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HW3
09-08-15, 09:32 PM
Should be no problems since NLL is only one type of cargo ship. I'm not exactly sure what the Lifeboats&debris_v4 mod is changing in the .val file but, the Searchlights removed mod is simply removing the searchlight from the .eqp file.

Kapt Z
09-09-15, 12:29 PM
Should be no problems since NLL is only one type of cargo ship. I'm not exactly sure what the Lifeboats&debris_v4 mod is changing in the .val file but, the Searchlights removed mod is simply removing the searchlight from the .eqp file.

Thanks for the insight. I truly had no idea what those conflicts meant.

Initially I tried installing MFM last and noticed when I sunk ships that the rafts/survivors no longer spawned. So I tried installing the two mods over MFM and wondered if that would cause serious issues.

So far my present patrol seems to be working fine and I did come across a MFM freighter that looked and behaved ok. We will see.

Kip336
09-13-15, 06:54 AM
I've noticed that since using MFM, SH3 commander doesn't add names to every ship I sink anymore. Is there something I need to change in the settings somewhere to get this working again?

I looked at the "Ship Names.cfg" and I noticed a listing of all ship types, would I need to add the MFM ship types to this maybe?

Sailor Steve
09-13-15, 07:58 AM
SH3 Commander, like any program, can only do what it's told. The original Ship Names list that comes with the program knows nothing about MFM. Just adding MFM ship types to the list will change nothing. You would need to add names to each ship type, a project which would take years.

Luckily somebody started just such a project back in 2008, and it's been an ongoing labor of love. The latest version, with almost 13,000 ship names, can be found here.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

Just replace the Ship Names.cfg with the one in the mod and you'll get appropriate names for not only the MFM, but also for all merchant types in the game. :sunny:

Kip336
09-13-15, 11:19 AM
Ahoy Steve,

Many thanks for the link, and your great work! Once I have new patrol orders, I'll be looking for the shipnames to pop up!

Kapt Z
09-15-15, 08:32 AM
SH3 Commander, like any program, can only do what it's told. The original Ship Names list that comes with the program knows nothing about MFM. Just adding MFM ship types to the list will change nothing. You would need to add names to each ship type, a project which would take years.

Luckily somebody started just such a project back in 2008, and it's been an ongoing labor of love. The latest version, with almost 13,000 ship names, can be found here.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

Just replace the Ship Names.cfg with the one in the mod and you'll get appropriate names for not only the MFM, but also for all merchant types in the game. :sunny:

Hi Steve-

So we can drag and drop the whole new file onto the Commander file or do we have to retain any of the 'stock' Commander file for this to work?

Sounds like a complete override is the case, just wanted to clarify. Thanks!

Sailor Steve
09-15-15, 09:15 AM
Yep. The whole thing is a single list in a single file, so just replace the old one. :sunny:

Wolfehunter
10-08-15, 12:50 PM
Great mod with all the new ships. I do have a question. Have you encountered torpedoes passing through the hulls? I've had a few miss then they're well within hitting it after they've been damaged. These ships are abit tougher than the stock ones.

Kapt Z
10-14-15, 01:45 PM
Yep. The whole thing is a single list in a single file, so just replace the old one. :sunny:

Hi Steve-

Replaced the whole file and ran a patrol to see if it worked. Seems some parts worked and some didn't.

During the patrol when I would go to the ship ID manual and a MFM ship would be there it would look like this-

http://i1215.photobucket.com/albums/cc503/kaptz/MFM%20ship%20ID%20manual.jpg

Should there be a ship type like "Medium Cargo" etc instead of M02X?

Then when I returned to base and went to update personal file in SHCommander to see my patrol log it looked like this-

http://i1215.photobucket.com/albums/cc503/kaptz/MFM%20ship%20ID%20manual%203.jpg

As you can see, some of the ships came through with names and details, but several just came through with M-- and no details.

Any ideas on what I am doing wrong??

Thanks!

Z

Sailor Steve
10-14-15, 03:57 PM
During the patrol when I would go to the ship ID manual and a MFM ship would be there it would look like this...

Should there be a ship type like "Medium Cargo" etc instead of M02X?
No, that is normal. Names like "Medium Cargo" are the names applied by SH3 to the ship class just to identify it for you. IABL used the same names he gave the ships as identifiers. In the readme that comes with the my latest Ship Names file there is a complete list of ship names for Commander with every MFM ship type given a new name based on the class. You can copy and paste that into your 'Sea' folder in the SH3 directory. It will make the Recognition Manual names look like the ones in my latest 'Ship Names' thread. For example, 'M02X' should show up in the manual as 'Brandanger Class Merchant'. Part of the problem there is that for the sake of not giving away what is neutral and what is enemy I've tied 'M02X' to 'M02B' in the ClassMap directory at the top of the 'Ship Names' list.
http://www.subsim.com/radioroom/showthread.php?t=219776

Then when I returned to base and went to update personal file in SHCommander to see my patrol log it looked like this...

As you can see, some of the ships came through with names and details, but several just came through with M-- and no details.
I'm not sure what the problem is. I've looked over my patrol reports and everything seemed in order. On the other hand I've hardly encountered all the ships, or even half of them. Those same problems may be there for me, and I won't come across them for a long time, if ever. Everything in the files looks okay, but I just don't know.

Kapt Z
10-14-15, 05:16 PM
It is a small thing really compared to all the new ships so I have no problem living with it as is. Only wondered if it was a glaring error on my part.

Thanks for quick reply Steve.

Z

jimislander
04-12-16, 06:36 AM
Says file not found

http://www.filefront.com/16685183/MF...kin_Packs-1.7z

http://www.filefront.com/16685157/MF...in_Packs-2.7z/:wah:

tomfon
04-12-16, 07:20 AM
Try this:

ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/MFM_v3_Skin_Packs.7z

Von Due
04-12-16, 02:02 PM
EDIT: SOLVED. The ship's sil.tga was twice the size it should have been. Converted it and edited it in Paint to regular size. Converted it back and voila.

Original post:

Thought I might post this in the relevant thread:

I have the MFM+ skins working with GWX3 + J to Z Destroyers + fixes + MaGui + WS fix.

There is only a small issue with the ship AK01A which has a super magnified image in the rec manual (a section with a mast and chimney, blown up in size), making it impossible to see what the ship looks like.

Is there a known issue either with that ship or with the mod coworking with other mods?

http://i63.tinypic.com/2qs7wwo.jpg

Aquelarrefox
04-15-16, 03:29 AM
i have improved the charts of caws 1.6.1 for gxw and magui ws, from b/w reco manual, and some other stuffs, for me its more usefull looking in the pages this way than manual stock. Anyway in manual stock there are other type of units too.

http://www.mediafire.com/download/27wonoik2gils6d/optional_CAWS1_61_MFM_for_gwx3_1.rar

you may instal caws 1.61 first, later this. it gets 2 error until sailing screen, but i didn found how to fix and i didnt found any kind of issue.

mybe in future would be posible move old manual to the center too.

Von Due
04-15-16, 01:59 PM
Wondering here. Looking at the T15B folder and it only contains
T15B_T01.tga
T15B_T02.tga
T15B_T03.tga
T15B_T04.tga

No other data files or cfg. Was this ship scrapped?

EDIT: Also wondering about

MLaunchB1
MLaunchB2
Q01B
SLaunch01

There are no references to them in either EnglishNames or ShipNames and the sil.tga files are all the same small trawler. Any insight on these?

RevReese
04-24-16, 01:16 PM
Hi all!, I was wondering if anyone is using this mod with Tribute to Manual Targeting for GWX3?

http://www.subsim.com/radioroom/showthread.php?t=153937

I am slowly modding my GWX install and when I try to activate TMT using JSGME it says:


"particles_funnelsmoke.dat" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLL_.cfg" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLL_.sim" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.
"NLL__sil.tga" has already been altered by the "Merchant_Fleet_Mod_3.2" mod.

Is it ok to overwrite MFM's files? can I revert if i get crashes?.

Thanks for your time.

ivanov.ruslan
04-24-16, 02:11 PM
:can I revert if i get crashes?

I think it will not crashes

fastfed
04-24-16, 07:36 PM
I've tried everything with this mod and no matter what I get a crash before a mission/patrol

Based on my current mod list without using Subcommander where would I put this mod?

http://i618.photobucket.com/albums/tt269/fastfed/jpeg_zpsbqszczc5.jpg

Sailor Steve
04-24-16, 09:04 PM
I've tried everything with this mod and no matter what I get a crash before a mission/patrol

Based on my current mod list without using Subcommander where would I put this mod?

Have you used the 4-Gig patch? Windows only lets the game use 2 gigabytes of memory, and the MFM needs a lot more than that. The 4-Gig patch lets it use more memory. The best place to get it is here:
http://www.subsim.com/radioroom/showthread.php?t=212462

On the other hand, check your system specs. You need at least 4 Gigs of RAM for it to work. My 2005 XP rig just couldn't run it.

ivanov.ruslan
04-25-16, 02:07 AM
Yes,and 64 bit system too :yep:

areo16
04-25-16, 02:57 AM
Have you used the 4-Gig patch? Windows only lets the game use 2 gigabytes of memory, and the MFM needs a lot more than that. The 4-Gig patch lets it use more memory. The best place to get it is here:
http://www.subsim.com/radioroom/showthread.php?t=212462

On the other hand, check your system specs. You need at least 4 Gigs of RAM for it to work. My 2005 XP rig just couldn't run it.

This is true, however any 32 bit application can only use up to 3.5gb-3.8gb of RAM. This means, because SH3 is 32 bit, and we can't do anything about that, a Win x64 system with the SH3 4gb patch will still only allow sh3 to run upto 3.5-3.8gb of memory. If sh3 tries to use more, like you have alot of ship models or sophisticated uboat models, then the game will crash. Unfortunately, sh3 is not a 64 bit program.

Sailor Steve
04-25-16, 03:49 AM
Like many people I could not run the MFM. it would always crash on loading. With the 4-Gig patch I can run it just fine. I don't know how much it actually uses. I only know it works for me.

ivanov.ruslan
04-25-16, 03:56 AM
Thanks http://www.subsim.com/radioroom/images/icons/icon14.png

areo16
04-26-16, 03:05 AM
Like many people I could not run the MFM. it would always crash on loading. With the 4-Gig patch I can run it just fine. I don't know how much it actually uses. I only know it works for me.

Understood sir.

If you are curious about its usage, use Task Manager, and look under the processes tab for sh3.exe. It should reach no more than 3,800,000 K or so, before it crash. This number changes depending on many variables, but it will be somewhere in that ball park.

War Elite mod, latest edition will ctd the game because of too many units for example.

mikey117us
04-26-16, 12:54 PM
My answer is more ram. When I have "Silent Hunter III has stopped working" prompt ( gwx 3.0 with rb's sh4 effects MFM 3.2 thompsons sound pack a mod I made called Frogs Ships all in one and FM new interior 2.1d AI U boat collection, u-boat compilation, mepv5 pro ) and many more.. I start task manager and see SH3.exe 32* is pegged at 3.8gb of ram. Then I show all users and find twenty scvehost apps running take up to 2gb of ram also. My current 8gb not enough to satisfy my system NOT SH3. Windows reserves ram for its crash log too. One must take into account system will crash a game before allocation to itself. My 1gb graphics doesn't help either making a game look less than it's potential. Take the minimum ram to run big mods 8gb and add for system allocation so you never have low memory resources the system wants. To repeat Open Task manager show applications by all users 3.8gb for Sh3.exe32* and start adding up everything else you get to the 2gb reserve threshold for Windows and CTD. By 4 or 8 gb more ram. That is all.

fastfed
04-26-16, 01:21 PM
wait a minute, I have the V16B1 patch, doesn't that include the 4gb patch? I thought I wouldn't have to install that because I already installed the V16B1 patch?

Is this not true?

ivanov.ruslan
04-26-16, 04:09 PM
its true http://www.subsim.com/radioroom/images/icons/icon14.png If you choose option at the top

fastfed
04-26-16, 09:52 PM
ok, so then I have the patch, why is this mod crashing on me? am I putting it in the wrong spot? what else can I try

Thanks

Von Due
04-26-16, 11:43 PM
ok, so then I have the patch, why is this mod crashing on me? am I putting it in the wrong spot? what else can I try

Thanks

Have you tried running the game with only MFM, or alternatively MFM+GWX mods to see if there is a conflict with other mods or if it's an MFM issue?

Von Due
04-27-16, 09:17 AM
Came across a few issues with the ships' data.

It appers that for some ships, at least, the data given in the rec manual is way off and can not be used in the game.

Mast height, draft, those are two that I doubt. For the rest, I have to doubt them and now I'm in the situation that there is no way to tell what the real data are for all ships. This is bad news making targeting these ships a matter of luck and wishes.

Example:
A ship was identified as the M24B (no cross linking of ships in my cfg files). Draft given to be 7.3m.
2 torpedos set at 8 meters bounced off.
Reloaded the game, looked up M24X with a draft given to be 9 m.
Set the same torpedos to 9.5m.
They both hit.

Is there a complete set of correct data for all MFM ships that match what we encounter in game?

flyer102
05-09-16, 02:49 PM
Link's broken, does anyone have another link?

Aquelarrefox
05-09-16, 03:03 PM
I haven't so many problem with data of mfm, I think there's a fix for some data. But anyway half meter should be enough to torpedo impact with magnetic, may degrade damage but no miss.

I have a question in relation with GWX Combined Skin Pack, did it overwrite any mfm? Order doesn't matter?

Plissken_04
05-09-16, 04:29 PM
Link's broken, does anyone have another link?

ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

ftp://Maik:Woelfe@diskstation.gn7vmwp32iei6ome.myfritz.n et/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

ftp://Maik:Woelfe@diskstation.fritz.box/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

Use MS Internet Explorer,Firefox or FTP Client for Download!!!


So Long

Maik

Aquelarrefox
05-09-16, 04:55 PM
or here too

https://www.mediafire.com/?pq6fesgls2il0

Doolar
05-20-16, 05:57 PM
Due to the fact that some of these post are old, I though I better ask first. I have read on many post in this thread that the " Englishnames " do not have to be added in order for MFM 3.2 to work, but I would like to add them anyway. In post #63 of this thread, is a list of entry's to be added to the " Englishnames.cfg " file. My question is : Is this list current, For MFM 3.2 ? If not could someone be so kind as to point me in the direction of an up-dated list. Thanx Jerry CA45 ( Baltimore Md. )
Dumb question alert ! is version MFM 3.2 the latest

Sailor Steve
05-20-16, 11:27 PM
Englishnames.cfg controls how they appear in the Recognition Manual. Without it, the Manual will identify them as M24B etc. With PvtGodfrey's version the ships will all be identified as Medium Merchant, Tanker, and so on.

You can also try my version, which assigns class names so they look like real ship types. Of course it also helps if you use my Ship Names mod, which gives historical names to each ship you sink.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

Doolar
05-21-16, 01:07 AM
Thanx man , that's cool

Aquelarrefox
05-31-16, 05:38 AM
Hi, i have a little question about this. i use it for some years. As i saw the skins covers the mx and tx models. But a normal ship in convoys is the well known grosser cargo and c4. As far i saw this skins dont cover this units. (mybe im wrong, if its cover i have to look better :P)

Someone have a more complette version of skins (more changes by date in deed, thats the idea of skins here and i love it)

thanks for the impresive work

Solyom2
06-11-16, 12:11 PM
Where can I download the mod + skin pack?

The links are broken...

Plissken_04
06-11-16, 12:33 PM
Where can I download the mod + skin pack?

The links are broken...



ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

ftp://Maik:Woelfe@diskstation.gn7vmwp32iei6ome.myfritz.n et/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

Use Internet Explorer,FireFox or FTP Client for Download!!!


So Long

Maik

Solyom2
06-11-16, 01:33 PM
Thank you!

jimislander
06-23-16, 12:56 AM
I loaded these outstanding mods into data/sea and they appear in the recog manual, but they never appear in any convoy. Is there a cfg where convoys are located in Data? Just puzzled

Niume
08-30-16, 09:07 AM
To install MFM skin pack you have to put it in commander files or through JGSME?

geosub1978
08-30-16, 09:54 AM
I loaded these outstanding mods into data/sea and they appear in the recog manual, but they never appear in any convoy. Is there a cfg where convoys are located in Data? Just puzzled

I personaly removed all the KSS/KSQ/KLS from the Random layer in order to
obtain many generic entries. This will certainly help. The new ships are not skripted on the campaign without some help. However, you should have some...

hauangua
08-30-16, 12:48 PM
To install MFM skin pack you have to put it in commander files or through JGSME?

SH3 commander

Niume
08-31-16, 02:12 AM
SH3 commander

Is this okay ?
http://www.part.lt/img/78462af99d8d155660079371d220b960987.png (http://www.part.lt/perziura/78462af99d8d155660079371d220b960987.png)

19Herr_Rapp86
02-08-17, 12:43 AM
Is this okay ?


Did that work for you Niume?

THEBERBSTER
02-08-17, 06:03 AM
Hi Guys
I have just downloaded MFM to check it out.
Unzip the File
Open the folder.
You will see 11 folders each containing a mods description.
Choose the mod you wish to use by highlighting it.
Copy and paste it to your JSGME mods folder.
That should work.
Peter

iambecomelife
02-20-17, 06:26 PM
Hi Guys
I have just downloaded MFM to check it out.
Unzip the File
Open the folder.
You will see 11 folders each containing a mods description.
Choose the mod you wish to use by highlighting it.
Copy and paste it to your JSGME mods folder.
That should work.
Peter

Correct; just place them in the MODS folder and enable as needed, based on when your career is. If you have a late war career from 1942 or beyond, you will want to enable MFM-v3-US+UK_Skins19420201 in JSGME. Otherwise, the British/American ships will still have civilian skins in 1942 which is not realistic.

iambecomelife
02-20-17, 06:38 PM
COMING SOON: MERCHANT FLEET MOD v 3.3

An announcement: after a long hiatus I have started work on the Merchant Fleet Mod v3.3.

Before you get too excited, this mod is intended as an interim solution....it is my attempt to correct the most glaring defects from the Merchant Fleet Mod 3.2:

-Tankers will have engine rooms and fuel bunkers in the correct position
-Hitpoints reduced so that most ships sink with between 1-3 torpedo hits
-Mass for certain ships corrected so they do not lag behind in convoy
-Possibly, heavier armament for some ships after 1942
-Slightly greater variety in armament types
-Armor reduced from ~15cm to 1-3 cm to represent unarmored ship structure (again, this was a reason for difficulty in sinking.
In reality, cargo ship plates are 1" thick, give or take. Older ships will have about 1cm to represent rusted hull plates.
Modern ships will tend to have 2-3cm armor to represent new steel plates.)

What MFM 3.3 IS NOT:

This mod will NOT feature new ship models, new cargo, new crew figures, new weapons, or any bells and whistles. It is intended to improve "craftsmanship".

Basically, the gaol is to improve gameplay for stock SH3 and supermods other than NYGM and to "hold you over" until I create my new cargo ship mod for the Silent Hunter series.

Yes, there WILL be a full fledged replacement MFM, to replace all my now obsolete ship models. But this is not it. Again, it is an attempt to clean up defects from when I rushed this mod into production years ago.

As such it will be released pretty soon. Work on improving the tanker compartments is going quite smoothly.

Fubar2Niner
02-21-17, 03:39 AM
@IABL

This is great news mate. Can't wait for both the update and the new version :Kaleun_Salute:

Best regards.

Fubar2Niner

Anvar1061
02-21-17, 03:47 AM
@IABL

This is great news mate. Can't wait for both the update and the new version :Kaleun_Salute:

Best regards.

Fubar2Niner

+1
http://www.subsim.com/radioroom/images/smilies/Kaleun_Los.gif

Obltn Strand
02-21-17, 06:32 AM
:arrgh!::yeah:

HanSolo78
02-21-17, 08:20 AM
@IABL

Great News :up:

So you also examine your models for duplicated IDs or UV mapping issues?

Borgneface
02-21-17, 12:43 PM
S! IABL;
That is good news.......Looking forward to it!
And thank you for your great work§
:Kaleun_Thumbs_Up:

Obltn Strand
03-07-17, 01:44 PM
What those letters describing ship types mean? M, L and T are pretty self explanatory. My guess is Medium Cargo, Large Cargo and Tanker. What about AO, AK, AM, and just O?

HW3
03-07-17, 06:15 PM
Just a guess but,
M=Merchant
L=Liner
T=Tanker
AO=Aux Oiler
AK=?
AM=?
O=Oiler

iambecomelife
03-08-17, 05:56 AM
Close. AK= Attack Transport; AM= Ammo Ship; O=Ore Freighter; L= Large Merchantman.

Obltn Strand
03-08-17, 08:23 AM
Just a guess but,
M=Merchant
L=Liner
T=Tanker
AO=Aux Oiler
AK=?
AM=?
O=Oiler

Close. AK= Attack Transport; AM= Ammo Ship; O=Ore Freighter; L= Large Merchantman.

Cool! And thanks guys...I like to edit a ship type in my patrol log so SH3C can give it name & other pertinent information...

Quess I sunk an attack transporter...that'll give me an atta boy from Dönitz...

HanSolo78
03-15-17, 02:18 PM
Any progress IABL?

Steve Gad
03-28-17, 12:40 PM
Miscellaneous screens - just a sample of the variety you can expect.

PLEASE someone link to a working skin packs address. Many thanks. GAD

:salute:

hauangua
03-28-17, 11:35 PM
PLEASE someone link to a working skin packs address. Many thanks. GAD

:salute:

Hi Steve :
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

GailOx
05-01-17, 12:33 PM
Could anybody provide a working link for the main mod itself?

Edit: Found it a page back, thank you! (I should have looked harder!)

iambecomelife
05-03-17, 04:08 PM
Be advised, new version to be released in 1-2 weeks.

Once again, this is basically to correct issues with damage & ship speed. IT WILL NOT CONTAIN NEW SHIPS. The successor to the MFM (all new ships & much more) is scheduled to begin late 2017 - 2018. Right now, completing my WWI mod is priority. It may be for SH4 and SH5 only, unless anyone clamors for a SH3 version.

HW3
05-03-17, 05:15 PM
Good to see your still working on MFM. :Kaleun_Thumbs_Up:

mikey117us
05-03-17, 06:29 PM
Merchant Fleet Mod adds so much to SH3. I can't believe there was a time I was too cheap to upgrade my PC to be able to use them, or most add-on units. Having a 64-bit ( legacy Windows 7 ) system, an antiquated but with 1GB onboard memory graphics card. Large Address Aware .exe and 8GB of memory took my mod soup into new Seas, so to speak. Thanks for continued efforts on expanding the Allied Sea Lanes of communications in MFM. ( in both world wars ) without the ships, no U-Boat war.

olddriedseaweed
05-07-17, 05:13 PM
Be advised, new version to be released in 1-2 weeks.

Once again, this is basically to correct issues with damage & ship speed. IT WILL NOT CONTAIN NEW SHIPS. The successor to the MFM (all new ships & much more) is scheduled to begin late 2017 - 2018. Right now, completing my WWI mod is priority. It may be for SH4 and SH5 only, unless anyone clamors for a SH3 version.

Allow me to clamor for an SH3 version.

J0313
05-07-17, 05:16 PM
I'm clamoring IABL!

codered8877
05-21-17, 07:39 PM
Hello this looks like an amazin mod. Is it compatible with OLC 'Gold' MkIIc ? thnx

Aktungbby
05-21-17, 07:42 PM
codered8877!:Kaleun_Salute: after a long silent run!

Sailor Steve
05-21-17, 09:47 PM
Hello this looks like an amazin mod. Is it compatible with OLC 'Gold' MkIIc ? thnx
It only adds a bunch of new ships to the game. It should have no effect on any other mods except those that also add new ships. Even then it should work.

The one thing to watch out for is memory. No matter how much you have you will still need one of the 4GB patches or Large Address Aware, both of which allow the processor to access more memory than is usual.

codered8877
05-21-17, 10:10 PM
ahhhhh maybe that's why I'm CTD right as soon as I'm about to enter into mission. i'll look for this mod but is there a link?

Thank you Aktungbby. Glad to see Silent hunter is still going strong after all these years! more enjoyable than ever

hauangua
05-22-17, 12:34 AM
ahhhhh maybe that's why I'm CTD right as soon as I'm about to enter into mission. i'll look for this mod but is there a link?

Thank you Aktungbby. Glad to see Silent hunter is still going strong after all these years! more enjoyable than ever

http://www.subsim.com/radioroom/downloads.php?do=file&id=2888

this is 4Gbpatch

and here look for LAA

http://www.subsim.com/radioroom/showpost.php?p=2452635&postcount=1

clayton
05-23-17, 07:15 PM
Hey mates!

Trying to download 3.2 from the site a couple of pages ago, and when it gets to 99%, it says it was interrupted. If I click resume, it starts the download all over again.
Anyone know of another site, or another mod that expands the merchant ships?
:Kaleun_Cheers:

HW3
05-23-17, 09:16 PM
I am uploading it to my MediaFire account. I will post a link here when it is finished.

Download link http://www.mediafire.com/file/ed9gl6c2h0yncyh/Merchant_Fleet_Mod_3.2.7z

clayton
05-23-17, 10:13 PM
I am uploading it to my MediaFire account. I will post a link here when it is finished.

Download link http://www.mediafire.com/file/ed9gl6c2h0yncyh/Merchant_Fleet_Mod_3.2.7z

Thank you!

codered8877
05-31-17, 03:16 PM
Can some post the MFM-Interim-Beta download link please.

J0313
05-31-17, 04:01 PM
Can some post the MFM-Interim-Beta download link please.

Look one post below yours Mister Observant.

codered8877
05-31-17, 05:42 PM
Thank you

J0313
05-31-17, 09:16 PM
Thank you

Anytime fellow subsimmer.

Fubar2Niner
06-01-17, 06:01 AM
Be advised, new version to be released in 1-2 weeks.

Once again, this is basically to correct issues with damage & ship speed. IT WILL NOT CONTAIN NEW SHIPS. The successor to the MFM (all new ships & much more) is scheduled to begin late 2017 - 2018. Right now, completing my WWI mod is priority. It may be for SH4 and SH5 only, unless anyone clamors for a SH3 version.

Hi IABL
What news on the progress of the update shipmate? Been very quiet since March. :salute:

Best regards.

Fubar2Niner

iambecomelife
06-02-17, 05:25 AM
Hi IABL
What news on the progress of the update shipmate? Been very quiet since March. :salute:

Best regards.

Fubar2Niner

It will be out soon; hopefully this weekend. Excuse the delay.

Below is an example of new shipping; this is a British coal carrier for the WWI - WWII era.... model is a bit rough but it has many improvements compared to my old ships:

-Destructible cargo holds
-Visible internal cargo in final version
-Real boilers
-Real 3d engine in final version
-3d windows and portholes
-A glass material layer
-Hull cross sections inspired by real ship blueprints
-Built 100% from scratch, unlike MFM ships



https://scontent.fphl2-1.fna.fbcdn.net/v/t31.0-8/18700835_1419574498088819_6445230100014686902_o.jp g?oh=55a4d3e18f792c142deef01895d1d13e&oe=59B778C7

https://scontent.fphl2-1.fna.fbcdn.net/v/t1.0-9/18700194_1419574491422153_1218941110593867110_n.jp g?oh=5a70293bd3528670341b215320db5862&oe=599F83D8

https://scontent.fphl2-1.fna.fbcdn.net/v/t31.0-8/18814659_1419574494755486_2209419624616854450_o.jp g?oh=f559313997f3f37ad2b53fadb1d5f361&oe=59A54BDB

https://scontent.fphl2-1.fna.fbcdn.net/v/t31.0-8/18766467_1419570521422550_3766191926775234641_o.jp g?oh=1d6aa51438bda1831e124eebc97c0e67&oe=59B9311C

mikey117us
06-02-17, 11:13 AM
Very Nice work!

iambecomelife
06-02-17, 07:32 PM
It's here! After a multi-year pause the adventure continues. Download Version 3.3 below. Thanks, everyone, for the support!

http://www.filehosting.org/file/details/669957/MFM-v3.3.rar

Link also posted on the first page of this thread.

mikey117us
06-02-17, 09:09 PM
If you need my vote I give it here to change your screen name to iambecomelegend! Epic ships that change the game whatever mega mod used!

tomfon
06-03-17, 02:40 AM
Amazing! What a project, IABL!!

Many Thanks for sharing your work. :yep::yep:

Fubar2Niner
06-03-17, 06:24 AM
@IABL

Many, many thanks mate. Absolutely stunning work and well worth the wait :salute:

Best regards.

Fubar2Niner

Anvar1061
06-03-17, 09:17 AM
Look in the folder T13A.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
There is a surprise!
@ IABL
T15B
No model
http://www.subsim.com/radioroom/images/smilies/Kaleun_Mad-1.gif

Martin James
06-07-17, 07:54 PM
Hi, thank you for your work on this excellent mod. I assume "MFM3.2 displacement correction mod" is no longer useful or needed?

Anvar1061
06-08-17, 04:50 AM
@iambecomelife!
I strongly recommend that you review the zon. files!
https://pp.userapi.com/c637126/v637126147/546ad/iVW_8dQiqeQ.jpg

iambecomelife
06-08-17, 11:26 AM
Not too likely. The MFM ships are now almost ten years old. They have so many mistakes in proportions, etc that I am not doing any more major maintenance on them. This latest update was to correct some of the most serious errors. Correcting all collision spheres for an obsolete mod will not be done. My strategy now is to design better merchant ships,, brand new, for the mfm replacement.

hauangua
06-16-17, 03:05 AM
Not too likely. The MFM ships are now almost ten years old. They have so many mistakes in proportions, etc that I am not doing any more major maintenance on them. This latest update was to correct some of the most serious errors. Correcting all collision spheres for an obsolete mod will not be done. My strategy now is to design better merchant ships,, brand new, for the mfm replacement.

Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta?

:salute:

Obltn Strand
06-16-17, 03:34 AM
Hi iambecomelife
Is possible use new MFM3.3 with NYGM+mfm interim beta?

:salute:
My intrest too...

iambecomelife
06-17-17, 07:39 AM
My intrest too...

That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it.

Moostic
06-17-17, 04:17 PM
Hey there, not sure if I'm a little late to the party but anyway.
Been testing out the mod, finding it great so far. Just a few mild concerns is all.
The diversity of the ships is great, but the one thing that bothers me is the big silly flags on the sides of the hull, and the fact that they don't quite align with the country the ship ACTUALLY belongs to.
For instance I was patrolling north of the English channel and stumbled upon a merchant with the greek flag on the side, when in fact the ship actually belonged to Britain (You can't tell that just from looking at it.) And at this time, Greece was not at war with Germany.
I'm not sure if this is an actual feature, but it is mildly bothersome and I'm wondering if there may be some sort of solution or alternative or what have you. A skin pack perhaps?

J0313
06-17-17, 06:47 PM
Hey there, not sure if I'm a little late to the party but anyway.
Been testing out the mod, finding it great so far. Just a few mild concerns is all.
The diversity of the ships is great, but the one thing that bothers me is the big silly flags on the sides of the hull, and the fact that they don't quite align with the country the ship ACTUALLY belongs to.
For instance I was patrolling north of the English channel and stumbled upon a merchant with the greek flag on the side, when in fact the ship actually belonged to Britain (You can't tell that just from looking at it.) And at this time, Greece was not at war with Germany.
I'm not sure if this is an actual feature, but it is mildly bothersome and I'm wondering if there may be some sort of solution or alternative or what have you. A skin pack perhaps?

First, a ship may belong to one country but be registered in another. Also many ships that were registered under a foreign flag were quite often taken into the service of their parent nations. What ever flag the ship is flying on its mast is the country it belongs to at the time. It's an accurate representation I assure you.

iambecomelife
06-17-17, 08:22 PM
First, a ship may belong to one country but be registered in another. Also many ships that were registered under a foreign flag were quite often taken into the service of their parent nations. What ever flag the ship is flying on its mast is the country it belongs to at the time. It's an accurate representation I assure you.

Right. :up: The giant hull flags are accurate (see images below), and in fact i toned it down a little bit. Some neutral ships had flags and stripes covering the entire hull. By the end of the war, some Swedish ships were almost 100% blue and yellow on the sides, with lights and huge wooden flags erected on top of the deckhouse.

If you install the skin packs based on the time indicated, hull flags disappear as countries join the Allies (no American hull flags after early 1942, for example).


https://upload.wikimedia.org/wikipedia/commons/1/12/SS_Irish_Oak.jpg

http://www.wrecksite.eu/img/wrecks/irish_oak.jpg?84fd60b7-47aa-43ec-bcbc-3df7f9017d3a

http://www.wrecksite.eu/img/wrecks/zz_kieldrecht_01.jpg

Obltn Strand
06-18-17, 12:58 AM
That will interfere with the changes made to the .zon files in this update. I don't think it would be game breaking and cause crashes, but I do not recommend it.

Ok..thanks...I will test it anyway:up:

Moostic
06-19-17, 07:03 PM
If you install the skin packs based on the time indicated, hull flags disappear as countries join the Allies (no American hull flags after early 1942, for example).


The links for the skin packs are long gone, and I've been looking for them high and low. Would you mind providing a link to them?

BigWalleye
06-19-17, 07:54 PM
Like almost all good things for SH3, the skin packs are available on Plissken's website, under their creator IAmBecomeLife.

ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS

Leoz
06-25-17, 11:34 PM
Been using 3.3 for a few weeks.

Outstanding work!

Thank you!!!



:Kaleun_Salute:

Otto Fuhrmann
06-28-17, 02:04 PM
That feeling when I accidentally sink an Irish steamer during the night...

Huge kudos for this mod, I am really enjoying it! Especially the Irish ships! :Kaleun_Cheers:

Pensy101
07-19-17, 06:05 PM
Can you install all the skin packs at once, or do you need to install and uninstall with JSGME as the war goes on?

hauangua
07-19-17, 11:07 PM
Can you install all the skin packs at once, or do you need to install and uninstall with JSGME as the war goes on?

You must install skin-pack in sh3commander just one time

To install you will need to unzip and copy all files into your \SH3 Commander\Date\ folder. When you launch SHIII from SH3 Commander the appropriate skins for your patrol date will be copied into your SHIII installation

rudewarrior
07-21-17, 10:19 AM
@iambecomelife: Great work and thanx for revisiting this, especially the ships lagging out of formation issue. This is one of the all-time most important mods that really adds so much depth to SH3.

:Kaleun_Salute:

So I saw this up earlier in the thread and nobody responded:

Hi, thank you for your work on this excellent mod. I assume "MFM3.2 displacement correction mod" is no longer useful or needed?

I am curious about this myself. Here (http://www.subsim.com/radioroom/showthread.php?t=200593&highlight=displacement+correction+mod) is the original post on this mod. I remember implementing this mod, and it is enabled in my soup, but I couldn't tell what effect, if any, it had on the ships in MFM. MFM is also pretty far back in my "mod soup history," so I've had to figure out what modifications I made to it from back then, e.g. I use GWX, but I implement NYGM's tonnage (vs. renown) numbers and sub equipment upgrade model, so I've made all the renown entries for the MFM ships equal to their displacement.

To quote the readme for the displacement mod:

The MFM3.2 displacement correction mod updates displacement values in iambecomelife's Merchant Fleet Mod Prerelease No. 3.2 for Silent Hunter 3. There were some ships that had incorrect 'mass' and/or 'displacement' values; for instance, the original surface displacement values for AO01A, AO02A, O01B, and O02A were 900,000 [tons].

I decided to go, one-by-one, through every ship in the MFM3.2 Data/Sea folder. For each one I checked the displacement documented in the .cfg file, then opened up the .sim file and set mass to zero and then set surfaced displacement to the same value as given in the .cfg file.

As an example, I opened T08B.sim in MFM 3.3 and found the displacement set at 14000, but the displacement in T08B.cfg is listed as 12100. :k_confused:

In the displacement mod thread, everyone there says this is an important mod, but how so? I mod a little bit, but I prefer to go on the word of people who have more expertise than I do. However, I couldn't really see any immediate effect in the game. The only thing I noticed was that I did see ships randomly lag behind the convoys. I didn't see it happening before, but as iambecomelife seems to indicate, that was a problem in the original mod. I suspect that I just hadn't run across any of those ships before implementing the "fix." :hmmm:

Comments? :06:

Fubar2Niner
07-21-17, 12:04 PM
@Rude

I pm'd IABL some time back about this very same question. Here is our PM's to each other:

Re: MFM-Improved ? Quote:
Originally Posted by Fubar2Niner
Hi IABL

I hope you are well, I have a quick question if I may. This has already been asked in the MFM thread but I guess you overlooked it. With MFM-Improved are myself and Martin James correct in assuming there is no need to run the Displacement Correction Mod? Many thanks for your continued great works. :salute: :Kaleun_Applaud: :Kaleun_Thumbs_Up:

Respect and kind regards.

Fubar2Niner

TBH I have never downloaded or used that mod. The displacements for many ships in the latest version were tweaked to correct seakeeping & keep ships on station in convoy, so I would just install the new MFM with no older mods above it.

Note that displacement in the rec manual may not match the displacement in the ship's .sim file. I did my best to stop ships from bobbing, but the problem cannot be resolved 100% in SH3.

-----------------------------------------------------------------------------------

Hope this helps mate.

Best regards.

Fubar

rudewarrior
07-21-17, 12:29 PM
Hope this helps mate.

I think it does.

If I am reading the correspondence correctly, it seems to me that the displacement correction mod was actually moving MFM away from WAD.

It seems to me now that what IABL was doing was using displacements in the .sim files to make the ships behave a certain way in the game. At the same time, he was using the .cfg files to do the best he could with historical accuracy of the ships stats IRL.

So, IMO it seems that it would be best not to use the "fix," and it never was really in the first place as it would make the ships behave differently than what IABL intended, for good or ill (which at this point is unknown).

Unless someone can say with certainty this mod is useful or does in fact improve on IABL's work, I think I am going to remove this particular ingredient from my soup!

Thanx Fubar. :Kaleun_Salute:

Anvar1061
09-01-17, 06:59 AM
Where can I download the T15B ship?
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

iambecomelife
09-06-17, 04:27 PM
Where can I download the T15B ship?
:k_confused::k_confused::k_confused:

I will go digging in my old files. Keep in mind several ships were eliminated from the lineup before the mod was released. It may be one of them, but the mod is now so old I can't remember! I will let you know the results.

iambecomelife
09-06-17, 04:31 PM
I think it does.

If I am reading the correspondence correctly, it seems to me that the displacement correction mod was actually moving MFM away from WAD.

It seems to me now that what IABL was doing was using displacements in the .sim files to make the ships behave a certain way in the game. At the same time, he was using the .cfg files to do the best he could with historical accuracy of the ships stats IRL.

So, IMO it seems that it would be best not to use the "fix," and it never was really in the first place as it would make the ships behave differently than what IABL intended, for good or ill (which at this point is unknown).

Unless someone can say with certainty this mod is useful or does in fact improve on IABL's work, I think I am going to remove this particular ingredient from my soup!

Thanx Fubar. :Kaleun_Salute:

You're correct about my work in the .sim files - I was trying to get large tankers and other ships to stop bobbing like rowboats. As you know, the wave dynamics in SH3 aren't correct, and ships rock too much.

The latest version of the MFM removed these .sim changes. (In addition to NOT solving the wave action problem, my changes to the .sim file caused ships to maneuver badly.)

HW3
09-06-17, 10:50 PM
I have the T15B folder from MFM 3.2 if it is needed.

Anvar1061
09-07-17, 07:21 AM
I have the T15B folder from MFM 3.2 if it is needed.

I also have a folder from MFM 3.2, but it is half-empty.

Jimbuna
09-07-17, 08:54 AM
If of any use/need I have the T15B folder containing the four tga's from MFM 3.2

HW3
09-07-17, 11:09 AM
That is the same as I have Jim. It is also the same as MFM 3.0. I also have the MFM-Lite-Beta 4.1, MFM v3 skin packs, and MFM 3.0 and Lite 4.1 displacement mods as well. Nothing I have has anything more than just the 4 T15B .tga files though.

Anvar1061
09-07-17, 01:22 PM
That is the same as I have Jim. It is also the same as MFM 3.0. I also have the MFM-Lite-Beta 4.1, MFM v3 skin packs, and MFM 3.0 and Lite 4.1 displacement mods as well. Nothing I have has anything more than just the 4 T15B .tga files though.

http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

Fubar2Niner
09-07-17, 02:59 PM
Ditto same here chaps.

Jimbuna
09-08-17, 05:11 AM
So for the purposes of clarity, what precisely is wanted?

Anvar1061
09-08-17, 05:28 AM
So for the purposes of clarity, what precisely is wanted?

Cfg dat sns val eqp zon txt...

Jimbuna
09-08-17, 05:46 AM
Cfg dat sns val eqp zon txt...

Ah, right and does anybody know where those are located or in what version?

HW3
09-08-17, 09:58 AM
No idea Jim, I looked in CCoM 11.1 and didn't find it. I looked through Thomson's files as he did some work on the ships displacement, and just found an empty folder for the T15B, while the others had a .sim file in them. :06:

Doolar
10-08-17, 11:53 PM
I have searched this thread for an hour and could not find what I was looking for. The other day I was reading something about the "MFM3.2 Displacement Correction Mod". Sorry I can't find it but, I kinda got the idea that it's not used. My question is : should I use "MFM3.2 Displacement Correction Mod" ?

HW3
10-09-17, 01:05 AM
Doolar Semler, is this what you were looking for?

Originally Posted by Fubar2Niner
Hi IABL

I hope you are well, I have a quick question if I may. This has already been asked in the MFM thread but I guess you overlooked it. With MFM-Improved are myself and Martin James correct in assuming there is no need to run the Displacement Correction Mod? Many thanks for your continued great works.

Respect and kind regards.
-----------------------------------------------------------------------------------
Fubar2Niner

TBH I have never downloaded or used that mod. The displacements for many ships in the latest version were tweaked to correct seakeeping & keep ships on station in convoy, so I would just install the new MFM with no older mods above it.

Note that displacement in the rec manual may not match the displacement in the ship's .sim file. I did my best to stop ships from bobbing, but the problem cannot be resolved 100% in SH3.

Sounds to me like the Displacement Correction Mod 3.2 is no longer needed.

Doolar
10-09-17, 07:22 AM
should have mentioned, I'm using MFM 3.2

HW3
10-09-17, 11:50 AM
I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.

Doolar
10-09-17, 01:01 PM
Thanx that was it. I searched and searched and couldn't find those post. I was going back too far, again thanx

rudewarrior
10-09-17, 05:21 PM
I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.

To clarify, I used the Displacement Correction Mod with 3.2. I could not find an effect, if any. What it did was updated all of the .sim values to match the displacements listed for the ships. The best I can determine by the conversations, is this actually interfered with IABL's intent. He would tweak the hidden values to make the ships do what he wanted, but they wouldn't necessarily reflect real life and/or what the player saw.

Best I can explain it: if the ship needed to perform like it had a tonnage of 50ktons, but in real life was only 8ktons, then he would alter the hidden data. Then the ship would perform like a 50kton ship, but when you sank it you would get credit for 8kton. The correction mod would now edit the ship to be 8kton and it would perform like an 8kton ship, which IABL may not have been trying to do. Thus it would alter the mod to act in a different way than IABL intended. Therefore I elected not to use it and I wouldn't recommend it.

Doolar
10-09-17, 06:05 PM
Thanx guys for the help. HW3 and rudewarrior, if ya get in the Baltimore area, CA45, I owe ya some beers :Kaleun_Cheers: I have decided to remove this when I return to Lorient.

HW3
10-09-17, 06:31 PM
Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.

3catcircus
10-14-17, 12:10 PM
Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.

Is there a turns per knot chart for MFM to allow determination of speed based upon blade count and rpm?

Aquelarrefox
10-16-17, 08:35 AM
Search for magui 3.4+ caws or caws extra, it shows values for 3.2, not sure if it's exactly same calls for mfm 3.3.

3catcircus
10-16-17, 09:09 AM
Search for magui 3.4+ caws or caws extra, it shows values for 3.2, not sure if it's exactly same calls for mfm 3.3.

Is there a version of CAWS without the widescreen? Maybe CA 1.4? I have a 16:9 1080p monitor, so the 1366x768 MaGUI WS mod won't work as my monitor can't support that resolution, but it scales MaGUI 3.4 or Final just fine.

I don't like the VanJast or Ahnenerbe WS mods because the Nav Map isn't large enough.

Aquelarrefox
10-16-17, 10:15 PM
Is there a version of CAWS without the widescreen? Maybe CA 1.4? I have a 16:9 1080p monitor, so the 1366x768 MaGUI WS mod won't work as my monitor can't support that resolution, but it scales MaGUI 3.4 or Final just fine.

I don't like the VanJast or Ahnenerbe WS mods because the Nav Map isn't large enough.

No choice, I made caws extra. You should add manually charts. If it's only draggable out or pop-up is easy to mod.

Niume
11-04-17, 05:18 AM
are there real neutrals?

I sanked a lot of irish ships but then I end patrol it doesint say that i sank neutral ships. I am talking about merchant fleet mod's ships.
I noticed what all neutral ships which are from Merchant fleet mod when spotted starts to do evasive manuevers.

And merchant sailing without lights is automatically enemy?

Aquelarrefox
11-04-17, 07:14 AM
are you using skins or only the mod with ships?

Niume
11-04-17, 07:24 AM
only the mod at the moment I am not using skins

Aquelarrefox
11-04-17, 12:24 PM
only the mod at the moment I am not using skins
Check yo roster files. I don't remember who abhor it. But you would have Irish units paint over ships with other nationality. Wait some other get a better answer

Niume
11-04-17, 03:41 PM
OR all the merchant fleet mod ships are actually enemys just painted with other hull flags?. I know what in Silent hunter IV Operation Munson its like that

Niume
11-11-17, 10:29 AM
Check yo roster files. I don't remember who abhor it. But you would have Irish units paint over ships with other nationality. Wait some other get a better answer


still waiting :)

Erik Steiner
02-18-18, 10:51 AM
Hi everyone it's my first post here.
Anyway i got a problem trying to run MFMV3.3.
I get a CTD everytime i try to open, museum or if i try to start a new patrol.
I got GWX gold installed and SH3 Commander and that's it. I tried to install Iambecomelife's MFM v3 skin packs as well, thinking it was a requirement along with MFM Improved mod but still got crash to desktops.
I enabled MFM in JGSME.
Maybe i need a fresh install?

ivanov.ruslan
02-18-18, 02:29 PM
Did you set 4 gb patch?
http://www.subsim.com/radioroom/showthread.php?t=235783

Erik Steiner
02-19-18, 04:06 PM
Thanks for the response and I actually tried using H.sie's V16B1 realism mod which has the 4GB patch in it.
After that it worked but what i did noticed that the merchants did not had correct names and nationalities.

For example I sank a M14X boat with a Dutch flag painted on the hull simply because I saw it was doing evasive maneuvres when i was submerged.
Shot it with the deckgun and saw that it was a enemy unit.

The name is not supposed to be M14x neither.

Then when i closed SH3 and restarted it i had CTD's constantly.
Now im wondering wether or not it's MFM acting up or H.sie's patch that is making it happen.

But the 4GB patch definately helped (for a while) :)

TheHauntedCaptain92085658
03-05-18, 09:55 AM
Hello! I can't seem to download the mod. It takes me to a blank page I can't download it anywhere. Is there a reason as to why I can't download it?

Niume
03-05-18, 11:11 AM
Here you go
ftp://maikhaas.synology.me/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

TheHauntedCaptain92085658
03-05-18, 11:35 AM
It say's I need to log in Authentication? How do I do that?

Jimbuna
03-05-18, 11:41 AM
It say's I need to log in Authentication? How do I do that?

Username: Maik

Password: Woelfe

TheHauntedCaptain92085658
03-05-18, 12:19 PM
Awesome it works! Thank you all so much. :Kaleun_Cheers:

Jimbuna
03-05-18, 02:19 PM
SINK EM ALL!! https://i.imgur.com/HcfcCNI.gif

Dagoth_Ur
04-03-18, 07:04 AM
I downloaded this mod (v3.3) but I am not certain to have understood how i have to instal it.
Indeed, there is no "campaign" or other files that say me that the ships are inclued on the game. Just "library", "roster" and "sea" so will i see the ships (sailing alone or in convoys) in game with just instal the mod with JSGME?

Tthere are other modules or older versions to be installed with?

gap
04-03-18, 07:51 AM
I downloaded this mod (v3.3) but I am not certain to have understood how i have to instal it.
Indeed, there is no "campaign" or other files that say me that the ships are inclued on the game. Just "library", "roster" and "sea" so will i see the ships (sailing alone or in convoys) in game with just instal the mod with JSGME?

Tthere are other modules or older versions to be installed with?

Roughly speaking, in campaign files there are two ways to set ships within convoys and task forces: a specific class of ships (Liberty, Victory, C3, etc.) can be selected, or a generic entry can be used instead, where only ship nationality and type (cargo, passenger, tanker, etc.) is specified. This second method, which is by far the one most commonly used, ensures that any new ship added to the game will spawn in convoys, as far as it is in the roster of a nation with generic entries in the campaign files :yep:

Dagoth_Ur
04-04-18, 07:53 AM
Ok, so i have just to unzip it in "mods" folder of my game, and enable it with JSGME.
Nothing else to do and i will see them?

Sorry to insist, I am not certain of my understanding of English :oops:

gap
04-04-18, 08:21 AM
Ok, so i have just to unzip it in "mods" folder of my game, and enable it with JSGME.
Nothing else to do and i will see them?

Sorry to insist, I am not certain of my understanding of English :oops:

Je pense oui :up:

Dagoth_Ur
04-05-18, 12:05 AM
Ok, grazie mille gap :up:

Dagoth_Ur
04-06-18, 06:41 AM
I can see them on museum, so i think i will see them on game :D

I have now to give them more realistic name^^

I have olso downloaded "Merchant Fleet Mod_v3_Skin_Packs", how it works?

gap
04-06-18, 08:51 AM
I can see them on museum, so i think i will see them on game :D

:up:

I have now to give them more realistic name^^

If memory serves me well, there should be a mod by Sailor Steve doing exactly that. Sailor Steve is a naval expert and he has gone through an extensive research for this mod, trying to match every ship in MFM with a similar group or class of real ships that have been active during WWII. :yep:

There have been several versions of this mod. I hope this is the correct link for the latest version:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4671


I have olso downloaded "Merchant Fleet Mod_v3_Skin_Packs", how it works?

It features additional paint schemes for the ships inclueded in MFM. I think Iambecomelife has set the new skins for alternating randomly with the original ones, but I am not 100% sure on that: better waiting for the reply by some other subsim mate (or by Iambecomelife himslef) :03:

HW3
04-06-18, 01:22 PM
Link is correct for latest version of ship names.

The MFM skins are best handled by SH3 Commanders date function, because there are folders that change the skins by date during the early war period up through early 1942, after that there are no changes. The changes can also be made through JSGME but, it is easier through SH3 Commander.

Dagoth_Ur
04-10-18, 08:48 AM
There have been several versions of this mod. I hope this is the correct link for the latest version:

http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

Perfec, that is exactly what i wanted! :yeah:
I only have to translate it.

many thanks to you Gap, you are fantastic!! :Kaleun_Cheers:



It features additional paint schemes for the ships inclueded in MFM. I think Iambecomelife has set the new skins for alternating randomly with the original ones, but I am not 100% sure on that: better waiting for the reply by some other subsim mate (or by Iambecomelife himslef) :03:

Link is correct for latest version of ship names.

The MFM skins are best handled by SH3 Commanders date function, because there are folders that change the skins by date during the early war period up through early 1942, after that there are no changes. The changes can also be made through JSGME but, it is easier through SH3 Commander.
That's it. Thanks to you guys :)

overseer108
04-11-18, 02:35 PM
Hey guys, :Kaleun_Salute:

I was wondering if it was OK to install this mod between two patrols or if there was any reasons it could cause problems in the long run. (I'm new to modding SH3 thoroughly)

Thanks a lot! :yeah:

ivanov.ruslan
04-11-18, 02:57 PM
You can, but you have to be in the harbor :03:

overseer108
04-11-18, 03:14 PM
You can, but you have to be in the harbor :03:

Thanks a lot for the reassurance! :up:

lootcorp
09-11-18, 01:40 PM
Hi guys, bit of a newb here so hopefully you can help make sense of this...

I currently have SH3 installed w/ GWX3.0 installed as well. I'd love to start using MFM 3.3 but not really sure what to do...

I downloaded the rar file on page one of the thread, which contains folders called Library, Roster, and Sea. What do I do with these? The instructions in the readme are a bit cryptic:

"-Download the various skin packs to your mods folder and enable the same way (highly recommended)

-Extract in JSGME's mod folder, and then enable. Ignore any messages about conflicts."

Do I need to download separate skin packs? Where do I copy the three folders from the rar file?

Also, I already have a career started, do I need to end the career to install MFM?

Any help you can provide would be greatly appreciated!

CTU_Clay
09-11-18, 02:34 PM
"loopcorp"
Join Date: Aug 2008
Posts: 1
Downloads: 2
Uploads: 0

Welcome to SubSim "loopcorp" :Kaleun_Salute:

Kelly621
09-11-18, 03:13 PM
1. Download JSGME from here:
www.subsim.com/radioroom/downloads.php?do=file&id=4725
This great little program will make installing and uninstalling mods for SH3 easy for you.

2. Extract the JSGME zip file into the folder you have SH3/GWX installed ( for example C:\SH3_GWX or whatever name you have installed under) You should not install SH3 in your C:\Program (X86) directory.

3. Once you have extracted JSGME into your SH3/GWX folder you will see this file jsgme_setup.exe


4. Double click on jsgme_setup.exe and the program will ask you what folder you want the program installed to....select the folder you have GWX installed in. You will then see JSGME. application file in your GWX folder.... double click it and a box will open...you will see a small box to the left with the text "MODS" in it ...click ok and it will create the folder MODS in you GWX folder. This is where you will place your mods. the main JSGME window will open....exist the program for now. read over the JSGME documentation.


5.Now extract Merchant_Fleet_Mod_3.3.rar into the MODS folder JSGME created for you in your GWX folder. You will now have a folder named "MFM_Improved" in the MODS folder.


6.Start JSGME and you will see MFM_Improved in the left side window click on it to select it. Next click on the > arrow and it will load the merchant fleet mod into you GWX and you will now see MFM_improved in the right hand activated mods window...that's it for the main mod your ready to go. If you want to remove the mod simply select the mod in the right hand window and click the < arrow and it will be unloaded.


7. If your going to use the Merchant skin packs that is a whole different ball game since you will be using date folders. You can put the correct skins at the correct time periods into GWX using JSGME. However it is much easier to use SH3 Commander (another must have program for a bunch of reasons). Once you setup SH3 Commander it can swap the skins in and out depending on the date automatically, you don't have to worry about it. Read about its features here:
http://www.subsim.com/radioroom/showthread.php?t=147237&highlight=our+mod+list

Using SH3 Commander is another different set of instruction. If you decide to go the SH3 Commander way PM me. Getting tired of typing:03:, but I hope this helps.

It really is not that complex once you mess with these programs a bit.


Kelly621

lootcorp
09-11-18, 03:59 PM
Kelly, thank you for the detailed writeup! PM sent for some more info on the SH3 Commander option.

CTU_Clay, thank you for the warm welcome! :Kaleun_Salute:

Aktungbby
09-11-18, 04:04 PM
lootcorp!:Kaleun_Salute:

lootcorp
09-14-18, 09:01 PM
Stupid question - so I have the mod and the SH3 Commander skins installed via JSGME (BIG thanks to Kelly621 for the help!) but how do I know if it is working?

I go to the Museum and see lots of ships, but I don't see any that look like the screenshots in the first page of this thread...none of the ships have any company names, or flags on the hull, etc...

Is there a way I can specifically check to see if the mod is working? And if it isn't, any advice on what to check?

I had a similar issue with the h.sie patch where SH3 Commander was overwriting the en_menu.txt file every launch, could this be something similar where SH3 Commander is overwriting the changes the mod is making?

Much thanks! Sorry for all the questions!

:k_confused:

lootcorp
09-14-18, 09:10 PM
Also, just to clarify here's what I'm trying to get running, if anyone has any advice on how to install/activate all of this to get it to play nicely I'd love to hear it!

SH3 1.4 (from Amazon)
GWX 3.0
4GB patch (installed using SH3 Front End)
h.sie patch 1.61b1 (installed using SH3 Front End)
MSM 3.3
MSM Sh3 Commander Skins
Ahnenerbe WideGui 1920x1080 Final
SH3 Commander

:Kaleun_Salute:

Dagoth_Ur
09-15-18, 02:38 AM
Hello lootcorp.
I had the sames questions as you when i downloaded the mod, you have all the answers on the previous pages ;-)
If you can see the new ships in museum, you will see them during patrols.
I have destroyed some of them with my little type2a :arrgh!:




An answer of Gap that explain me how it works:

Roughly speaking, in campaign files there are two ways to set ships within convoys and task forces: a specific class of ships (Liberty, Victory, C3, etc.) can be selected, or a generic entry can be used instead, where only ship nationality and type (cargo, passenger, tanker, etc.) is specified. This second method, which is by far the one most commonly used, ensures that any new ship added to the game will spawn in convoys, as far as it is in the roster of a nation with generic entries in the campaign files :yep:


You can launch a campaign patrol to see them ;-)

gap
09-15-18, 09:47 AM
An answer of Gap that explain me how it works:

:up: :D

VONHARRIS
09-23-18, 09:06 AM
Ok , I admit I can not figure it out , may be my old age.

I can not remember the correct format to enable the MFM ships in SH3 Commander to get the names working.

Any help is appreciated.
Thank you.

Kelly621
09-23-18, 11:16 AM
Von Harris,

This uses the Date folders in SH3 Commander. The easy way to explain it is to send you the SH3 Commander JSGME ready mod I set up for this. You can then see how I set this up by looking at it...it is ready to use as is and saves you a bit of manual work. If you have a drop box account I can upload the file to you directly...it is to big to send as a gmail attached file.

PM me if you want the file.


Kelly621

By all means add the Ships Names list to SH3 Commander that Sailor Steve created and gave you a link to below in his post. It really adds to MFM

Sailor Steve
09-23-18, 11:22 AM
To get the most out of the MFM you might also want to try this.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

VONHARRIS
09-23-18, 12:35 PM
To get the most out of the MFM you might also want to try this.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

Thank you both Sailor Steve and Kelly621.

You saved me a lot of trouble.

I knew I could depend on the community.
And now off to work , I will add pennant numbers to all these warships in there.


I will let you know when it will be over

von Zelda
09-24-18, 11:25 AM
How and where does one add this shipnames.cfg file to SH3 and/or SH3 Commander?

Does it replace EnglishNames.cfg in the sea folder or does it go into the cfg folder in SH3 Commander?

Detailed instructions would be nice. Thanks.

Sailor Steve
09-24-18, 12:36 PM
From the bottom of the Download page for the mod:

"As always, just insert this into the SH3 Commander/CFG
folder and overwrite the old one.

von Zelda
09-26-18, 09:30 AM
("As always, just insert this into the SH3 Commander/CFG
folder and overwrite the old one.)

I removed and saved the original "Ship Names.cfg" folder and then inserted the mods' "Ship Names.cfg" folder into Commander's CFG directory. Sorry, but this did not work for me. Where did I go wrong?

Should I have left the original "Ship Names.cfg" folder alone and just inserted the mod folder into the CFG directory? Would these two folders have combined data maybe and worked? Please be more specific; thanks.

Also, where is there a skins mod to go into Commander that will make the MFM ships change as the years progress? I've heard of one but can't seem to find it.

Kelly621
09-26-18, 12:05 PM
Von Zelda,
Go to the forum thread listed below...the third post gives you three FTP links. Click on one of the links and then scroll down until you see "IAMBECOMELIFE" click on his name and you will see the MFM skins mod you want to download.

http://www.subsim.com/radioroom/showthread.php?t=171019&page=26

I think I understand where you might be confused on Steve's Ships Names mod. Frist, in the readme included with Steve's mod is a list of additional ship classes that you can copy and insert into the existing EnglishNames.cfg file in your SH3 Data/Sea folder. You just need to remove, as Steve points out, any class type that he has changed from the original EnglishNames.cfg. for example in the original cfg file you have L01B = Heavy Merchant 01 you delete it because you are replacing it with L01B = Glennapp Class Merchant. The other new class names he provides you simply paste into the correct position within the EnglishNames.cfg list. Then in game when you spot and identify or sink a ship you will see for example a Bamora class merchant or African Monarch class merchant rather then seeing the same old "medium merchant" over and over again.

Second, The Ships Names.cfg file that Steve provides, you copy over the existing cfg file in SH3 Commander.Then after a patrol when SH3 Commander generates a patrol report it will use real ships names to identify your victims :D Here is an example of a patrol entry in SH3 Commander...

Ship sunk!
|Grid BE 82|
Sea Snapper (Old Tranp steamer), 3829 GRT/ts|
Cargo: Explosives. Crew: 60. Crew lost: 42

Make sure you have "Use Real Ships Names" option checked in SH3 Commander options.

Hope this answers your questions....I am running out of typing energy..it sucks getting old:03: Sailor Steve please feel free to rap my knuckles with a ruler if I screwed any of this up!

Kelly621

von Zelda
09-26-18, 02:19 PM
Thanks Kelly, I think I understand. Found skin pack as directed, hope I can install.

VONHARRIS
10-10-18, 05:03 AM
Here I am , asking for your help.

I know there is a fix for the MFM that stops ships from lagging behind the convoy after the torpedo hits , or after the first deck gun shell fired.

I have this problem now and it is annoying. Enemy tanker doing 10 kts and when I fire the first shell , suddenly her speed drops to 5 kts even before the shell hits (successfully or not)

Anyway , I can not find the fix.
Can I please have some instructions where to find it?

Thanks a lot in advance

Kelly621
10-13-18, 03:47 AM
I think you are talking about the MFM3.2 displacement correction mod. The problems you are experiencing are talked about around page 91 plus or minus a page or two of this thread. I got the impression that that mod did not fix the issue. Read through that section is the best answer I can give you.


Kelly621

Sailor Steve
10-13-18, 06:08 AM
Sorry I can't help. I don't recall ever encountering that problem. More likely I did and just didn't notice it. Anyway, I have no idea how to fix it.

bigboywooly
10-13-18, 10:58 AM
After a long break fancied a game or two .
Fresh install of SH3 and GWX and on patrol 13 in current career, then i came across this mod.
Cant resist a good ship mod so DL 3.3 and installed.

It CTDs with last 10% to load which indicates a ship issue to me, probably one already in GWX thats been rejigged to fit SH3s folder names. I did start to read all of this thread but gave up lol.

Any clues ppl ?

Will go back to reading the thread in the hope of finding a reason or will have to wind the mind back a few years :haha:

VONHARRIS
10-13-18, 11:06 AM
I think you are talking about the MFM3.2 displacement correction mod. The problems you are experiencing are talked about around page 91 plus or minus a page or two of this thread. I got the impression that that mod did not fix the issue. Read through that section is the best answer I can give you.


Kelly621

Many thanks Kelly621
That's what I am looking for.

Kelly621
10-13-18, 11:06 AM
Bigboywooly,
If I remember correctly one cause of CTD's with the Merchant Fleet mood was not having the 4GB patch applied to SH3. This is a memory hungry mod. Have you created a new captain and check to see if the new career will load? The only other thing that comes to mind is a conflict with another mod.

Kelly621

bigboywooly
10-13-18, 11:17 AM
Bigboywooly,
If I remember correctly one cause of CTD's with the Merchant Fleet mood was not having the 4GB patch applied to SH3. This is a memory hungry mod. Have you created a new captain and check to see if the new career will load? The only other thing that comes to mind is a conflict with another mod.

Kelly621

Good call, had applied the 4gb patch to my first GWX install but not the MFM one :/\\!!

Started after that.
Now to add some other mods :hmmm

Edit
Have my GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 added in with a couple of tweaks
https://www.mediafire.com/file/683566d0hd5783k/GWX_3_Wilhemshafen%2CSt_Naz%2CSchluese_and_xtra_sh ips_V7.7z/file

Kelly621
10-13-18, 12:38 PM
Glad it was an easy fix. A bit off topic but I have found the thread linked below to be a great source for thinking about what mods to add to GWX.

http://www.subsim.com/radioroom/showthread.php?t=221815&highlight=widescreen+for+nygm

Jeff-Groves
10-13-18, 12:49 PM
Holy Ghost from the past!
Good to see you BBW!
:up:

bigboywooly
10-13-18, 03:59 PM
Holy Ghost from the past!
Good to see you BBW!
:up:

Ah Jeff, indeed a spectre.
Thought best sample the fruits of our work :haha:

HW3
10-13-18, 04:54 PM
Good to see you around here again BBW!!!

bigboywooly
10-13-18, 05:38 PM
Good to see you around here again BBW!!!

Thanx HW,
Glad to see a few old faces

Only ships I encountered on last patrol were from MFM
:salute:
Cheers Iambecome

https://i.postimg.cc/QMPG1gCb/MFM.jpg

3catcircus
12-24-18, 05:19 PM
I know the question has been asked, but I don't think answered.


There are instances of ships that are supposed to be neutral conducting evasive maneuvers when sighting your u-boat (single ships not part of a convoy).



If they conduct evasive maneuvers, are they truly neutral or are they a valid target?

bigboywooly
12-25-18, 06:44 PM
Are they neutral?

The way the skins show once a neutral country becomes a one at war is a bit messed up.
Most of the X ships have 4 skins in the folder from different countries. So while the ship in game may well be say Belgium and at war the skin may show as Swedish.

Neutral ships will totally ignore you usually

drakkhen20
12-28-18, 01:42 PM
dont know if this is an issue or something isnt right. i click on the link to DL. brings me to page where i check the Agree to terms of service and put my email to receive DL link and havent received nothing for hours. :06:

3catcircus
12-28-18, 01:50 PM
Are they neutral?

The way the skins show once a neutral country becomes a one at war is a bit messed up.
Most of the X ships have 4 skins in the folder from different countries. So while the ship in game may well be say Belgium and at war the skin may show as Swedish.

Neutral ships will totally ignore you usually


So - do you get dinged if you sink a "neutral" that acts evasive? Any way of knowing other than exposing your u-boat and then going after them when they start evading? I assume this is intended to mimic the idea of prize rules where you have to stop a ship and then decide either to sink or let go? I'm guessing the easiest way is to see if your stealth meter starts changing color...

JeromeHeretic
12-28-18, 08:16 PM
dont know if this is an issue or something isnt right. i click on the link to DL. brings me to page where i check the Agree to terms of service and put my email to receive DL link and havent received nothing for hours. :06:


Download it there:
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/

drakkhen20
12-28-18, 11:11 PM
Download it there:
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/IAMBECOMELIFE/


ah, Thank you very much JeromeHeretic!!:Kaleun_Salute:

bigboywooly
12-29-18, 02:41 PM
So - do you get dinged if you sink a "neutral" that acts evasive? Any way of knowing other than exposing your u-boat and then going after them when they start evading? I assume this is intended to mimic the idea of prize rules where you have to stop a ship and then decide either to sink or let go? I'm guessing the easiest way is to see if your stealth meter starts changing color...

Yeah you will get dinged sinking a neutral mod depending.
Chance take I guess.

The hit you get can be changed, if memory serves me it's in the basic cfg

Jeff-Groves
12-29-18, 03:38 PM
So - do you get dinged if you sink a "neutral" that acts evasive? Any way of knowing other than exposing your u-boat and then going after them when they start evading? I assume this is intended to mimic the idea of prize rules where you have to stop a ship and then decide either to sink or let go? I'm guessing the easiest way is to see if your stealth meter starts changing color...

Identify the Flag with your periscope. Not sure if the U-Boots had a stealth meter back then but I highly doubt it.
:hmmm:
:03:

3catcircus
12-29-18, 04:18 PM
Identify the Flag with your periscope. Not sure if the U-Boots had a stealth meter back then but I highly doubt it.
:hmmm:
:03:

That'd be fine for ships flying a flag that matches their actions.

For example - a ship may be flying a Netherlands flag in Nov '39 (with MFM skin packs for Sep and Nov 39 installed) but will evade as if it were at war rather than a neutral.

Jeff-Groves
12-29-18, 04:40 PM
As would any ship when an attack upon it was possible.
You are responsible for identifying the unit you fire upon no matter what it's actions may or may not be.

Some sources state over 2,000 Neutral ships sunk during the Battle of the Atlantic.
Reasons could be sailing in a Convoy or suspicious movements.

You can edit files so you get no bad results. It's your Game so do what you want with it.

JeromeHeretic
12-30-18, 11:22 AM
Some sources state over 2,000 Neutral ships sunk during the Battle of the Atlantic.
Reasons could be sailing in a Convoy or suspicious movements.



Neutral boats in armed convoys are regular target... (but i don't know how game count renown for this ships, as if you hit neutral, or as if you hit enemy)

3catcircus
12-30-18, 12:42 PM
Neutral boats in armed convoys are regular target... (but i don't know how game count renown for this ships, as if you hit neutral, or as if you hit enemy)


You can always edit the renown penalty down to zero (I think the default is either -10 or -1) for attacking neutrals.


I'm not talking about neutrals in a convoy. I'm talking about single merchants. Another example (just from my gameplay last night):


Came across a Petrophalt class ship in AM84 (I cheat a little bit by using the external view to get close enough to see she is sailing with the flag of the Netherlands painted across the side of the hull). Assumption: she's neutral since it is still December of '39. As I get closer, I see the the stealthmeter change from green to green-yellow, then to yellow, orange, red and then she starts zig-zagging.


What to do? I can let her go as she is marked as a neutral, but she is acting as if she were not. Or, I can get closer and fire a shot across the bow, simulate stopping her, and then decide to let her go or sink her...


Likewise, later I come across a coastal merchant painted with the flag of Panama. We pass each other about 3000 m apart without her zigzagging or the stealthmeter changing colors.


I'm wondering if this is due to how ships are coded in the GWX campaign despite how they are skinned by the MFM skin packs.

gap
12-30-18, 01:35 PM
From the German perspective:


Ship clearly showing enemy identification markings, or else identificable as an Allied ship = valid target under any circumstance
Non-German ship trying to disguise her real identity or not clearly showing her nationality = valid target
Ship sailing in an enemy convoy (irrespective of her nationality) = valid target
Ship obviously in/out-bound to/from a British port (irrespective of her nationality) = valid target
Ship zigzagging, sailing at night with no lights, or putting in place any other evasive maneuver (irrespective of her nationality) = valid target
Non-German armed merchant ship, or a merchant ship posing any other potential threat to the U-boat safety (irrespective of her nationality) = valid target


In short: if she looks as an enemy, she is an enemy; if she behaves as an enemy, she is an enemy; in case of doubt... she is an enemy. If she is an enemy, you shouldn't get any penalty from her sinking.
At least this is my personal interpretation of German prize rules, but having read many accounts of ship sinkings caused by U-boats, it should't be too far from reality :)

Jeff-Groves
12-30-18, 01:52 PM
Right in REAL life.

The Game may deduct for sinking a neutral no matter the situation.
Just remove the settings for sinking neutrals if you wish.
As I said before. It's your Game so do as you wish.
That's part of the fun!

gap
01-01-19, 05:48 AM
Right in REAL life.

The Game may deduct for sinking a neutral no matter the situation.

I agree, but in this case devs and/or modders should be penalized, not the player lol. I mean why putting neutral ships in convoys or in whatever situation would have made them valid targets (in real warfare), when we could create copies of most neutral and even some axis nations, change their stance to 1 - allies, and use their ships instead?

bigboywooly
01-07-19, 12:56 AM
Neutral ships did sail in convoys so it's hardly unrealistic.

http://www.convoyweb.org.uk/hx/index.html

4 Swedes in that one plus Greek and Hungarian

Many were sank too either in convoy or alone.

gap
01-08-19, 06:26 PM
Neutral ships did sail in convoys so it's hardly unrealistic.

Of course they did. I think I didn't make myself clear enough here.

Do you need the ships of one neutral nation to sail in convoys? Well, create a new nation, set its stance to "allied" but give it the flag and the name of the neutral nation you want, and voilà, you can use the ships of that nation in convoy traffic, and no player will be penalized for sinking them; on the contrary they will be rightfully rewarded.

Of course, in museum, we will see two nations sharing the same name, but who cares? :03:

Izgud
01-09-19, 06:39 AM
Hi,

I made new recognition manual silhouettes for this mod.

https://i.imgur.com/P4I3z7T.png

You can download them here. (ftp://Maik:Woelfe@maikhaas.synology.me/Public/Sharing/SH3COMMUNITYMODS/IZGUD/MFM%20v3.3%20Silhouettes%20by%20Izgud.zip)

Regards

Anvar1061
01-10-19, 04:54 AM
Hi,

I made new recognition manual silhouettes for this mod.

https://i.imgur.com/P4I3z7T.png

You can download them here. (https://drive.google.com/open?id=1Km3IWj52dOuw9a35t57JTyD-JM09DjXn)

Regards

http://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif

von Zelda
01-12-19, 01:33 PM
With all do respect to the mod creator, Izgud; and this may have already been corrected. All the ship names within the mod are listed directly under the data sub-directory in this path, as such: mod name/data/ship names

Thus, the mod does not work. Ship names need to be under the sub-directory Sea as follows: mod name/data/Sea/ship names

I made this change to the mod that I download, placed it in the JS generic mod enabler and it now works great.

Hope this is helpful.

Izgud
01-12-19, 01:43 PM
With all do respect to the mod creator, Izgud; and this may have already been corrected. All the ship names within the mod are listed directly under the data sub-directory in this path, as such: mod name/data/ship names

Thus, the mod does not work. Ship names need to be under the sub-directory Sea as follows: mod name/data/Sea/ship names

I made this change to the mod that I download, placed it in the JS generic mod enabler and it now works great.

Hope this is helpful.

My apologies! Fixed!

David I
03-11-19, 03:04 PM
Iambecomelife,

I finally got a rig that will run your awesome mod. Your Ships look absolutely incredible on screen. A real immersion changer.

Thank you for this great contribution to the community.

David I

Dagoth_Ur
03-12-19, 02:19 PM
Izgud and von Zelda, you are my new heros :Kaleun_Cheers:

Kelly621
03-13-19, 03:27 PM
Izgud,
Thank you, love your mod for MFM.:up:


Kelly621

Eikson
03-29-19, 10:32 AM
Can someone reupload the Skin packs or are they obsolete?

Also @Izgud could you possibly re-up your mod for the silhouettes?

Thanks a lot Kameraden!

Plissken_04
03-29-19, 10:38 AM
Use the first Link and the Password in my Signature.


After login,go to folders IAMBECOMELIFE & IZGUD :Kaleun_Salute:

Eikson
03-30-19, 04:21 AM
Use the first Link and the Password in my Signature.


After login,go to folders IAMBECOMELIFE & IZGUD :Kaleun_Salute:

You are a hero

Plissken_04
03-30-19, 08:04 AM
:Kaleun_Cheers:

SonarmaatU212
04-02-19, 12:21 PM
Thank you for this great mod @ Iambecomelife


And thank you for your great mod-archiv @ Plissken_04


:Kaleun_Salute::Kaleun_Applaud:

Sailor Steve
04-02-19, 12:43 PM
Since you're new you might not know that there is a mod to give all the ships in the Merchant Fleet Mod the historically correct names when you sink them. Well, not right when you sink them, but in the post-op report generated by SH3 Commander after the mission is done.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4671

Pensy101
04-20-19, 12:05 AM
Alright. I have no clue how to install this and get it running. Every time I install it and try to start a campaign, I get CTD. Two things:


Firstly, I am using 3.3, the MFM Skin Mod, and Sailor Steve's SH3 Commander MFM Log Names, all at the same time. Is there a certain order I need to install in, or any modifications I need to do to Sailor Steve's Ship Names file (I noticed the file dates from 2015, while the latest version of the MFM dates from 2017!) to get this to work properly?


Secondly, can I turn on the various skin packs all at the same time, or do I have to enable them or disable them based on the campaign? I noticed that the skin pack files all have different dates on them; do I have to sync what file is enabled with the current campaign date?


Please respond as soon as you can: I've been trying to figure this out for over a year!

Sailor Steve
04-20-19, 12:41 AM
Do you have a 4-Gig patch installed? The one big negative about the MFM is that it's a memory hog. No PC will use more than 2 Gigs of RAM without being told to. Without the 4-Gig patch it will crash every time.

You say you're using my MFM Log Names. Does that mean you copied and pasted the list I posted or that you downloaded and installed the actual mod? You have to install the mod to get the names. Copying and pasting the list is optional. Also, the date I uploaded the mod doesn't matter. It doesn't do anything but supply names for the Commander file that's already there. Each update I did was just adding more names, nothing else.

The skin packs I can't help with.

Keep in touch, though. We'll get this sorted out. :sunny:

Pensy101
05-30-19, 03:16 PM
Finally got it working. I installed the 4 gig patch, did a clean install, and it worked like a charm. On SailorSteve's modified ship names, the Albuera-class merchants aren't in the file and some of the British destroyer classes had to be modified to work with GWX. Just pointing out some fixes, in case he's reading this. Thanks for the help, guys!

Sailor Steve
05-30-19, 04:50 PM
Oh, I'm always reading everything. Whether I have time to look into it right now is another story. I will try though. :sunny:

Benzin1973
06-19-19, 08:34 PM
Hello all, i notice that when using this mod, i cant get accurate ranges to the ships using the stadimeter or the RAOBF weels. It seems the masts height values are different from their "visual" representation.
I have seen this problem using Both WideScreen MaGUI and ARB WideGUI 1920x1080.


Has anyone else experienced this? if so, did you figure out what is wrong?
I love this mod, but i cant use it because i cant get accurate ranges to ships. Except using the map & ruler of course, but thats as good as cheating! :haha:

Mad Mardigan
07-12-19, 09:51 PM
Hey,

With regards to the skins pack, am running SH3 with LSH3-2015 mod. It has jsgme in the main section then another in the SH3 Commanders section. To use the skins pack, do I drop it into the main jsgme or the SH3 Commanders jsgme to activate it.?

What with the dating of the folders in the skins pack, am believing that it would go into the latter jsgme, rather than the main one.

Any info on this, would be greatly helpful, as I want to ensure that I am installing it correctly.

Thanks.

Mad Mardigan :Kaleun_Salute:

(Edit)

After posting this, it occurred to me, to include this side note...

Don't refer me to read the read me .txt, as there is not 1 in the folder, after unzipping it... I downloaded it multiple times & unzipped it using winzip, winrar & 7zip... end result, no read me document is in there... I know some say ''hey, go back & read the read me file for answers'', and as such, wish to short circuit any one feeling the need to say to do so... Thanks.

Noobicum4Ever
07-19-19, 01:52 PM
After a few minutes the game stopped and the window closed!
Any ideea?

Edit:
Another 2 patrols and everything was perfect.
After 13 patrols the career became boring and I needed this mod brought me the joy of playing.
Now I want to install ASW mod; step by step.

Great forum, great comunity, great modes!

Noobicum4Ever
08-01-19, 01:01 AM
After I sank a few dozen merchant ships I noticed that two torpedoes are needed even at a coastal merchant...

David I
08-01-19, 10:14 AM
Noobicum4ever,

Odd that. I have found that even 6,000 tonners go down with only 1 torpedo. Target below their stacks, almost always an engine room hit. It takes a little while but the ship will normally come to a halt and then SLOWLY settle until it goes to the bottom. Be a little patient, takes them a while to sink.

Next time you torp a solitary ship check it out. But be patient.

David I

Mad Mardigan
08-02-19, 11:09 PM
It's now been over 3 weeks, since I posted post #1479 ...

and no answer by any one...

Until I get an answer for this, have come to a decision to remove the main mod portion....

A shame, but.. what else is possible, since I can't get an answer to how to install the skins pack that goes along with the merchants mod..

so, until I do, have no choice but to jettison it.

Anvar1061
08-03-19, 05:35 AM
It's now been over 3 weeks, since I posted post #1479 ...

I will try to help you. If JSGME is ready in GWX_Combined_Skin_Pack, then in MFM_v3_Skin_Packs you must prepare the mod for _LSH3-2015-COMMANDER yourself. _LSH3-2015-COMMANDER / Date / 19400101 (for example) / data / Sea / ... and put all the Skins corresponding to this period there. There will be several such folders 19390901, 19391101, 19400201, 19400501, 19400801, 19401101, 19410201, 19410801, 19420201.
https://pp.userapi.com/c851336/v851336570/183e03/95HMIWIiY4U.jpg

Mad Mardigan
08-03-19, 02:32 PM
I will try to help you. If JSGME is ready in GWX_Combined_Skin_Pack, then in MFM_v3_Skin_Packs you must prepare the mod for _LSH3-2015-COMMANDER yourself. _LSH3-2015-COMMANDER / Date / 19400101 (for example) / data / Sea / ... and put all the Skins corresponding to this period there. There will be several such folders 19390901, 19391101, 19400201, 19400501, 19400801, 19401101, 19410201, 19410801, 19420201.
https://pp.userapi.com/c851336/v851336570/183e03/95HMIWIiY4U.jpg

Ok, Thank you Anvar.

Now that I know what is what with it, will go & install the mod & skins pack.

Much appreciated.

:Kaleun_Thumbs_Up::Kaleun_Salute::Kaleun_Cheers:

Anvar1061
08-03-19, 02:39 PM
Now that I know what is what with it, will go & install the mod & skins pack.


Try to make it in the form of a mod ready for JSGME.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Mad Mardigan
08-03-19, 07:04 PM
Try to make it in the form of a mod ready for JSGME.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

With regards to it, Anvar... did not have to do anything with it to get it jsgme ready, it was already that way.. just needed to know with regards to which jsgme to use, the main jsgme for the sh3.exe or to use the jsgme that was inside the folder for sh3 Commander that was packed with LSH3-2015... that mega mod, has 2 jsgme's included in it.

Main thing was, that with the skins pack, there was no read me included with it, hence the slight confusion as to where to stick it to use it.

Thanks to you, was able to do so.

Thanks again, Anvar.

:Kaleun_Salute:

TheGreatBritannia
02-27-20, 10:22 AM
I've been trying to download the pack on filehosting.org, I've entered my email and waited for a response to my email however nothings happening, it been a few days since i've done this and still no email. If anyone can help that would be good

John Pancoast
02-27-20, 10:34 AM
I've been trying to download the pack on filehosting.org, I've entered my email and waited for a response to my email however nothings happening, it been a few days since i've done this and still no email. If anyone can help that would be good


http://www.mediafire.com/file/4f41313e04e7mjb/MFM-v3.3.rar/file

sik1977
02-29-20, 02:36 AM
http://www.mediafire.com/file/4f41313e04e7mjb/MFM-v3.3.rar/file


Thank you. I was having the same issue as the person who requested the re-upload. Kind of you to upload the mod for download.


EDIT: Following two files were found to be corrupt upon extraction (using latest version of Winrar - tried 5.50 and 5.90, and also 7zip - same two files give error)
\Downloads\MFM-v3.3.rar: Checksum error in MFM-Improved\Data\Sea\M04B\M04B.dat. The file is corrupt
\Downloads\MFM-v3.3.rar: Checksum error in MFM-Improved\Data\Sea\T16X\T17X_T04.tga. The file is corrupt


For now, I've borrowed these two files from Ver 3.2 of the MFM.

Fubar2Niner
02-29-20, 07:12 AM
Thank you. I was having the same issue as the person who requested the re-upload. Kind of you to upload the mod for download.


EDIT: Following two files were found to be corrupt upon extraction (using latest version of Winrar - tried 5.50 and 5.90, and also 7zip - same two files give error)
\Downloads\MFM-v3.3.rar: Checksum error in MFM-Improved\Data\Sea\M04B\M04B.dat. The file is corrupt
\Downloads\MFM-v3.3.rar: Checksum error in MFM-Improved\Data\Sea\T16X\T17X_T04.tga. The file is corrupt


For now, I've borrowed these two files from Ver 3.2 of the MFM.


@sik1977

Try this mate, sorry it's the whole mod again;

https://www.mediafire.com/file/96h1cbkhf5iczor/MFM-Improved.7z/file

Best regards.

Fubar

Ktl_KUrtz
02-29-20, 08:37 AM
@sik1977

Try this mate, sorry it's the whole mod again;

https://www.mediafire.com/file/96h1cbkhf5iczor/MFM-Improved.7z/file

Best regards.

Fubar
Hi,
Is this good to go with NYGM, 3.7?
Many thanks if you can help.
KUrtz

John Pancoast
02-29-20, 08:59 AM
Thank you. I was having the same issue as the person who requested the re-upload. Kind of you to upload the mod for download.


EDIT: Following two files were found to be corrupt upon extraction (using latest version of Winrar - tried 5.50 and 5.90, and also 7zip - same two files give error)
\Downloads\MFM-v3.3.rar: Checksum error in MFM-Improved\Data\Sea\M04B\M04B.dat. The file is corrupt
\Downloads\MFM-v3.3.rar: Checksum error in MFM-Improved\Data\Sea\T16X\T17X_T04.tga. The file is corrupt


For now, I've borrowed these two files from Ver 3.2 of the MFM.


No problem; actually that download is from here: https://www.mediafire.com/?2h49jnyva7ncx


Not sure what the file corruption is about. If you want, I can upload the mod to my mediafire site.
It does not have that corruption problem.

John Pancoast
02-29-20, 09:04 AM
Hi,
Is this good to go with NYGM, 3.3?
Many thanks if you can help.
KUrtz




Yes, though the ships won't have the NYGM slow sinking/damage work to them if that matters.


Download # 5 from here (https://www.subsim.com/mods1/nygm/) does have the NYGM work done to the ships in the file if you're not already using it, in addition to Thomsen's parameters applied so the ships sail more realistically. (no GWX rubber duckey affect, i.e.).
Stiebler has also made the NYGM convoys use these ships, which is great. The file is not all the MFM ships, but a good number of them.


Also, are you aware 3.3 is not the latest version of NYGM ?

Ktl_KUrtz
02-29-20, 09:48 AM
Thanks, John,
My mistake, 3.7, duly edited!
KUrtz

John Pancoast
02-29-20, 09:57 AM
Thanks, John,
My mistake, 3.7, duly edited!
Kurtz




No problem !

Fifi
03-31-20, 08:25 AM
Truly a must have mod this MFM 3.3!
Brings a very nice essential addition to GWX :yeah:

John Pancoast
03-31-20, 09:32 AM
Truly a must have mod this MFM 3.3!
Brings a very nice essential addition to GWX :yeah:

Agreed, for any mod/install that doesn't already have it. If you haven't already be sure to put the accompanying skin packs in the SH3 Commander date files to get them automagically loaded when applicable.

Fifi
03-31-20, 10:30 AM
Agreed, for any mod/install that doesn't already have it. If you haven't already be sure to put the accompanying skin packs in the SH3 Commander date files to get them automagically loaded when applicable.

Oh, didn’t know about this skin pack :hmmm:
Do you have a link somewhere by any chance?
I suppose I’ll have to activate it in the Jsgme of Commander directly?

FUBAR295
03-31-20, 10:54 AM
Here's a link to Iambecomelife's mods on S7rileback Mods repository:

http://www.mediafire.com/folder/tu74nvzba9aid/Iambecomelife

Good hunting,
FUBAR295

John Pancoast
03-31-20, 10:59 AM
Oh, didn’t know about this skin pack :hmmm:
Do you have a link somewhere by any chance?
I suppose I’ll have to activate it in the Jsgme of Commander directly?

The skin packs were in my MFM 3.3 download. If they're not available via Fubar's link, let me know and I'll upload them.
No, if you install the skin folders in the appropriate Commander date folder, you do not have to use JSGME.

They'll just load automagically when that date is reached in the game, when you start Commander.

You'll see a "Copying date based files....." notice at the bottom of Commander when you start to load the game via it.

You can apply them vis JSGME instead of the date folder method, just have to remember, etc. to do so at the appropriate date whereas the Commander method does that for you.

FUBAR295
03-31-20, 11:42 AM
The skin packs were in my MFM 3.3 download. If they're not available via Fubar's link, let me know and I'll upload them.


The link points to all of the mods done by Iambecomelife. It is there MFM 3.3 which should have everything needed.

Good hunting,
FUBAR295

Fifi
03-31-20, 12:24 PM
Thanks guys :up: