premium
than MFM 3.2?
I ask, because I had to uninstall due to this mod in version MFM 3.2 the whole game SHIII...
Fish In The Water
11-08-11, 07:00 PM
Yes, should be better as long as you have the 4 GB patch installed. If you don't already have it, you'll need it to access the extra memory. :yep:
Sepp von Ch.
11-08-11, 07:07 PM
My sh3.exe in SHIII/data is patched with 4GB patch.
When I use the V15G2-PatchKit, I have to patch (with 4GB patch) the sh3.exe in SHIII/MODS/Supplement to V15G2 (JSGME) too?
frau kaleun
11-08-11, 07:33 PM
The 4GB patch in h.sie's and/or Stiebler's patch kits is optional for those mods, but probably recommended.
There are some stand-alone 4GB patches out there as well that can be used without any of those patch kits.
Either way, you will probably need some version of the 4GB patch applied to the game .exe in order to use the Merchant Fleet Mod. Which one doesn't matter.
You only need one 4GB patch, but if you are using V15G2-PatchKit you should just use the one that comes with it - you don't need any additional 4GB if you are already using that one.
Depth Charger
11-13-11, 08:29 PM
Thanks. I think maybe I will hold off on this one though. Looks like a great mod, but probably just too much for my system to run. I have been dipping in and out here for months, trying to get a nice package of mods put together and functioning, and have yet to actually start a new campaign since playing vanilla!
Happy hunting folks!
Probably not an officially approved idea but I started using this and it also put some strain on my video card. So I uninstalled the skins but left the basic mod in place.
It works great for me now. Probably not as pretty but I have got all the ships and it was a huge boost to my game.
kindest
DC
Does anyone have an up to date link for the LIGHT version of this mod? The links in the OP are non-functioning :(
Cheers!
frau kaleun
11-18-11, 11:08 AM
Does anyone have an up to date link for the LIGHT version of this mod? The links in the OP are non-functioning :(
Cheers!
ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/
username: Maik
password: Woelfe
I think the one you want is MFM-Interim-Beta.7z :DL
Fish In The Water
11-18-11, 11:41 AM
I think the one you want is MFM-Interim-Beta.7z :DL
Indeed, that be the one. :DL
ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/
username: Maik
password: Woelfe
I think the one you want is MFM-Interim-Beta.7z :DL
Thanks for the reply - I don't seem to be able to load the site. If I use my browser, it connects and gets nowhere, and my ftp client can't find a directory listing :(
Fish In The Water
11-18-11, 11:44 AM
Thanks for the reply - I don't seem to be able to load the site. If I use my browser, it connects and gets nowhere, and my ftp client can't find a directory listing :(
Try again in a few minutes. The site has been hit and miss lately.
Try again in a few minutes. The site has been hit and miss lately.
As if by magic - it's up again! Thanks chaps (and chapettes!)
Fish In The Water
11-18-11, 12:08 PM
As if by magic - it's up again! Thanks chaps (and chapettes!)
Glad you're sorted and enjoy the mod! :sunny:
BogdaNz
11-18-11, 02:03 PM
dont work for me mfm 3.2
the game is running but when i start a mission or campaign ,it's loading and then it's crush on the desktop.
do i need hsie 4gb patch ?
frau kaleun
11-18-11, 02:23 PM
Yes, if you have enough RAM to make it worthwhile. If you only have 3 gigs or less, it may not help much or at all. If you have more than 3 gigs, then give it a try. The full MFM requires so much extra RAM that trying to run it without the 4GB patch (and enough RAM on board to begin with) is usually going to result in a CTD.
In addition, if you are on a 32 bit OS you may need the 3GB switch for Windows in order to make Windows allocate more than 2 gigs of RAM to SH3 and other non-system/OS applications.
BogdaNz
11-18-11, 02:25 PM
i have 2 gb ram on my computer ,so it's not enough ?
frau kaleun
11-18-11, 02:47 PM
If you only have 2GB of RAM total on your computer, the 4GB patch won't help you. It's designed to allow the game to use more than 2GB of RAM if extra is available (up to a maximum of 4GB total). With only 2GB total for your whole system, there will never be in excess of 2GB available to the game so the patch will not do any good and it's unlikely that you will be able to run the MFM mod.
You can try the lite version, or just add selected ships one by one to see if that works, but the full mod just needs more juice than what your system can provide. Sorry. :cry:
Fish In The Water
11-19-11, 02:12 PM
i have 2 gb ram on my computer ,so it's not enough ?
Hardly anyone can get the full mod to run on 2GB. As FK said, you'll likely need to try the lite version, add ships manually or possibly upgrade your RAM. :sunny:
Luftace
11-24-11, 11:18 AM
NM, thought links were dead, found it linked again further in the thread. For some reason my browser was only showing 4 total pages to this thread, so I came back a few minutes later and there are actually 58!:o There in, I found the answer to my own question, hehe.:03: Sorry for the unneeded post.
nikimcbee
11-27-11, 05:16 PM
I'm having trouble running this mod with GWX. It seems to crash my game every time during the mission loading screen. I've even tried running it by itself so that there wouldn't be any conflicts with other mods and still it crashes the game. I'm on Windows 7 Pro system.
Reference bump. I had the same problem, same situation. So if I follow everything, it's a memory managent/ 4GB patch issue?
I'm running GWX3.0 w/o MFM and it runs great, but when it was loaded(mfm) the game would crash at the load screen.:dead:
I'm on win7 home. I guess I need to look up how much RAM I have when I get home.:06:
Reference bump. I had the same problem, same situation. So if I follow everything, it's a memory managent/ 4GB patch issue?
I'm running GWX3.0 w/o MFM and it runs great, but when it was loaded(mfm) the game would crash at the load screen.:dead:
I'm on win7 home. I guess I need to look up how much RAM I have when I get home.:06:
I have a similar issue. Windows XP and only 2GB of RAM, but I was running the lite version, so the memory shouldn't be an issue.
frau kaleun
11-27-11, 05:57 PM
I have a similar issue. Windows XP and only 2GB of RAM, but I was running the lite version, so the memory shouldn't be an issue.
Unfortunately, memory probably is the issue. It's unlikely that you would be able to run the full MFM with only 2 gigs of RAM total on your system.
The lite version adds far fewer ships and requires less RAM to load/run. The MFM requires a lot more memory, usually 3 gigs and up total for the system plus application of the 4GB patch to allow the game to access more of whatever the rest of the system isn't already using. That's on a 64-bit system where Windows doesn't automatically limit the amount of RAM set aside for non-system apps to 2 gigs anyway.
Jimbuna
11-27-11, 06:43 PM
Unfortunately, memory probably is the issue. It's unlikely that you would be able to run the full MFM with only 2 gigs of RAM total on your system.
The lite version adds far fewer ships and requires less RAM to load/run. The MFM requires a lot more memory, usually 3 gigs and up total for the system plus application of the 4GB patch to allow the game to access more of whatever the rest of the system isn't already using. That's on a 64-bit system where Windows doesn't automatically limit the amount of RAM set aside for non-system apps to 2 gigs anyway.
Rgr that :yep:
Sittingwolf
12-03-11, 05:37 AM
Hi everyone. I know this question was asked many times but could someone direct me to Merchant Fleet Mod light version working link? All previous seem to be dead. :cry:
Plissken_04
12-03-11, 07:45 AM
Hi everyone. I know this question was asked many times but could someone direct me to Merchant Fleet Mod light version working link? All previous seem to be dead. :cry:
Cheers.
ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/
Username & Password in my Signature!!!
So Long
Maik
Sittingwolf
12-03-11, 11:29 AM
Thanks Plisken04. Could you tell me yet, what the difference between MFM Interim Beta and that one of Beta 4.1 is?
Plissken_04
12-03-11, 12:38 PM
Thanks Plisken04. Could you tell me yet, what the difference between MFM Interim Beta and that one of Beta 4.1 is?
Many thanks mate.
I can't tell you the difference between these two mods,but someone else can do it.
So Long
Maik
Sittingwolf
12-03-11, 03:00 PM
Yeah, roger mate. Better would be, if I asked creators of either ones.
frau kaleun
12-03-11, 09:35 PM
The lite version adds fewer ships and therefore is not as demanding on your system. It will add IABL's ships to the British and American rosters only; the full MFM also adds them into the rosters of various neutral nations.
Sittingwolf
12-04-11, 06:53 AM
Thank you Frau Kaleun.
The-PurpleOrange
12-04-11, 12:18 PM
ftp://hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/
Username & Password in my Signature!!!
So Long
Maik
I don't think the site likes me because I put in the password and it worked for 1 minute and then asked for it again every second even if I put the right one in.
Is there a working download in this thread somewhere that doesn't involve using this site?? But thanks anyway.
Jimbuna
12-04-11, 12:27 PM
I don't think the site likes me because I put in the password and it worked for 1 minute and then asked for it again every second even if I put the right one in.
Is there a working download in this thread somewhere that doesn't involve using this site?? But thanks anyway.
Many have shared a similar experience...keep trying and you will eventually get in.
The-PurpleOrange
12-04-11, 12:34 PM
Many have shared a similar experience...keep trying and you will eventually get in.
Alright then I'll keep at it.
EDIT: Just wondering do I need to download everything for the guy in the directory or can I just download the MFM 4.1 file??
andypandy1996
01-03-12, 08:19 AM
It wont even work :wah:
I got this message...
550 Can't change directory to /Volume_2/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/: No such file or directory
I really wanted this thing as well
SquareSteelBar
01-03-12, 08:30 AM
http://www.subsim.com/radioroom/showpost.php?p=1809626&postcount=106
andypandy1996
01-03-12, 08:47 AM
Do i need to download the rar. file or just the 7z files?
SquareSteelBar
01-03-12, 09:48 AM
http://www.subsim.com/radioroom/showpost.php?p=1600184&postcount=611
andypandy1996
01-03-12, 10:01 AM
Eh, I'll just download all the MFM's i can see.
Thanks for the help.:salute:
iambecomelife
01-03-12, 08:22 PM
The main download has been reuploaded and is on the first page of the thread once more (version 3.2).
The skin packs will be uploaded later this evening.
EDIT: The uploads are complete. Again, this is version 3.2, identical to what was available earlier with no changes made. If you already have this version there is no need to download.
http://www.gamefront.com/files/21149818/Merchant_Fleet_Mod_3_2_rar
http://www.gamefront.com/files/21149864/MFM_v3_Skin_Packs_7z
Spook27
01-03-12, 09:42 PM
Thanks for this wonderful mod, I'm new to SH3 and this gem is a great find!
Turtle01
01-06-12, 10:50 AM
Hi Guys,
first I beg your pardon for my bad english but I have a problem to make
this Mop (MFM) running. If I activated this mod with Jgsme I have got
an CTD.
This is my current Modllist so far :
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
WAC4.1 SubPen_animated_18.02.2010
Supplement to V16A3 (JSGME)
M.E.P v3
Umark
Carotio_SH3_Seafloormod - 256mb
Aces_Multimod_compatability_fix_release_v1.3
Aces' Super Turms v6 for GWX
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)
Thomsen's No Instant DeathScreen Mod V1.3
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
MaGui 3.4
GWX - Contact Color
Dasboot improve Officer icons by Dimitrius07
Torpedo_HAHD_GWX_version
TheDarkWraith_DC_Water_Disturbance_v1_0_SH3
Diesel Damages V0.9 for V16A3 (JSGME)
FM_NI_Fix_for_MaGui F
Aces' Crew On Deck - Stand alone mod v1 GWX Version
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
GWX - No Medals on Crew
Merchant_Fleet_Mod_3.2
I play with GWX 3.0 Gold an the Sh3 Commander.
Have anyone of you an Idea why I get an CTD when I am runnig MFM ?
My System is : AMD Athlon(tm) II x3 425
Processor 2.69 GHZ
4 GB (in use 3,25 GB)
Win7 32 Bit
Ps. Jgsme says me that there was an Conflict with GWX Contact Colour and
Urfish Mod Strikeback so i had a try without these Conflict Files but get
even CTD:
Please Help, greets Turtle
Kongo Otto
01-06-12, 11:40 AM
Are you running the 4GB patch?
Might be a RAM Problem. :hmmm:
Edit:
From the MFM read me:
Quote:
If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.
This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.
Turtle01
01-07-12, 07:59 AM
Are you running the 4GB patch?
Might be a RAM Problem. :hmmm:
Edit:
From the MFM read me:
Quote:
If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.
This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.
Thanks for the replie but I run the 4GB Patch and had run a new career.
MFM doesnt work by me.
Now i have activated "MFM-Interim-Beta" and it works
Isnt it funny, i can play Oblivion with grapfic-Extender, thousend of mods
and tweaks
without any problems in perfomens and so on, but here my system seems to
weak.
Anyway thanks again
uboot556
01-07-12, 11:23 AM
scusatemi (forse la domanda è già stata fatta )ma "merchant fleet" è compatibile con GWX 3??
Forse cercavi: scusate (forse la domanda è già stata fatta )ma "merchant fleet" è compatibile con GWX 3?? (javascript:void(0))
Digita il testo o l'indirizzo di un sito web oppure traduci un documento (http://translate.google.it/?tr=f&hl=it).
Annulla (http://translate.google.it/?tr=t&hl=it)
Traduzione da italiano verso inglese
italiano
inglese
spagnolo
excuse me (maybe the question has already been done), but "merchant fleet" is compatible with GWX 3?
Jimbuna
01-07-12, 11:33 AM
Yes :yep:
Kongo Otto
01-07-12, 11:51 AM
Thanks for the replie but I run the 4GB Patch and had run a new career.
MFM doesnt work by me.
Now i have activated "MFM-Interim-Beta" and it works
Isnt it funny, i can play Oblivion with grapfic-Extender, thousend of mods
and tweaks
without any problems in perfomens and so on, but here my system seems to
weak.
Anyway thanks again
Sink 'em all!! :rock:
Red Heat
01-13-12, 09:18 AM
Hello
This mod its full compatible with GWX 3.0 Gold or its only to play sh3 stock game?
frau kaleun
01-13-12, 09:49 AM
It is compatible with GWX3, the main issue is usually whether or not your system can run it. It requires a lot of resources, most notably available RAM, to load up all the extra ships it adds.
Red Heat
01-13-12, 04:40 PM
It is compatible with GWX3, the main issue is usually whether or not your system can run it. It requires a lot of resources, most notably available RAM, to load up all the extra ships it adds.
Thank you, frau kaleun! :up:
frau kaleun
01-13-12, 05:09 PM
No problem. Sink 'em all! :arrgh!:
radiator
01-13-12, 06:26 PM
Hi, wolves!
Sorry for my english, I used a google translator...
Just recently came across this mod, a low bow to its creators! Thank you for your patience, perseverance, for they gave the game a second life! I play SH3 + GWX 3.0 for about three years, and when I saw this mod - I realized that I still have many, many battles! The monotony of always leads to depression, but with this mod does not threaten monotony for sure, because there are so many ships! Thank you so much!!!
Now the main question - what about the interaction with CLAssemblage2 (GraphicPack) and LCAssemblage (SoundPack)? For three years I played with these great mods, but when put MFM I discovered that none of the modes, except those that come with GWX, interact with him... After the gorgeous graphics CLA (water, sky, terrain, texture) and mark damage ships, rafts and many other things, to play SH3 + MFM with the usual graphics - it's a step back and sheer disappointment... Maybe still is a chance that the CLA and LCA will work with the MFM?
If not, the big request - please give a links to the similar mods to graphics and sound that will definitely be to interact with the MFM. Thanks in advance!
The basic SH3 + GWX 3.0 + MFM functioning normally.
My sistem:
Windows XP Pro 32 Bit
Processor 2.20 GHz
NVIDIA 8600
3 GB
P.S. Also, as for me MFM does not come with "St Naz and Schluese and other units V4" and "Wilhemshafen, St Naz, Schluese and xtra ships V6". I understand that there is a big conflict, is it?
Red Heat
01-14-12, 10:47 AM
MERCHANT FLEET MOD SKIN PACKS
Extract to JSGME and install, depending on the time period you wish to simulate. Circa 1941-1942 you will see increasing numbers of camoflaged ships.
http://www.filefront.com/16685183/MFM_v3_Skin_Packs-1.7z
http://www.filefront.com/16685157/MFM_v3_Skin_Packs-2.7z/
Outstanding work, Thanks! :D
MFM is a great addon, but I have problem with new ships in recognition manual - some drawings are too big for page. I'd like to change background colour too - from white to light brown, like in stock book. How to do it simply?
Dbledip
01-22-12, 03:46 AM
I have tried every link to find this mod and even went to the new server location and looked in the IAMBECOMELIFE folder. It had MFM 3.2 but not the lite or beta version. I bought the SHIII DVD and the 4 gig patch would not install. The SHIII version is 1.4. Thank you
Plissken_04
01-22-12, 08:39 AM
I have tried every link to find this mod and even went to the new server location and looked in the IAMBECOMELIFE folder. It had MFM 3.2 but not the lite or beta version. I bought the SHIII DVD and the 4 gig patch would not install. The SHIII version is 1.4. Thank you
Iambecomelife released the MFM 3.2 at 2 or 3 weeks ago as the newer Version and deleted the Links for the Beta and Lite Version in the first Post of this Thread.
So Long
Maik
biosthetique
01-22-12, 11:37 AM
I don't know what that mod changed, but i now need 3 to 4 torpedoes to sink a freighter. that is a lot in my book. anyone has any ideas?
frau kaleun
01-23-12, 09:49 AM
I don't know if the MFM does anything to the merchants' damage models but if you also installed GWX3 prior to adding the MFM, GWX *does* makes changes. Primarily in the way merchants take damage, with GWX it's mostly flooding that will cause them to sink, which can take a lot more time and/or holes in a ship (as it does in real life) than what you were used to with the stock game.
If you are pumping 3-4 eels into a small to medium merchant in a very short time using GWX, yes it may sink a lot quicker but it might have sunk anyway with 1-2 hits. It's just a matter of being patient and letting the flooding from the first hit(s) do its job. It is unlikely that a ship of any substantial size will take catastrophic damage and sink immediately from just one hit, unless it's a really well-placed and/or lucky one or some other factors like the weather and sea-state are also working in your favor to cause faster and heavier flooding.
Unless it was a Passenger/Cargo, in which case its holds were full of life preservers and ping pong balls and it's not going to sink even if you cut the bloody thing in half. :O:
danasan
01-23-12, 10:49 AM
snip
Unless it was a Passenger/Cargo, in which case its holds were full of life preservers and ping pong balls and it's not going to sink even if you cut the bloody thing in half. :O:
There was an unsinkable ship in real life. It was filled with empty cans. It took a couple of torpedoes and didn't sink at all. I have to find the story...
Edit: Read here about the HMS Patroclus and U99
(http://uboat.net/allies/warships/ship/3325.html)
Sailor Steve
01-23-12, 12:16 PM
Umm...the sixth torpedo at 05.25 hours broke the ship in two, the stern capsized and the bow sank slowly in position 53º43'N, 14º41'W.
From your link. It took six torpedoes, but Patroclus did indeed sink.
On the other hand an American sub had much the same experience. This is an account from USS Whale.
Fired three torpedoes. Three hits. One hit aft of his stack, the second blew wreckage up through forward hold and the third
hit aft. Target started turning toward us. Swung hard right and set up for a stern shot.
Fired single stern shot at range of 600 yards. Hit aft. This was a good hit, stopping the target cold. The target was
sinking by the stern, taking considerable port list. Took pictures, firmly convinced this was the graveyard of another
Japanese ship. Many of the crew had an opportunity to view the sinking ship through the periscope.
Having worked up to windward to observe target better, was astonished to find the fire under control and the list
corrected. Water was being pumped over the side through portable hoses. Fired another torpedo from the stern tube, but this
missed. Target was dead in the water, shooting wildly with deck guns.
Crew and passengers abandoned ship, although gun crew remained at posts. Target settled about ten feet overall and then
maintained its depth. Closed and fired sixth torpedo from bow tubes. This hit aft of superstructure depth.
Target still floating. Fired seventh torpedo from bow tubes. This hit with terrific concussion, but did not change trim or draft appreciably.
Fired eighth torpedo from stern tubes. This was heard to hit, but very little concussion was felt.
Getting dark. Target sinking slowly on an even keel, but still looks salvageable. There was no sign of life aboard,
although it was believed gun crews had not yet abandoned ship. Wishing to dispose of it before arrival of planes or rescue
ships, fired ninth torpedo. This hit right under stack and the explosion ripped away both sides of vessel about ten feet
below the main deck.
Target now settled more rapidly, the main deck being a few feet from wash condition at last observation. This vessel
had absorbed seven and possibly eight torpedo hits. The cargo must have been of such nature as to prevent her from sinking
more rapidly. Target was identified as the Heiyou Maru, 9,815 tons.
On retiring we found ourselves in the midst of eight boats full of survivors, approximately fifty men to each boat.
These men were dressed in both white and blue uniforms. One boat was passed close aboard, and survivors made ready to hit
the periscope with their oars.
Kaleun Cook
01-23-12, 12:29 PM
I don't know what that mod changed, but i now need 3 to 4 torpedoes to sink a freighter. that is a lot in my book. anyone has any ideas?
I have to agree on this. It seems to be only the MFM-ships, though.
The stock ships appear to behave as they always did with GWX 3.0: a large cargo shp for example still goes down from the flooding after one eel to the bow. The MFM ships however seem to need at least two torpedos, no matter which size they are.
Edit: Demo effect - I just hit a MFM ship in the bow and it went down like the big stock ships. :D
Edit: Second try on a similar ship - this time it stayed afloat and needed a second torpedo. After all, I think this just adds to the realism.
danasan
01-23-12, 01:28 PM
You are right, Steve, I should have put unsinkable into quotation marks. That ship was made of iron, and be sure - it will go down. :D (http://www.dict.cc/englisch-deutsch/quotation+marks.html)
Edit as I found the English quote: "She's made of iron, sir! I assure you, she can... and she will. It is a mathematical certainty."
Sailor Steve
01-23-12, 03:31 PM
:rotfl2: :rock:
"Sink 'em all! Or at least spit in their eye!"
Fubar2Niner
01-24-12, 02:03 PM
I don't know what that mod changed, but i now need 3 to 4 torpedoes to sink a freighter. that is a lot in my book. anyone has any ideas?
I have to agree on this. It seems to be only the MFM-ships, though.
The stock ships appear to behave as they always did with GWX 3.0: a large cargo shp for example still goes down from the flooding after one eel to the bow. The MFM ships however seem to need at least two torpedos, no matter which size they are.
Edit: Demo effect - I just hit a MFM ship in the bow and it went down like the big stock ships. :D
Edit: Second try on a similar ship - this time it stayed afloat and needed a second torpedo. After all, I think this just adds to the realism.
Hi Chaps
If memory serves me correctly, you are both right. I think Reece may have delved into this a tad deeper and adjusted some stuff. Again if memory serves, it had both positive and negative effects. Try a search, good hunting :salute:
Best regards.
Fubar2Niner
Dbledip
01-25-12, 12:12 AM
Iambecomelife released the MFM 3.2 at 2 or 3 weeks ago as the newer Version and deleted the Links for the Beta and Lite Version in the first Post of this Thread.
So Long
Maik
Maik
Thanks for the info and thank you for the server with all of the mods!
Mike
radiator
01-31-12, 01:20 PM
Please tell us why these ships are not in the latest version of the MFM?
Where they can find and download?
L02B = Large Cargo
L03B = Large Cargo
S01B = Ore Carrier
S02B = Small Merchant
S03B = Tramp Steamer
S04B = Small Merchant
P01B = Small Transport
RP01A = Repair Ship
And another moment: in the roster missing .cfg file T15B ...
Greetings, Mates! :salute:
Installed the game again and started first patrol (MFM included)! :)
September, 03. Ambushed some large freighter for a several hours of RL only to see it sails under Argentina`s flag. Time to play was over, so I decided to do a training attack on it just for fun and exit the game. Then at the debriefing she was listed like a allied ship. Dont sure if this is ok or not.
So I just like to ask how this works?
1) This is a feature of this mod, so game can create allied ships with neutral countries markings for disguise?
2) I need to observe behavior and cargo to make decision, and sometimes I just have to trow a coin to decide, bcz of uncertainity or leave them alone? :arrgh!:
3) This one is more historical:
Is it was a real historical practice to paint these large flags on the sides of ships? Just wondering!
Its a amazing how graphics become better and better and games become more ****ty in the last decade. Bought expensive cool PC only to play SH3 and Battleship Chess on it. :x (LoL, Skyrim was not so bad, but TES degrading also IMO)
Great job, iambecomelife!
Sepp von Ch.
02-02-12, 04:07 PM
By this version 3.2 is not necessary to edit the EnglishNames.cfg and germanNames.cfg in data-sea folder??
Hi,
I just had a great experience with this mod:
My watch crew spotted a lone freighter at the border of the Celtic Sea heading for the St. George's Channel. Since it was getting dark and the wind speed was 11m/s, I decided to attack on the surface. I shadowed the target for some time and realized that the target was not zigzagging.
I set up a perfect 90°-attack and was just about to release a torpedo when I saw 'EIRE' and the Irish flag on the hull :o Since I had met similar ships earlier that were British, I had to decide quickly what to do :hmmm: It didn't zigzag so it could well be an Irish vessel. I couldn't see any guns on it so I decided to get close enough to get spotted and see how it would react. And indeed, it didn't start any evasive actions and turned out to be neutral. Fortunately, I didn't attack it :smug:
But soon after a British aircraft appeared and I had to dive...
:up:
Great work and great idea with the 'neutral' ships, Iambecomelife! It adds a lot when you have to decide whether to attack or not. :yeah:
Sepp von Ch.
02-17-12, 01:30 PM
OK, next week I will upgrade my system to run MFM 3.2 (love this mod!)
I have
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 9800GTX 512MB Arctic Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz ---- 4GB RAM
640GB SATAII/300
Windows Vista Home 32bit
Next week, I will have:
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 560 TI 1 GB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
4 x DIMM DDR2 2048 MB 800MHz ---- 8GB RAM
640GB SATAII/300
Windows Vista Home 64bit
I have a large modsoup. But is 8GB enough for MFM 3.3 with all skins? Or more? GWX with all mods work fine by me with the old system (Vista 32bit, 4 GB RAM, 9800GTX 512MB), but with MFM 3.2 I have a CTD.
Now,I would have 8GB RAM, W. Vista 64bit and nVIDIA 560TI 1GB. Is also 8GB RAM enough or I need more?
Fubar2Niner
02-17-12, 01:38 PM
OK, next week I will upgrade my system to run MFM 3.2 (love this mod!)
I have
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 9800GTX 512MB Arctic Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz ---- 4GB RAM
640GB SATAII/300
Windows Vista Home 32bit
Next week, I will have:
Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 560 TI 1 GB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
4 x DIMM DDR2 2048 MB 800MHz ---- 8GB RAM
640GB SATAII/300
Windows Vista Home 64bit
I have a large modsoup. But is 8GB enough for MFM 3.3 with all skins? Or more? GWX with all mods work fine, but with MFM 3.2 I have a CTD with my previous system 4GB RAM, Nvidia 9800GTX 512 MB, W. Vista 32bit. Now,I would have 8GB RAM, W. Vista 64bit and nVIDIA 560TI 1GB. Is also 8GB RAM enough or I need more?
You need the 4GB Patch mate, it makes your OS use more than 2 GB mem by patching the SH3.exe it can be found here;
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
At one point I quite succesfully ran MFM with all skins using 4GB ram, however the patch is a must :yep:
Best regards.
Fubar2Niner
Sepp von Ch.
02-17-12, 01:44 PM
Hello Fubar, of course, I used the 4GB patch with my 32bit OS, but I can´t run MFM 3.2 with all others mods (large modsoup) on my PC.
The whole modsoup was OK, but with MFM 3.2---- CTD.
Fubar2Niner
02-17-12, 02:00 PM
@Josef von Posorschitz
Yipes :doh:
Got this running here if it's of any interest to you, and very nicely I may add;
GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - VIIC41 Player Sub
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
Fubars Das boot VIIC
TiefeMkI(German)
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
Derzeitige Tiefe
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
GWX - Late War Sensors Snorkel Antennas
SH3 Gramophone
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Radio Room Postcards
SH-5 Water for GWX 3.0 V0.8 20 Km Atlantic campaign (default)
Sobers_3d_Waves
Subphones
Aces' Super Turms v5.1 GWX Version
Aces' Super Turms v6 for GWX
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on
Aces' Multimod compatability fix FM's Turm 7c2 Lightmaps add on
b25_SF_Grass_Full_V2
WB's Renown Replacement
Using the 4GB patch, win7 64, 12GB ram, i7 920 @ 4.00GHz.
Maybe it's just one mod in the soup thats hosing MFM :hmmm: Good luck mate.
Best regards.
Fubar2Niner
Sepp von Ch.
02-17-12, 02:56 PM
12GB RAM?:hmmm:
Fubar2Niner
02-17-12, 03:03 PM
12GB RAM?:hmmm:
Indeed mate but like I said, I have succesfully run on only 4GB.
Best regards.
Fubar2Niner
Sepp von Ch.
02-17-12, 03:08 PM
I hope, that many problems by me would solve new OS 64bit. I will see.
Thanks Fubar:salute:
Fubar2Niner
02-17-12, 03:15 PM
Best of luck my friend :salute:
Best regards.
Fubar2Niner
Jimbuna
02-17-12, 04:04 PM
Indeed mate but like I said, I have succesfully run on only 4GB.
Best regards.
Fubar2Niner
4GB is more than enought to run anything yet released :yep:
Trefoil
02-17-12, 05:29 PM
I have a large modsoup. But is 8GB enough for MFM 3.3 with all skins? Or more? GWX with all mods work fine by me with the old system (Vista 32bit, 4 GB RAM, 9800GTX 512MB), but with MFM 3.2 I have a CTD.
Now,I would have 8GB RAM, W. Vista 64bit and nVIDIA 560TI 1GB. Is also 8GB RAM enough or I need more?
I can also confirm 4GB of ram plus the 4GB patch should be enough to run the merchant Fleet mod - I use 64 bit Windows 7.
You might try using SH3 Validator to check your games files for errors. It's available here with good advice about correcting any errors you might find.
http://www.subsim.com/radioroom/showthread.php?t=187453
I've found very useful sorting out my own 'Modsoup' problems.
looks like i am one of the unlucky ones who,s system wont run this mod,has the lite version been dropped as i cant find a working link to it.
bigboywooly
02-18-12, 11:15 AM
I cant get it to load either so working on splitting it into smaller parts and them load those
Bigboywooly did you mean you are working on something or did you mean it is possible to split it into smaller parts.
i have read you can manually install the skins you want,but wouldnt have a clue as to how to go about this.
bigboywooly
02-18-12, 12:39 PM
Yes I split into 3 parts
Part one was all ships ending in B ( 53 units ) and loaded ok
Added in part 2
Part 2 was all ships ending in X ( 39 units ) and loaded ok
Added in part 3
Part 3 was all ships ending in A ( 33 units ) and didnt load
So have split part 3 in half and first half ( 19 units ) loaded ok along with 1 and 2
Just about to try 2nd half of part 3 now ( 13 units ) - removed the NLL folder just to try something
And oddly enough that loaded ok so that ALL loaded bar the NLL
On a base GWX 3 install
Time to remove and add in some other mods then try again
Sailor Steve
02-18-12, 12:48 PM
Hey Mark! Good to see you around! :rock: :sunny:
bigboywooly
02-18-12, 12:55 PM
Ah Steve.
Hi there,
Knew you would be in here somewhere,
Hope all is well with you.
Determined to get this MFM working somehow.
Fubar2Niner
02-18-12, 12:57 PM
Yes I split into 3 parts
Part one was all ships ending in B ( 53 units ) and loaded ok
Added in part 2
Part 2 was all ships ending in X ( 39 units ) and loaded ok
Added in part 3
Part 3 was all ships ending in A ( 33 units ) and didnt load
So have split part 3 in half and first half ( 19 units ) loaded ok along with 1 and 2
Just about to try 2nd half of part 3 now ( 13 units ) - removed the NLL folder just to try something
And oddly enough that loaded ok so that ALL loaded bar the NLL
On a base GWX 3 install
Time to remove and add in some other mods then try again
Still hard at it I see BBW, good to see you back in home waters kaleun :salute:
Best regards.
Fubar2Niner
Yes I split into 3 parts
Part one was all ships ending in B ( 53 units ) and loaded ok
Added in part 2
Part 2 was all ships ending in X ( 39 units ) and loaded ok
Added in part 3
Part 3 was all ships ending in A ( 33 units ) and didnt load
So have split part 3 in half and first half ( 19 units ) loaded ok along with 1 and 2
Just about to try 2nd half of part 3 now ( 13 units ) - removed the NLL folder just to try something
And oddly enough that loaded ok so that ALL loaded bar the NLL
On a base GWX 3 install
Time to remove and add in some other mods then try again
once you have sorted this out will it be for your own use or will you make it available for download?
bigboywooly
02-18-12, 02:26 PM
Well thought had it sorted but first patrol in 39 CTD on port return
May have just been high TC so tried a start in 1940 and wouldnt even load
:damn:
Will just load in the British ones I think
Least will be something different to sink
Sailor Steve
02-18-12, 03:58 PM
Determined to get this MFM working somehow.
My old single-core rig won't even load the game with it installed. Of course I have your St. Nazaire mod in, and that takes up a lot of space as well. One of these days I'll finally get that new 'puter.
bigboywooly
02-18-12, 04:33 PM
Well thats the only mod that I can get to run at mo too
:damn:
Just did a fresh install and CTDs with even a part of the MFM installed
Will take me some time to figure this out methinks
BBW,i have realised what i asked of you,please ignore my request.
The last thing i want to do is offend iambecomelife after all the work he has put in on MFM,and shouldnt have put you in that position.
please accept my apologies.
bigboywooly
02-18-12, 05:52 PM
BBW,i have realised what i asked of you,please ignore my request.
The last thing i want to do is offend iambecomelife after all the work he has put in on MFM,and shouldnt have put you in that position.
please accept my apologies.
No problem
Hi BBW,
:up: to see you here again.
Greetings.
rowi58
STEPHEN03
02-21-12, 02:25 PM
Downloading now thank you it must be an epic mod!!!:arrgh!::yeah::woot:
Fubar2Niner
02-21-12, 03:01 PM
Downloading now thank you it must be an epic mod!!!:arrgh!::yeah::woot:
It surely is Stephen, it is a resource hog tho, make sure you have the 4GB patch :yep: And welcome aboard me hearty :arrgh!:
Best regards.
Fubar2Niner
Sittingwolf
02-23-12, 03:18 AM
Hi guys,
Is this mod still in development?
Fubar2Niner
02-23-12, 02:05 PM
@Sittingwolf
Hi mate, as far as I'm aware, there is no future developement planned (unless it's being kept under wraps :03:) . This is final release. However I'm sure IABL will correct me if I'm wrong :salute:
Best regards.
Fubar2Niner
Sittingwolf
02-23-12, 03:27 PM
Thanks mate.
The mod is really very enjoyable to me and I just thought that there were some new versions underway.
rohan2302
03-03-12, 04:11 PM
i really want to thank iambecomelife for this amazing mod! it's one of the best gameplay enhancers out there.
However, i have one serious grouse with this mod and that is it does not include ship damage info in the recognition manual. This makes it extremely difficult to take down some of these ships in smooth waters. In rough waters you don't need a 'hole in one' shot to sink them. I was just playing SH3 a while ago and encountered what i think was an M09X merchant ship with a tonnage of less than 4k and i fired four torpedoes between the command center and the middle of the ship and all it did was come to a halt. The front deck was on fire but the ship was not anywhere near sinking. This is extremely frustrating considering that i am used to blowing up 6 and 7k ton c2's and c3's with one shot. Does anyone have any idea about how to sink the ships in these mods with one shot? is there a manual out there which shows the vulnerable areas like fuel and ammo?
frau kaleun
03-03-12, 08:11 PM
i really want to thank iambecomelife for this amazing mod! it's one of the best gameplay enhancers out there.
However, i have one serious grouse with this mod and that is it does not include ship damage info in the recognition manual. This makes it extremely difficult to take down some of these ships in smooth waters. In rough waters you don't need a 'hole in one' shot to sink them. I was just playing SH3 a while ago and encountered what i think was an M09X merchant ship with a tonnage of less than 4k and i fired four torpedoes between the command center and the middle of the ship and all it did was come to a halt. The front deck was on fire but the ship was not anywhere near sinking. This is extremely frustrating considering that i am used to blowing up 6 and 7k ton c2's and c3's with one shot. Does anyone have any idea about how to sink the ships in these mods with one shot? is there a manual out there which shows the vulnerable areas like fuel and ammo?
IIRC there was a chart floating around for GWX3 that showed hit zones or something for all the ships in GWX, but I don't know that it included all the MFM ships (doubtful) or that such a chart exists.
That said, firing at a spot directly below the smokestack(s) is always a good bet if you're looking to cause some major damage. If it's an armed ship, aiming for directly below any gun emplacements may result in hitting an ammo bunker which can also cause more immediate extensive damage.
Another good spot is in the bow area, particularly in rough seas where the ship's forward momentum and the higher waves can cause it to scoop a lot of water in through the hole you punched. If you are using GWX, be aware that flooding will be the major cause of damage leading to sinking, and that takes time so unless you hit something that really goes *boom* in a critical way, patience is a must.
Aiming below a forward mast may also get you a hit in the spot where a bulkhead separates two holds or compartments, leading to flooding occurring in both, leading to a quicker sinking from fewer hits.
fitzcarraldo
03-04-12, 07:06 AM
IIRC there was a chart floating around for GWX3 that showed hit zones or something for all the ships in GWX, but I don't know that it included all the MFM ships (doubtful) or that such a chart exists.
That said, firing at a spot directly below the smokestack(s) is always a good bet if you're looking to cause some major damage. If it's an armed ship, aiming for directly below any gun emplacements may result in hitting an ammo bunker which can also cause more immediate extensive damage.
Another good spot is in the bow area, particularly in rough seas where the ship's forward momentum and the higher waves can cause it to scoop a lot of water in through the hole you punched. If you are using GWX, be aware that flooding will be the major cause of damage leading to sinking, and that takes time so unless you hit something that really goes *boom* in a critical way, patience is a must.
Aiming below a forward mast may also get you a hit in the spot where a bulkhead separates two holds or compartments, leading to flooding occurring in both, leading to a quicker sinking from fewer hits.
In the Maiks pages there is that chart, but it doesn´t includes the MFM ships.
The real U Boat commanders hadn´t all the information of the ships sighted; the same for the american commanders of fleet boats in the Pacific. In many cases, there wasn´t time to look the books, and all the process of targeting and aiming was pure improvisation...
Best regards.
Fitzcarraldo :Kaleun_Salute:
Sittingwolf
03-04-12, 05:30 PM
Well guys, you probably changed your mind. That's good. Earlier I asked and got the reply about none version being underway and now look, here we go, A brand new one of that Merchant Fleet Mod is being planned. Cool :salute:.
fitzcarraldo
03-04-12, 06:33 PM
Well guys, you probably changed your mind. That's good. Earlier I asked and got the reply about none version being underway and now look, here we go, A brand new one of that Merchant Fleet Mod is being planned. Cool :salute:.
Great news, mate! :yeah:
Regards.
Fitzcarraldo :Kaleun_Salute:
Jimbuna
03-05-12, 06:14 AM
http://img27.imageshack.us/img27/1809/68671170.jpg (http://imageshack.us/photo/my-images/27/68671170.jpg/)
http://img854.imageshack.us/img854/8526/57304137.jpg (http://imageshack.us/photo/my-images/854/57304137.jpg/)
Fubar2Niner
03-05-12, 12:25 PM
Well guys, you probably changed your mind. That's good. Earlier I asked and got the reply about none version being underway and now look, here we go, A brand new one of that Merchant Fleet Mod is being planned. Cool :salute:.
A chart / recognition manual mate, yes, future developement, a new MFM version ?.......... Like I said, not that I'm aware of, unless IABL has something very special cooking :hmmm:
Best regards.
Fubar2Niner
rohan2302
03-09-12, 10:30 AM
Hey i have been experiencing a few CTD's in sh3 of late with MFM3.2 installed and in almost every instance it occurred at hight time compressions (512 or 1024) in open seas just before it seemed the game was trying to render some AI ship or something as it would pause momentarily then resume and then crash. The error message points to 'kernel.dll' or very seldom to 'ntdll.dll'.
I didn't have this issue before installing MFM 3.2.
Earlier i had used SH3 commander to increase TC for pray and hunter to 256, enemy detected to 32 and 3d to 256. But CTD's always occured at 512 or 1024 in navmap. Haven't witness another CTD since i restored TC to original settings but then i have only done one patrol since.
system specs - intel dual core 1.8ghz, 3gb ddr2 pc6400, 1gb graphics card, win xp pro SP3, 1024MB min/max page file.
Should i enable the 3GB switch to be able to run MFM 3.2 without any issues? i read somewhere that with my ram configuration i should add '/Userva=2304' to the end of the switch.
Sepp von Ch.
03-09-12, 10:43 AM
I think, 3 GB is not enough. I had 4GB and had many CTD´s. I bought for my modded SHIII (GWX+many mods+MFM 3.2 and skins) 8GB, 64bit OS and GTX 560 Ti and works fine now.
Fubar2Niner
03-09-12, 10:48 AM
Hey i have been experiencing a few CTD's in sh3 of late with MFM3.2 installed and in almost every instance it occurred at hight time compressions (512 or 1024) in open seas just before it seemed the game was trying to render some AI ship or something as it would pause momentarily then resume and then crash. The error message points to 'kernel.dll' or very seldom to 'ntdll.dll'.
I didn't have this issue before installing MFM 3.2.
Earlier i had used SH3 commander to increase TC for pray and hunter to 256, enemy detected to 32 and 3d to 256. But CTD's always occured at 512 or 1024 in navmap. Haven't witness another CTD since i restored TC to original settings but then i have only done one patrol since.
system specs - intel dual core 1.8ghz, 3gb ddr2 pc6400, 1gb graphics card, win xp pro SP3, 1024MB min/max page file.
Should i enable the 3GB switch to be able to run MFM 3.2 without any issues? i read somewhere that with my ram configuration i should add '/Userva=2304' to the end of the switch.
Hi mate, quick question, are you using the 4GB patch. Or use the 3gb switch as you indicated. Without it MFM is almost unusable. It can be found in the downloads section, here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Best regards.
Fubar2Niner
rohan2302
03-09-12, 12:24 PM
Hi mate, quick question, are you using the 4GB patch. Or use the 3gb switch as you indicated. Without it MFM is almost unusable. It can be found in the downloads section, here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Best regards.
Fubar2Niner
I have the 4GB patch but i haven't installed it cause i figured it would be irrelevant in my case considering i only have 3GB ram.
As for the 3GB switch, i just don't know the appropriate settings for my system so i don't want to make it unstable.
As i said, i have 3GB DDR2 ram, 1GB geforce gfx card and my page file is set 1024MB min/max. Should i increase the pagefile before applying the switch because with it enabled i will need windows to allocate at least 1 GB of virtual memory to kernel, right?
Here is a screen of task manager -
http://imageshack.us/photo/my-images/4/clipboard01bgq.jpg/
http://imageshack.us/photo/my-images/4/clipboard01bgq.jpg/
Fubar2Niner
03-09-12, 05:29 PM
I have the 4GB patch but i haven't installed it cause i figured it would be irrelevant in my case considering i only have 3GB ram.
As for the 3GB switch, i just don't know the appropriate settings for my system so i don't want to make it unstable.
As i said, i have 3GB DDR2 ram, 1GB geforce gfx card and my page file is set 1024MB min/max. Should i increase the pagefile before applying the switch because with it enabled i will need windows to allocate at least 1 GB of virtual memory to kernel, right?
Here is a screen of task manager -
http://imageshack.us/photo/my-images/4/clipboard01bgq.jpg/
http://imageshack.us/photo/my-images/4/clipboard01bgq.jpg/
Hi mate sorry it took a bit, mucho scratching of the head. Here is ( I think ) my original post explaining all this :
http://www.subsim.com/radioroom/showthread.php?p=1473354&highlight=4gb+patch#post1473354
Hope this helps mate, if not feel free to keelhaul me :salute:
Good Luck
BTW BACKUP ALL FILES FIRST!!!!
Best regards.
Fubar2Niner
rohan2302
03-09-12, 06:36 PM
Hi mate sorry it took a bit, mucho scratching of the head. Here is ( I think ) my original post explaining all this :
http://www.subsim.com/radioroom/showthread.php?p=1473354&highlight=4gb+patch#post1473354
Hope this helps mate, if not feel free to keelhaul me :salute:
Good Luck
BTW BACKUP ALL FILES FIRST!!!!
Best regards.
Fubar2Niner
Thanks for the help, i'll try out the 3GB switch and see if it improves performance.
Obltn Strand
03-10-12, 05:06 AM
I encountered a problem.
I installed MFM on top of GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6. Game works fine, lots and lots of new stuff to sink:arrgh!:
But
SH Commander shows only this Ship sunk! M08B, 5281 tons
No name, no generic type or cargo.
Is something wrong and if so what I need to install??
Sepp von Ch.
03-10-12, 10:31 AM
Hello, I use Sailor Steve´s latest addition for SH3Comm - Ship Names April 2011 ( http://www.subsim.com/radioroom/downloads.php?do=file&id=3124 ), but I have the same problem with MFM ships as you.
Sailor Steve
03-10-12, 11:52 AM
How odd. Unfortunately I can't check anything, since my old machine won't run MFM.
Viciostereo
04-15-12, 08:23 AM
Hi! I installed this mod (3.2 version), and all of the extra skin folders, but i have a problem... the game crash when i tried to load the Museum :damn:
Anyone can help me?
Fubar2Niner
04-15-12, 08:43 AM
Hi! I installed this mod (3.2 version), and all of the extra skin folders, but i have a problem... the game crash when i tried to load the Museum :damn:
Anyone can help me?
Are you using the 4GB patch / 3GB switch ?
Edit: 4GB patch can be found here;
http://www.subsim.com/radioroom/downloads.php?do=file&id=2888
Best regards.
Fubar2niner
fitzcarraldo
04-15-12, 09:01 AM
Hi! I installed this mod (3.2 version), and all of the extra skin folders, but i have a problem... the game crash when i tried to load the Museum :damn:
Anyone can help me?
Do you have more than 2 Gb RAM? In this case: Do you use 4Gb Patch?
I use MFM full version with 4 Gb Patch, and no problems with the Museum.
Best regards and welcome aboard!
Fitzcarraldo :salute:
Viciostereo
04-15-12, 09:33 AM
Do you have more than 2 Gb RAM? In this case: Do you use 4Gb Patch?
I use MFM full version with 4 Gb Patch, and no problems with the Museum.
Best regards and welcome aboard!
Fitzcarraldo :salute:
Yes, i have more than 2GB, but apparently I have not installed that patch... Ill try to search them.
Thanks!!
PD: If you have a link, ill really appreciate it :yeah:
Jimbuna
04-15-12, 09:45 AM
Yes, i have more than 2GB, but apparently I have not installed that patch... Ill try to search them.
Thanks!!
PD: If you have a link, ill really appreciate it :yeah:
http://www.ntcore.com/4gb_patch.php
Fubar2Niner
04-15-12, 09:51 AM
Yes, i have more than 2GB, but apparently I have not installed that patch... Ill try to search them.
Thanks!!
PD: If you have a link, ill really appreciate it :yeah:
Link is in my post 4 posts up :D or you can find it at Jimbuna's link.
Best regards.
Fubar2Niner
Viciostereo
04-15-12, 10:27 AM
Yeah, now works!!! Thanks for the help and the atention!!! :rock:
fitzcarraldo
04-15-12, 01:01 PM
Yes, i have more than 2GB, but apparently I have not installed that patch... Ill try to search them.
Thanks!!
PD: If you have a link, ill really appreciate it :yeah:
The 4 Gb patch is a must have for SH3 heavily modded. Also for SH4 and SH5.
JIMBUNA has the link in his answer.
Best regards.
Fitzcarraldo :salute:
Jimbuna
04-15-12, 03:20 PM
Yeah, now works!!! Thanks for the help and the atention!!! :rock:
SINK EM ALL!!
fitzcarraldo
04-15-12, 04:04 PM
Yeah, now works!!! Thanks for the help and the atention!!! :rock:
Welcome to the Real and Legendary SH3 (modded...).
Best regards.
Fitzcarraldo :salute:
Jimbuna
04-17-12, 09:48 AM
Great looking stuff.
Welcome Matey :salute:
Fubar2Niner
04-17-12, 09:53 AM
Great looking stuff.
Welcome aboard shipmate :salute:
Best regards.
Fubar2Niner
Magic1111
04-18-12, 06:25 AM
Great looking stuff.
:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:
Thank you for the warm welcome kameraden! :salute:
u crank
04-18-12, 03:38 PM
Welcome to Subsim Andris.:salute:
Ruzbasan
04-29-12, 10:50 AM
I just installed the newest version of the MFM and it is running great. I also activated the 1942 MFM skin pack.I noticed MFM did not come with a new english names cfg file. When I go into the museum many of the MFM ships have names such as "M01X" instead of the full name. The problem is that many of the MFM ships are not listed in english names cfg causing the ship names to be shortened.
I added about twenty of the MFM ships names to the english names config by getting their full names from the roster cfg files. They then showed up in the museum named correctly. It was tedious but it appeared to have worked. Strangely, once the ships were named correctly, anything with an X in its old name showed up with plain paint schemes. Should I just change the english names config back to its old state?
Will adding all the correct MFM ship names to the english names cfg file cause any problems or instability when running MFM with GWX 3.0 Gold?
If not, does anyone have a corrected english names cfg file that has all the MFM ships already named correctly that they could share?
Any help or advice would be greatly appreciated.
Phoenix3000
05-11-12, 03:55 PM
Hi guys
Does anyone have have a download link for IABL's Lite version of the merchant fleet mod?
I tried version 3.2 but get a CTD at career start and when opening the museum. It worked with NYGM, but with my GWX Gold install it fails. I have a 32-bit XP system so the 4GB patch won't work for me.
In the meantime I would like to test the lite version and see how that performs, however I've been trying Pliskens ftp link without any success: ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS
For several hours I've been getting the error:
No data received
Unable to load the web page because the server sent no data.
Here are some suggestions:
Reload this web page later.
Error 324 (net::ERR_EMPTY_RESPONSE): The server closed the connection without sending any data.
(The above is from Chrome, but I get no joy with IE either).
Anyone have an alternative link?
Cheers all :salute:
Px3000
frau kaleun
05-11-12, 04:26 PM
Odd, when I go there from my Favorites menu, it comes right up. But when I click on the link in your post, it won't load and just keeps giving me the login menu over and over again.
This is copied and pasted from the address bar in my browser when I had the page up successfully, so give it a try:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS
Edit: I just clicked on the above link and it worked fine. If you're still having problems, maybe try another browser?
bigboywooly
05-11-12, 04:28 PM
I dont see a lite version of this mod on Plisskens server
I seperated the 3.2 mod into 4 parts and loaded those 1 at a time until CTD then took last off as system couldnt handle all of it
On my mediafire page you can DL parts 1-4 JSGME ready
I only managed to load 1 and 2 but as these were mostly British was cool with that
frau kaleun
05-11-12, 04:35 PM
There's a version that adds only British and American ships but no neutrals. It's called "Interim Beta" or something like that.
Odd, now when I click on that link it loads the main page but won't let me into any of the directories. :hmmm:
I checked on Jim's Gamefront page but didn't see any MFM stuff there. Can't find it in downloads either.
@Phoenix3000: I think I have what you're looking for, I'm trying to upload it to Gamefront now. I'll post a link if it works. I don't have an account there and it's prolly a big file, so I dunno.
Phoenix3000
05-11-12, 05:07 PM
@frau kaleun - many thanks that link works. Although, as BBW says, I can't see a lite version of MFM either. At least I can access that resource now though - and what a huge amount of mods there are. Nice one Plissken! :up:
@bigboywooly, thanks I'll definitely download and try out the split files. Even if only one or two work that will be fine with me. :salute:
EDIT: @bigboywooly - when I click your mediafire link it takes me to the mediafire homepage each time, even if I copy and paste the address. :hmmm: I've tried Chrome, IE and Firefox and use:
http://www.mediafire.com/index.php#11eoq19bq9r41
but when it loads it goes here: http://www.mediafire.com/
Cheers!
Px3000
mdewals
05-11-12, 05:35 PM
Any tips on sinking these baby's?? I'm using it right now but I often have to fire 3 or more torpedo's on them for it to sink.
I tried hitting them under the smokestack but no real result. Or do I have to be very very patient before they sink??
The Stock ships normally go down with 1 or 2 eels.
frau kaleun
05-11-12, 06:02 PM
@frau kaleun - many thanks that link works. Although, as BBW says, I can't see a lite version of MFM either. At least I can access that resource now though - and what a huge amount of mods there are. Nice one Plissken! :up:
Px3000
The only "lite" version I'm aware of is here, for now. Just finished uploading.
http://www.gamefront.com/files/21686306/MFM-Interim-Beta.7z
Phoenix3000
05-11-12, 08:59 PM
Excellent, thank you frau kaleun! :yeah:
Downloading now.
Px3000
frau kaleun
05-12-12, 01:19 PM
No problem, hope it's what you were looking for and works out for you. :)
frau kaleun
05-12-12, 01:27 PM
Or do I have to be very very patient before they sink??
Yes. :D
Many mods opt for more realism which means that it's harder to sink some ships. They no longer go down quickly after 1-2 hits the way they would in the stock game. For instance with GWX, ships accumulate damage primarily from flooding, just like they did in real life. It can take a while for flooding to sink something.
If you are lucky and place a hit directly into the engines or an ammo bay on an armed ship, you might get an explosion and speed things up a bit, but generally speaking, it's going to be the water pouring in through whatever holes you made that does the job and that takes time.
There are a couple tips you can try to maximize flooding damage, one way is to put a shot into the bow of the ship, as the ship's forward momentum can cause it to "scoop up" seawater into the hole at a faster rate. Seems to work especially well in choppier water.
Another way is to aim directly beneath a forward mast as this may be the spot where the bulkhead is between two cargo holds, if you can make a hole that results in both holds taking water instead of just one it also tends to speed things up a bit.
Edit: unless it's the dreaded Passenger/Cargo ship, in which case all its holds are full of balsa wood and ping pong balls so, you know, good luck with that. :O:
SubTroll
05-18-12, 01:58 PM
Hey guys
The ships in this mod look awesome. Granted, I've only played Silent Hunter 4 and not 3, but I was wondering if there would be any way to make a few of these merchants work in SH4? Having more variety to shoot at is never a bad thing! :yeah:
Sailor Steve
05-18-12, 02:46 PM
A handful of them are already in Operation Monsun, the full Atlantic mod for SH4. Converting the rest of them would be possible, but SH4 uses different textures than SH3, and SH4 also has the crew members walking around the decks, which would have to be done for each individual ship.
fitzcarraldo
05-18-12, 03:32 PM
Hey guys
The ships in this mod look awesome. Granted, I've only played Silent Hunter 4 and not 3, but I was wondering if there would be any way to make a few of these merchants work in SH4? Having more variety to shoot at is never a bad thing! :yeah:
All the ships and aircraft of SH3 work in SH4, you need to add they in the similar folders of SH4, and add the entries. Of course, you will haven´t the "dynamic" crew on decks, and the textures look a little poors respect the SH4 own textures. Also, you need script the ships for a better result.
Please, see the thread:
http://www.subsim.com/radioroom/showthread.php?t=182697
Regards.
Fitzcarraldo :salute:
SubTroll
05-18-12, 04:34 PM
Thanks bud, I will definitely try that sometime!
About skins.
I must manually turn them on by date?
Uh that sucks and i guess it's Sh3 filesturcture fault.. no,really?
Sailor Steve
05-30-12, 06:19 PM
SH3 Commander is your friend. It will let you control the dates of pretty much anything.
AdmiralGoose
05-30-12, 10:29 PM
new here and i have a fresh install. 4 gig ram and crash to desk top on game start up. makes it about half way.
new here and i have a fresh install. 4 gig ram and crash to desk top on game start up. makes it about half way.
Hello and welcome aboard.
Try 4gb patch.
32 or 64 bit system?
In case of having 32 Win7/Vista system add this to your windows prompt command line:
" bcdedit /set increaseuserva 2900 " without quote marks and restart.
On 64bits system you don't have to do this.
Woks for me and i have only 2gb RAM sic!
Herr-Berbunch
05-31-12, 09:39 AM
new here and i have a fresh install. 4 gig ram and crash to desk top on game start up. makes it about half way.
In addition to the above, was it a fresh install as in brand new, or was SH3 previously installed - if so you'll have to remove all previous data not just the stuff in the Program Files folder, and it's recommended to run a reg cleaner too, before reinstallation.
Hope this helps.
And welcome aboard :salute:
Jimbuna
05-31-12, 11:25 AM
It won't matter how much memory your system has because it doesn't recognise it without the patch.
I'm running on 8 or 12GB (I honestly don't remember atm :doh:) and use this:
http://www.gamefront.com/files/21775767/4gb_patch_7z
SquareSteelBar
05-31-12, 11:57 AM
...or was SH3 previously installed - if so you'll have to remove all previous data not just the stuff in the Program Files folder, and it's recommended to run a reg cleaner too, before reinstallation......or run this (http://www.subsim.com/radioroom/showthread.php?p=1883074#post1883074), it's especially for SH3.
I can run this with 2gb ram,but 4gb patch is a must.
I gues after patch, game using swap file to compensate lack of physical memory.Loading times are indeed long spent cleaning house,making coffe etc,but it's worth it.
I love this mod,so many things to shot,no?
However i do not like how they behave after "She's going down message" they can stay afloat even for days.Sometimes they emiting sinking sound on rough waters even when they healthy, maybe it's because i use Thomsens ships on top of it?
Hi.
What's the word with GWX + MFM? In the first post there's two mods listed with links removed that specifically mention improved compatibility with GWX. Are those still available?
I just spent several hours trying to get MFM to run, including getting the 3 gig switch to work (dual boot issue turns out). Even with MFM as the only mod on top of GWX, it always crashes right about when the load screen finishes up and the game tries to go to the U-boat view. It gives me a "This application has failed" dialog, so not quite a total CTD (unless that's what you consider a CTD I guess)
In the interest of thorough testing, I tried the mod in my Vanilla 1.4b install. It worked just fine there, so it's clearly some issue with GWX.
Any ideas?
Sailor Steve
07-11-12, 10:06 AM
the 3 gig switch
Why not the 4-gig patch? I can't use it because I have an older 32-bit single-core system, which won't run the MFM at all. If your system is as old as mine you're out of luck, just as I am. If your system is newer and 64-bit then the 4-gig patch should make it work. If not, then you may not be able to run MFM at all. I can't.
Buhring
07-11-12, 11:56 AM
Since I have MFM, which is a wonderful addtion to my GWX, I find it very cumbersome to use the recognition manual: too many pages, and no way to sort them out, instead of flipping pages.
I know that "realism" dictates that no search facilities are available -- but is there anywhere a mod speeding up the consultation of the manual (e.g. by tags, like: merchant, two funnels, main mast aft/forward, small, medium, large, etc.)?
Obltn Strand
07-11-12, 03:41 PM
Since I have MFM, which is a wonderful addtion to my GWX, I find it very cumbersome to use the recognition manual: too many pages, and no way to sort them out, instead of flipping pages.
I know that "realism" dictates that no search facilities are available -- but is there anywhere a mod speeding up the consultation of the manual (e.g. by tags, like: merchant, two funnels, main mast aft/forward, small, medium, large, etc.)?
My solution to this problem is Hitman's GUI, where ship's size is compared to a field of view. This creates some interesting situations when I usually overestimate target's size. (Like most real u-boat commanders did.) It adds a level of uncertainity to the game.
EmeAzul
07-11-12, 03:47 PM
Buhring, I have 63 GWX Merchants, 72 MFM Merchants and 112 GWX Warships, so I used to encounter the same problem you have. The trick I found was to manipulate the EnglishNames file to organize the merchants in an easier to find fashion.
As you may know the EnglishNames file determines the order of the ships that appear in the Recognition manual, with type 103 transport ships first, followed by type 101 tanker ships, followed by type 102 cargo ships, followed by type 100 harbor ships and ending with type 104 coastal boats. Warships follow the merchants but are somewhat irrelevant for this discussion.
Within each of these merchant groups, I named each ship in an alphabetical order from smallest tonnage to largest, thus making it relatively easy to find the appropriate ship in the recognition manual. For what it is worth, here is my EnglishNames file:
[Names]
LST=Assault Transport
P01B=Brave P01 Transport
CHT=Chatham Transport
NPTB=Flagship Transport
TR=Garrison Transport
PTR=Invasion Transport
PTL=Leading Transport
NESP=Marine ESP Liner
HSL=Neat Hospital Liner
NLOL=Older LOL Liner
ARA=Prime ARA Liner
NCUS=Quaint CUS Liner
PPL=Rapid PPL Liner
LPL=Ready LPL Liner
LUS=Stylish LUS Liner
NWP=Able Small Tanker
SJT=Alert Oil Tanker
OTSF=Bantam T1 Tanker
LTSF=Bearing T1 Tanker
T18B=Choice T18 Tanker
T05B=Cipher T05 Tanker
T10B=Clamp T10 Tanker
T02B=Coarse T02 Tanker
T07B=Coral T07 Tanker
T14B=Damp T14 Tanker
T09A=Dicey T09 Tanker
T01B=Dodgy T01 Tanker
NECT=Empire Oil Tanker
T06B=Factor T06 Tanker
T03B=Great T03 Tanker
T04B=Hammer T04 Tanker
OTMST2=Medium T2 Tanker
T17A=Option T17 Tanker
T13A=Panel T13 Tanker
OTMS=Salient T3 Tanker
LTMS=Superior T3 Tanker
T16B=Quad T16 Tanker
T19A=Tackle T19 Tanker
AO02A=Upbeat A02 Tanker
AO01A=Value A01 Tanker
NOTCW=Whale Factory Ship
T08B=Yukon T08 Tanker
KLAKE=Aegis Lake Steamer
NSCT=Basic Sea Steamer
KSQ=Cape Tramp Steamer
LSQ=Coal Tramp Steamer
KBL=Dated Belize Steamer
KCA=Duty Caribou Steamer
SCF=Early Tramp Steamer
KSS=Faded Small Freighter
LSS=Flared Small Freighter
M09B=Fleet M09 Freighter
M32B=Float M32 Freighter
M33B=Fluid M33 Freighter
M39B=Flyer M39 Freighter
M03B=Foam M03 Freighter
M13B=Force M13 Freighter
M34B=Free M34 Freighter
M31B=Front M31 Freighter
M37B=Fussy M37 Freighter
M11B=Gage M11 Freighter
M40B=Galley M40 Freighter
M38B=Gamut M38 Freighter
M16B=Genial M16 Freighter
Q01B=Ghost Q01 Freighter
M17B=Gifted M17 Freighter
M22B=Glazed M22 Freighter
M25B=Globe M25 Freighter
M02B=Golden M02 Freighter
M19B=Grace M19 Freighter
GRA=Granville Freighter
M29B=Halo M29 Freighter
KLS=Imperial C2 Freighter
LLS=Inbound C2 Freighter
M07B=Incite M07 Freighter
M24B=Index M24 Freighter
M01B=Inflow M01 Merchant
M06B=Inlaid M06 Merchant
M12B=Inner M12 Merchant
M18B=Inside M18 Merchant
M10B=Intact M10 Merchant
RP01A=Invoke RP1 Merchant
M08B=Iron M08 Merchant
M23B=Island M23 Merchant
M26B=Ivory M26 Merchant
M14B=Jacked M14 Merchant
M04B=Jaded M04 Merchant
O01B=Jangle O01 Merchant
M15B=Jaunty M15 Merchant
M20B=Jersey M20 Cargo
M27B=Jetty M27 Cargo
M28B=Jingle M28 Cargo
M05A=Jockey M05 Cargo
NWFS=Junket WFS Cargo
M30B=Karma M30 Cargo
M35B=Keel M35 Cargo
M21B=King M21 Cargo
L02A=Knot L02 Cargo
LL=Liberty Ship Cargo
L03A=Maestro L03 Cargo
AK02A=Nation AK2 Cargo
AK01A=Oasis AK1 Cargo
AK03A=Palm AK3 Cargo
AM01A=Queen AM1 Cargo
NRC=Rose Castle Cargo
C3Cargo=Titanic C3 Cargo
O02A=Tussle O02 Cargo
L01B=Ultra L01 Cargo
KGN=Unique Old Cargo
VV=Victory Ship Cargo
AC4=Worn Collier Cargo
NKSEF=Coal Supply Freighter
M36B=Depot M36 Cargo
AMM=Harbor Ammo Cargo
PRT=Naval Coal Tender
NFAD=Ordnance Tender
Sloop=Active Sail Sloop
JunkS=Ageing Small Junk
JunkM=Asiatic Large Junk
SCHO=Boomer Schooner
FishingBoat3=Canal Fishing Boat
FishingBoat3L=Crab Fishing Boat
FishingBoat=Delta Fishing Boat
FishingBoat2=Flakey Coastal Boat
FishingBoat1=Grain Coastal Boat
FishBoatL=Grubby Coastal Boat
NF_boat_5=Hardy Sailing Boat
Schute_M2=Inland Coal Tender
HarbourTugBoat=Oily Harbor Tugboat
DST=Pilothouse Trawler
LGH=Quayside LightShip
NF_boat_4=Seagoing Trawler
TugBoat=Tenured Tugboat
LTgBoat=Traction Tugboat
COT=Utility Coast Tanker
BBNevadaA=Nevada class BB
BBRevenge=Revenge Class BB
BBDukeOfYork=Duke of York BB
BBHowe=Howe Class BB
BBAnson=Anson Class BB
BBKingGeorgeV=King GeorgeV BB
BBPrinceOfWales=Prince of Wales BB
BBNelson=Nelson Class BB
BBRodney=Rodney Class BB
BBGneisenau=Gneisenau Class BB
BBScharnhorst=Scharnhorst BB
BBVittorio=Vittorio Class BB
BBItalia=Italia Class BB
BBLittorio=Littorio Class BB
BBRoma=Roma Class BB
BCHood=Hood Class BB
BCRepulse=Repulse Class BB
BBBismarck=Bismarck Class BB
BBUSSIowa=Iowa class BB
BBTirpitz=Tirpitz Class BB
CACumberland=Cumberland CA
CADevonshire=Devonshire CA
CANorfolk=Norfolk Class CA
BrAuxCruiser=British Auxiliary CA
CALutzow=Lutzow Class CA
BCDeutschland=Deutschland CA
CAFiume=Fiume Class CA
CAGorizia=Gorizia Class CA
CAPola=Pola Class CA
CAZara=Zara Class CA
CAScheer=Admiral Scheer CA
BCGrafSpee=Graf Spee Class CA
GeAuxCruiser=Commerce Raider CA
CABlucher=Blucher Class CA
CAHipper=Admiral Hipper CA
CAPEugen=Prinz Eugen CA
CLDido=Dido Class CL
SD=Small DepotShip CL
CLKclass=K Class CL
DS=Large DepotShip CL
CAPr26=Kirov Class CL
CAPr26bis=Max Gorki Class CL
CA_Averof=Averof Class CL
CLSouthampton=Southampton CL
CLFiji=Fiji Class CL
CLGaribaldi=Garibaldi Class CL
CLAbruzzi=Abruzzi Class CL
CLBrooklyn=Brooklyn Class CL
CLNOrleans=Tuscaloosa Class CL
CVECasablanca=Casablanca Class CVE
CVEBogue=Bogue Class CVE
CVIllustrious=Illustrious Class CV
CVUSSEssexCV9=Essex Class CV
CVGrafZeppelin=Graf Zeppelin CV
DDHuntI=Hunt I Class DD
TB1937=Type 37 Class DD
DDHuntII=Hunt II Class DD
DDV&W=V&W Class DD
DDClemson=Clemson Class DD
DDTown=Town Class DD
DDHuntIII=Hunt III Class DD
NDD_SU1=Novik SU1 Class DD
TB1924=Type 24 Class DD
DDA&B=A&B Class DD
DDCClass=C&D Class DD
DDBourrasque=Bourrasque DD
DDSoldati=Soldati Class DD
DDJClass=J&K Class DD
DDNClass=N Class DD
DDQClass=Q&R Class DD
DDSClass=S&T Class DD
DDLClass=L Class DD
DDSomers=Somers Class DD
DDTribal=Tribal Class DD
DDType34=Type 34 Class DD
DDFletcher=Fletcher Class DD
DDType7y=Storozhevoy 7y DD
NMSS=Sperrbrecher DD
DDType36A=Type 36A Class DD
COBathurst=Bathurst Class DE
COFlower=Flower Class DE
PCTrawler=ASW Trawler Class DE
Ftboot=Flottenbegleiter DE
FFCaptainI=Captain I Class FF
DEEvarts=Evarts Class DE
FFRiverClass=River Class FF
FFBlackSwan=Black Swan Class FF
ATug=Armed Tugboat DE
DEJCButler=JC Butler Class DE
DEBuckley=Buckley Class DE
FFCaptainII=Captain II Class FF
FFColony=Colony Class FF
FFTacoma=Tacoma Class FF
NLCVP=Higgins Supply Boat
RAFHSL=RAF Air Sea Rescue
MAS=MAS Torpedo Boat
MTBVos=Motor Torpedo Boat
PTElco=Elco Torpedo Boat
Smallhunter=Small Sub Hunter
PTSchnellboot=Schnellboot PB
NPTV_KFK=Small K-fischkutter
NPTV=Small Vorpostenboot
NMSR=Raeumboot MSR PB
LCMTL=Navy Transport Barge
HDSubCT13=Sub Chaser Boat
PBTrawler=Armed Trawler PB
LCMAL=Navy Artillery Barge
MSTrawler=Isles MSTR Trawler
MSTrawler1=Isles NAMS Trawler
DEBPS=Uragan Torpedo Boat
MS1935=Type 35 Minesweeper
NHPB=Vorpostenboot PB
BuV_Dock1=Medium Floating Dock
BuV_Dock2=Large Floating Dock
Buoy_D2_FL=Buoy D2
Buoy_G1_FL=Buoy G1
Buoy_G2_FL=Buoy G2
Buoy_o1_FL=Buoy O1
Buoy_R1_FL=Buoy R1
Buoy_R2_FL=Buoy R2
Iceberg=Large Iceberg
IcebergM1=Medium M1 Iceberg
IcebergM2=Medium M2 Iceberg
IcebergM3=Medium M3 Iceberg
IcebergS1=Small S1 Iceberg
IcebergS2=Small S2 Iceberg
IcebergS3=Small S3 Iceberg
Buhring
07-11-12, 06:15 PM
THX all!
@Sailor Steve: yeah, i WISH i could just use the 4 gig patch. that'd be nice. unfortunately tho, while my computer itself is indeed a 64-bit machine, my copy of Win 7 Pro is only 32 bit. And no, I cannot upgrade this version without paying for a full Win 7 Pro 64-bit version. You see, this is a network install of Win 7that came on the computer (bought off Craigslist, but totally legit) and Micro$oft does not allow network installs to be upgraded like they do with the disc version.
VERDAMMT!!!
I see someone else here IS successfully using GWX + MFM. um How please?
What are the minimum system specs to run GWX + MFM (+MEP too) anyhow? I'd'a' thunk my system was up to spec: Pentium D Dual 3.4Ghz, 3Gig RAM, GTX560 Ti 1gig graphics .. i mean, criminy! what sort of system DOES work for this? :88)
I certainly find it intersting that MFM runs just fine on my machine with Vanilla 1.4b, but not with GWX ... once i get my GWX soup done and patrol a bit, I'll try NYGM too, see if MFM works there. :hmm2:
Sailor Steve
07-11-12, 06:44 PM
3Gig RAM
I'd guess that's your problem right there. MFM is a huge memory hog. You not only need 4 gigs, you need the 4-gig patch. I'm pretty sure that's the only way you'll get it to run. I have 4 gigs of RAM but an older 32-bit XP system, and I can't run it even with no other mods installed at all.
Ok, thanks ... um .. what about the "lite" versions mentioned in the first post? Do those still exist? I'm not seeing it here or at Maik's ftp under /IAMBECOMELIFE
:arrgh!:
Obltn Strand
07-12-12, 12:23 AM
I'll try NYGM too, see if MFM works there. :hmm2:
With this setting no problems with my 3gb rig.
Ok, thanks ... um .. what about the "lite" versions mentioned in the first post? Do those still exist? I'm not seeing it here or at Maik's ftp under /IAMBECOMELIFE
:arrgh!: Once again NYGM has it's own lite version.
re: "lite" versions, I was referring to the gwx lite versions at the bottom of the 1st post. are those still available anywhere?
Lindley
07-18-12, 12:13 AM
.
First Class mod got it to work with HsieOptionsSelector.exe 4GByte option.
Thanks for including Ireland.
Enhances the game 100%.
:Kaleun_Salute:
Do I need to edit EnglishNames.cfg to use this mod?And where to put the files from MFM_v3_Skin_Packs.7z in?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.