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s7rikeback
03-31-20, 07:38 PM
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
The [SH3 Cmdr] folder will have the skin pack... I tried to keep the type of mods seperate.. Perhaps I should bring all mods to the same root directory level?

The original mod by iambecomelife , did not have the skin packs included... Hence why they are seperate in my collection.

Fifi
04-04-20, 02:08 AM
:hmmm: Since i have activated this mod while in bunker, is it me or there are a lot less encounters?
In other words, could this mod influence the rate of encounters?
Whole patrol without any ennemies, only neutrals...
Maybe have to start new career? :06:

John Pancoast
04-04-20, 03:56 AM
:hmmm: Since i have activated this mod while in bunker, is it me or there are a lot less encounters?
In other words, could this mod influence the rate of encounters?
Whole patrol without any ennemies, only neutrals...
Maybe have to start new career? :06:

No, nothing in it would affect that. Or do you mean entire convoys of only neutrals ?

Fifi
04-04-20, 04:31 AM
No, last patrol was with no real encounters, just 2 neutrals alone...had a convoy contact on map at some time, but too far away and heading opposite.

Anyway just re-done full GWX install with some new adjustments and I’ll see what’s going on now with ships...

John Pancoast
04-04-20, 07:49 AM
No, last patrol was with no real encounters, just 2 neutrals alone...had a convoy contact on map at some time, but too far away and heading opposite.

Anyway just re-done full GWX install with some new adjustments and I’ll see what’s going on now with ships...

Ok. Are you familiar with how to get them to appear in the convoys ?

Fifi
04-04-20, 08:14 AM
Not really

John Pancoast
04-04-20, 08:55 AM
Not really

The easiest way to get the MFM ships to appear in a campaign is to use a generic campaign.rnd file.
That way the game chooses any ship needed from each nation's roster file.
GWX is already mostly setup to be generic so you need do nothing to have the MFM ships appear in it's convoys besides installing the MFM to your game install.

If you have an install that does not have a generic rnd file, i.e. NYGM, the MFM ships can appear in those too with a simple file edit to make the rnd file generic. Via notepad, choose edit/replace and replace "Class" with ";Class".
NYGM has a lot of MFM ships already in it's campaign but not all if one wants them all.

One can also manually install a MFM ship for each rndunit of each rndgroup desired. But that's a lot more work. This is what NYGM did, but they did it that way because that way the only ships in their campaign have had their ship damage/sinking mod editing done to them.
If you were to install the entire MFM to NYGM those not originally in their rnd file wouldn't have this damage editing if that matters.

Hope his helps.

Fifi
04-04-20, 09:45 AM
Thanks for the info :up:
I can see them with GWX, alone or in convoy, but at first i thought i got a lot less contacts with MFM Improved. That must have be me...now with my clean new install, everything seems fine again :salute:

John Pancoast
04-04-20, 09:59 AM
Thanks for the info :up:
I can see them with GWX, alone or in convoy, but at first i thought i got a lot less contacts with MFM Improved. That must have be me...now with my clean new install, everything seems fine again :salute:

Great !

3catcircus
04-05-20, 01:25 PM
So - with Izgud's new silhouettes, how do I know whether the mast height is referenced to a mast or to a funnel?

shadow_wxh
04-06-20, 02:07 PM
I really wish there are some documentations come along with those ship models,such as years of commission,name of ship builder,name of class,names of real ship it is modeled after with traceable refereneces.

Anvar1061
04-06-20, 04:16 PM
I really wish there are some documentations come along with those ship models,such as years of commission,name of ship builder,name of class,names of real ship it is modeled after with traceable refereneces.
Shipyard iambecomelife containing numerous merchant vessels representative of UK and US shipping between 1939-1945.

L01B=Heavy Merchant 01
M01B=Medium Merchant 01
M02B=Medium Merchant 02
M03B=Medium Merchant 03
M04B=Medium Merchant 04
M06B=Medium Merchant 06
M07B=Medium Merchant 07
M08B=Medium Merchant 08
M09B=Medium Merchant 09
M10B=Hog Islander-UK
M11B=Medium Merchant 11
M12B=Medium Merchant 12
M13B=Medium Merchant 13
M14B=Medium Merchant 14
M15B=Medium Merchant 15
M16B=Medium Merchant 16
M17B=Medium Merchant 17
M18B=Medium Merchant 18
M19B=Medium Merchant 19
M20B=Medium Merchant 20
M21B=CAM-Ship 02
M22B=Medium Merchant 22
M23B=Medium Merchant 23
M24B=Medium Merchant 24
M25B=Medium Merchant 25
M26B=Medium Merchant 26
M27B=Medium Merchant 27
M28B=Medium Merchant 28
M29B=Medium Merchant 29
M30B=Medium Merchant 30
M31B=Medium Merchant 31
M32B=Medium Merchant 32
M33B=Medium Merchant 33
M34B=Medium Merchant 34
M37B=Medium Merchant 37
M38B=Medium Merchant 38
M39B=Medium Merchant 39
M40B=Medium Merchant 40
O01B=Ore Freighter 01
O02A=Ore Freighter 02
Q01B=Medium Merchant 17
T01B=Tanker 01
T02B=Tanker 02
T03B=Tanker 03
T04B=Tanker 04
T05B=Tanker 05
T06B=Tanker 06
T07B=Tanker 07
T08B=Tanker 08
T10B=Tanker 10
T14B=Tanker CAM-Ship
T15B=Tanker 15
T16B=Tanker 16
T18B=Tanker 18
T01A=Tanker 01
T03A=Tanker 03
T06A=Tanker 06
T09A=Tanker 09
T10A=Tanker 10
T13A=Tanker 13
T16A=Tanker 16
T17A=Tanker 17
T18A=Tanker 18
T19A=Tanker 19
RP01A=Repair Ship
AK01A=Naval Cargo Ship 01
AK02A=Naval Cargo Ship 02
AK03A=Naval Cargo Ship 03
AM01A=Ammunition Ship 01
AO01A=US Oiler 01
AO02A=US Oiler 02
L02A=Heavy Merchant 02
L03A=Heavy Merchant 03
M01A=Medium Merchant 01
M03A=Medium Merchant 03
M05A=Medium Merchant 05
M06A=Medium Merchant 06
M07A=Medium Merchant 07
M09A=Medium Merchant 09
M10A=Hog Islander-US
M13A=Medium Merchant 13
M15A=Medium Merchant 15
M17A=Medium Merchant 17
M22A=Medium Merchant 22
M25A=Medium Merchant 25
M30A=Medium Merchant 30
M33A=Medium Merchant 33
M34A=Medium Merchant 34
M39A=Medium Merchant 39
M40A=Medium Merchant 40

Sailor Steve
04-06-20, 06:23 PM
For my last 'Ship Names' update I converted all the ClassMaps to reflect real classes to go with the real names. You have to manually change all the ship classes, but it's worth it to see the class assigned to the ship you sank.

No new ships for the first edition I've done in two years. The [CLASSMAP] has been upgraded to better use IABL's Merchant Fleet Mod. Now the 'X' ships are tied to their 'A' and 'B' counterparts and should get appropriate names when sunk.

Also here is a list of these ships to add to the
'EnglishNames.cfg' file in your 'Sea' folder.

AK01A=Haskell Class Attack Transport
AK02A=Crater Class Attack Transport
AK03A=Andromeda Class Attack Transport
AM01A=Naval Ammunition Ship
AO01A=Cimarron Class Fleet Oiler
AO02A=Kennebec Class Fleet Oiler
L01B=Glenapp Class Merchant
M01A=African Monarch Class Merchant
M01B=Clan McBean Class Merchant
M01X=Kensington Court Class Merchant
M02B=Brandanger Class Merchant
M03A=Metapan Class Merchant
M03B=Anshun Class Merchant
M03X=Bamora Class Merchant
M04B=Eurybates Class Merchant
M05A=Luckenbach Class Merchant
M06A=A.S. Hansen Class Merchant
M06B=Trebartha Class Merchant
M06X=City of Eastbourne Class Merchant
M07A=Alcoa Cutter Class Merchant
M07B=Arlington Court Class Merchant
M07X=Forthbank Class Merchant
M08B=King Arthur Class Merchant
M08X=Manchester Exporter Class Merchant
M09A=City of Dallas Class Merchant
M09B=Bankura Class Merchant
M09X=Malvernian Class Merchant
M10A=Hog Islander
M10B=Trecarrell Class Merchant
M10X=Barrdale Class Merchant
M11B=Baron Carnegie Class Merchant
M11X=Blairatholl Class Merchant
M12B=Harberton Class Merchant
M12X=Cape Breton Class Merchant
M13A=Admiral Halstead Class Merchant
M13B=Baron Ardossan Class Merchant
M13X=Mount Kyllene Class Merchant
M14B=Hopecastle Class Merchant
M14X=Ikauna Class Merchant
M15A=C1 Cargo
M15B=Hickory Brook Class
M15X=Høegh Silverlight Class Merchant
M16B=Blairmore Class Merchant
M16X=Deptford Class Merchant
M17A=Edward Chambers Class Merchant
M17B=Baron Jedburgh Class Merchant
M17X=King Edgar Class Merchant
M18B=Cairnesk Class Merchant
M18X=Quebec City Class Merchant
M19B=Eskdalegate Class Merchant
M19X=Rio Azul Class Merchant
M20B=Benlawers Class Merchant
M20X=Clan MacFarlane Class Merchant
M21B=Daghestan Class Cam Freighter
M22A=Henry D. Whiton Class Merchant
M22B=Dalblair Class Merchant
M22X=Temple Mead Class Merchant
M23B=Thistlebrae Class Merchant
M24B=Aelybryn Class Merchant
M24X=Alice Moller Class Merchant
M25A=Agwistar Class Merchant
M25B=Silveray Class Merchant
M25X=Clare Lilley Class Merchant
M26B=Jamaica Pioneer Class Merchant
M26X=Manchester Citizen Class Merchant
M27B=Clan Allen Class Merchant
M28B=City of Athens Class Merchant
M29B=Norden Class Merchant
M30A=Day Star Class Merchant
M30B=La Cordillera Class Merchant
M30X=Clan MacAlister Class Merchant
M31B=Duke of Rothesay Class Merchant
M31X=Albuera Class Merchant
M32B=Clan Davidson Class Merchant
M32X=Bacchus Class Merchant
M33X=Bodegraven Class Merchant
M34A=Lake Folcroft Class Merchant
M34B=Kirriemoor Class Merchant
M34X=Cap Blanc Class Merchant
M35B=Empire Ship
M36B=Empire Cam Ship
M37B=Amicus Class Merchant
M37X=Thiokepasti Class Merchant
M38B=Nigerstroom Class Merchant
M39B=Iron Baron Class Ship
M39X=Petrophalt Class Ship
M40A=Albert Kahn Class Merchant
M40B=Armilla Class Merchant
O01B=British Ore Carrier
O02A=American Ore Carrier
S01B=Small Ore Freighter
S02B=Corfell Class Small Freighter
S03B=Aalborg Class Small Freighter
S04B=Abbotsford Class Small Freighter
SCF=Chelwood Class Merchant
T01A=Sinclair Opaline Class Tanker
T01B=British Merit Class Tanker
T01X=Miralda Class Tanker
T02B=British Ardour Class Tanker
T02X=Scottish American Class Tanker
T03A=Esso Baytown Class Tanker
T03B=British Character Class Tanker
T03X=Athelduchess Class Tanker
T04B=Hallanger Class Tanker
T04X=Pan Aruba Class Tanker
T05B=British Endeavour Class Tanker
T05X=President Francqui Class Tanker
T06A=Pan Carolina Class Tanker
T07B=San Adolfo Class Tanker
T08B=San Fabian Class Tanker
T08X=F.J. Wolfe Class Tanker
T09A=Arrow Class Tanker
T10A=GulfBelle Class Tanker
T10B=San Valerio Class Tanker
T10X=Amsterdam Class Tanker
T13A=T2 Tanker
T14B=British Amassador Class Tanker
T16A=Esso Augusta Class Tanker
T16B=Thorhild Class Tanker
T16X=Arthur F. Corwin Class Tanker
T17A=Stanvac Melbourne Class Tanker
T17X=Esso Balboa Class Tanker
T18A=Green Mountain Class Tanker
T18B=British Industry Class Tanker
T18X=Adinda Class Tanker
T19A=Virginia Class Tanker

Be sure to delete any other listings with these class names.
Everything that has been done before is included in this
latest version, so you don't need any previous ones.

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

I've recently started working on the 'Ship Names' mod again, and it will not only have many new ships but all this 'Class Name' work will already be done for you.

shadow_wxh
04-07-20, 08:43 AM
:Kaleun_Applaud:This is much more desired.
For my last 'Ship Names' update I converted all the ClassMaps to reflect real classes to go with the real names. You have to manually change all the ship classes, but it's worth it to see the class assigned to the ship you sank.

Now when I need to add a new ship in the champaine file at least I can check if I have that ship model after all.
I think we have enough ship models already the problem right now is the lack of enough imformation to put them on the map at right time and right place.

Fifi
04-07-20, 09:35 AM
What i have noticed with this awesome MFM 3.3 Improved + SH3 Commander skin pack, is some ships doesn’t have any flags but painting on hull.
That’s very nice but: Greece painting on hull —-> was ennemy ship while should be neutral. Same for Sweden paintings, Norwegian...
I suspect SH3 doesn’t take account of those painting... and could be quite confusing :03:

John Pancoast
04-07-20, 10:03 AM
What i have noticed with this awesome MFM 3.3 Improved + SH3 Commander skin pack, is some ships doesn’t have any flags but painting on hull.
That’s very nice but: Greece painting on hull —-> was ennemy ship while should be neutral. Same for Sweden paintings, Norwegian...
I suspect SH3 doesn’t take account of those painting... and could be quite confusing :03:

Use the F1 key info. to help determine what year a country is friend or foe. Or if in a convoy, evading, etc.

Here's a post older than MFM 3.3 from Iambecomelife.

https://www.subsim.com/radioroom/showpost.php?p=2246314&postcount=6

Also make sure your flags.dat file corresponds to your current install.

Fifi
04-07-20, 11:14 AM
:hmmm: Reading his post, it was to simulate neutrals carrying cargo to ennemy...

But in fact, even with neutrals painting on hull such as Norway in 1939, they remains ennemies as they are zigzagging and could fire at me if they had cannons!
The Greek painted one in 41 fired at me even though Greece was not German ennemy (nor on the map, nor in reality)
I sank a Norway painted (by accident :D ) in 41, and he was counted as ennemy ship sunk.

On other side, the ships who have flags (floating on mast) are keeping their real status. They don’t zigzag nor fire at you.

So best is to remain hidden with this mod, even with official neutrals painted on hull. If they don’t show flag on any mast, but hull painted, it’s sure it’s an ennemy :yep:

John Pancoast
04-07-20, 11:23 AM
:hmmm: Reading his post, it was to simulate neutrals carrying cargo to ennemy...

But in fact, even with neutrals painting on hull such as Norway in 1939, they remains ennemies as they are zigzagging and could fire at me if they had cannons!
The Greek painted one in 41 fired at me even though Greece was not German ennemy (nor on the map, nor in reality)
I sank a Norway painted (by accident :D ) in 41, and he was counted as ennemy ship sunk.

On other side, the ships who have flags (floating on mast) are keeping their real status. They don’t zigzag nor fire at you.

So best is to remain hidden with this mod, even with official neutrals painted on hull. If they don’t show flag on any mast, but hull painted, it’s sure it’s an ennemy :yep:

British must have got a hold of those ships. :)

In Blair's books, Greek and Norwegian ships were sunk pretty much at will for various reasons.

3catcircus
04-07-20, 11:52 AM
British must have got a hold of those ships. :)

In Blair's books, Greek and Norwegian ships were sunk pretty much at will for various reasons.
The issue being how much renown you lose by sinking a "neutral" ship.


The only way to be sure is to get close enough to see if they start zig-zagging. If they do, then they are a valid target. If not, then they truly are neutral.


I think it adds to the atmosphere to not be 100% certain to the point that you let a "neutral" go by when it might be considered a valid target (or likewise, sinking targets that end up costing you renown in-game).

Fifi
04-07-20, 12:06 PM
The issue being how much renown you lose by sinking a "neutral" ship.


The only way to be sure is to get close enough to see if they start zig-zagging. If they do, then they are a valid target. If not, then they truly are neutral.


I think it adds to the atmosphere to not be 100% certain to the point that you let a "neutral" go by when it might be considered a valid target (or likewise, sinking targets that end up costing you renown in-game).

Or if no regular flag floating somewhere on ship —-> certainly an enemy.

I like the way of finding out who is who...reminds me OM mod for SH4, who has same ships of this author...with same incertitude.

John Pancoast
04-07-20, 12:24 PM
The issue being how much renown you lose by sinking a "neutral" ship.


The only way to be sure is to get close enough to see if they start zig-zagging. If they do, then they are a valid target. If not, then they truly are neutral.


I think it adds to the atmosphere to not be 100% certain to the point that you let a "neutral" go by when it might be considered a valid target (or likewise, sinking targets that end up costing you renown in-game).

Problem is in some installs you can get dinged for sinking a neutral ship when you shouldn't be.
The renown problem can be changed in the basic.cfg is desired.

Ktl_KUrtz
04-07-20, 12:55 PM
Iambecomelife,
Many thanks for this fantastic mod!
To my fellow kaleuns Guta Jadt!
KUrtz
:Kaleun_Cheers:

Nemesis Bosseret
03-11-21, 10:59 AM
This looks cool as hell.
I really want to install this in my current playthrough. Im a little confused on where in my mod load order where i should put it though. Currently running with GWX gold, and hard coded fixes along with several gui and visual mods to improve the graphics of the game.

Is it possible to install this mid career as long as i dock before i install it? Do i need to actually end my patrol first or could i dock with a Tender and then install? Im currently in a Type 9 down by Gibraltar and been on a killing spree totally embarrassing the hell outta the royal navy deck gunning during daylight in the straights, did a harbor raid on Gibraltar and got two cruisers an ASW tug and torped the Nelson but it didn't sink lol. asking so i don't ruin my current run of mayhem of 47,000 and i still got 8 torps left.

John Pancoast
03-11-21, 11:27 AM
This looks cool as hell.
I really want to install this in my current playthrough. Im a little confused on where in my mod load order where i should put it though. Currently running with GWX gold, and hard coded fixes along with several gui and visual mods to improve the graphics of the game.

Is it possible to install this mid career as long as i dock before i install it? Do i need to actually end my patrol first or could i dock with a Tender and then install? Im currently in a Type 9 down by Gibraltar and been on a killing spree totally embarrassing the hell outta the royal navy deck gunning during daylight in the straights, did a harbor raid on Gibraltar and got two cruisers an ASW tug and torped the Nelson but it didn't sink lol. asking so i don't ruin my current run of mayhem of 47,000 and i still got 8 torps left.

It can be installed more or less anywhere in your mod list, depending on what that list is. There are not many files from other mods, etc. it will overwrite but if it gives that message when installing, just do any changed required.
You should have the 4gb patch installed (sounds like you do via H.sie's patch) to run it though and also only install it in your home port between patrols.

Nemesis Bosseret
03-11-21, 01:58 PM
It can be installed more or less anywhere in your mod list, depending on what that list is. There are not many files from other mods, etc. it will overwrite but if it gives that message when installing, just do any changed required.
You should have the 4gb patch installed (sounds like you do via H.sie's patch) to run it though and also only install it in your home port between patrols.

Thank you. My current mod list is;
Grey Wolves Expansion
Sh3 Commander
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Rubini´s Underwater dust&plancton v1
M.E.P v6
Optional - ShipVanishingHull for MEP v6
Optional - FSF for MEP v6
TKSS18 German U-Boats Compilation No Eagle
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
ARB WideGui 1920x1080 V3
Adaptation for English & Deutsch
Sh3_volumetric_clouds&fog_V2.2
Ricks_GWX_Rec_Man_Final
M.E.P v6- VisualSensors for GWX3
H.sie Hard-coded fixes.
Unit damage from smoke and/or fires

there is a few mods i want to add to this list including MFM. Id like to add in the Torpedo damage mod and TMT v2 + Thomsens Ships - Combimod. but im not sure were in the load order i should put them. or if i should use Thomesens app as well. Last time i tinkered with it i corrupted my save and had to start over. Really dont want to screw that up again because im on a really good run.

John Pancoast
03-11-21, 02:56 PM
Thank you. My current mod list is;
Grey Wolves Expansion
Sh3 Commander
Thomsen's Sound Pack V3.2cg
Rbs1_SH4_Effects_GWX_30_71
Rubini´s Underwater dust&plancton v1
M.E.P v6
Optional - ShipVanishingHull for MEP v6
Optional - FSF for MEP v6
TKSS18 German U-Boats Compilation No Eagle
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
ARB WideGui 1920x1080 V3
Adaptation for English & Deutsch
Sh3_volumetric_clouds&fog_V2.2
Ricks_GWX_Rec_Man_Final
M.E.P v6- VisualSensors for GWX3
H.sie Hard-coded fixes.
Unit damage from smoke and/or fires

there is a few mods i want to add to this list including MFM. Id like to add in the Torpedo damage mod and TMT v2 + Thomsens Ships - Combimod. but im not sure were in the load order i should put them. or if i should use Thomesens app as well. Last time i tinkered with it i corrupted my save and had to start over. Really dont want to screw that up again because im on a really good run.

I'm not familiar with many of those mods but don't see anything that would be a conflict.
Try it out in port and see if you get any overwriting warning messages from JSGME.
Regarding adding mods, in general the more you add the higher chance of problems especially ctds.

Nemesis Bosseret
03-11-21, 03:31 PM
I'm not familiar with many of those mods but don't see anything that would be a conflict.
Try it out in port and see if you get any overwriting warning messages from JSGME.
Regarding adding mods, in general the more you add the higher chance of problems especially ctds.

When i get off work ill get my boat into port and then give it a try. ill make multiple back up saves

John Pancoast
03-11-21, 04:05 PM
When i get off work ill get my boat into port and then give it a try. ill make multiple back up saves

Copy your career to a spare folder too. That way you can simply paste it back if problems arise.

Mad Mardigan
03-11-21, 05:33 PM
Copy your career to a spare folder too. That way you can simply paste it back if problems arise.

More importantly... make a back up copy of your game save folder... after activating a good solid mod soup. That way, if you add any new mods (as it were) then you have a safe back up copy to go to in the event things go south. Info I learned the hard way to do... & passing it on so others don't have to learn it that way... :yep:

As it is, no need to really do a whole lot of in game saves... best if you can avoid doing so... just My .02 cents worth on that subject... unlike SH4, which does game save housekeeping getting rid of older game saves as they add up until a point in which then the housekeeper comes out & tidies up the folder.. only keeping the most current saves , sadly SH3 doesn't.

Hope this info helps.

M. M.

:Kaleun_Salute:

John Pancoast
03-11-21, 06:17 PM
More importantly... make a back up copy of your game save folder... after activating a good solid mod soup. That way, if you add any new mods (as it were) then you have a safe back up copy to go to in the event things go south. Info I learned the hard way to do... & passing it on so others don't have to learn it that way... :yep:

As it is, no need to really do a whole lot of in game saves... best if you can avoid doing so... just My .02 cents worth on that subject... unlike SH4, which does game save housekeeping getting rid of older game saves as they add up until a point in which then the housekeeper comes out & tidies up the folder.. only keeping the most current saves , sadly SH3 doesn't.

Hope this info helps.

M. M.

:Kaleun_Salute:

The save folder is part of the career folder. :)

Nemesis Bosseret
03-11-21, 11:36 PM
The save folder is part of the career folder. :)

More importantly... make a back up copy of your game save folder... after activating a good solid mod soup. That way, if you add any new mods (as it were) then you have a safe back up copy to go to in the event things go south. Info I learned the hard way to do... & passing it on so others don't have to learn it that way... :yep:

As it is, no need to really do a whole lot of in game saves... best if you can avoid doing so... just My .02 cents worth on that subject... unlike SH4, which does game save housekeeping getting rid of older game saves as they add up until a point in which then the housekeeper comes out & tidies up the folder.. only keeping the most current saves , sadly SH3 doesn't.

Hope this info helps.

M. M.

:Kaleun_Salute:

Thank you both. Im docked up and now trying to get the mods working. backng up the career and save files too

3catcircus
03-12-21, 09:23 AM
Thank you both. Im docked up and now trying to get the mods working. backng up the career and save files too

Maybe sure the 4GB patch is installed. If you don't have sufficient RAM, MFM *will* cause CTDs.

Also it *will* take up to 10 minutes to activate the main MFM in JSGME. The skin packs install much quicker.

Jimbuna
03-12-21, 01:19 PM
Anyone have a working link to the skin packs for MFM v3.3?

John Pancoast
03-12-21, 02:04 PM
Anyone have a working link to the skin packs for MFM v3.3?


Here (https://www.mediafire.com/file/vrc7gkx23oriz2z/MFM_v3_Skin_Packs.7z/file) you go !

Jimbuna
03-12-21, 02:12 PM
Here (https://www.mediafire.com/file/vrc7gkx23oriz2z/MFM_v3_Skin_Packs.7z/file) you go !

Much appreciated and a gentle reminder to oneself....must take the external HD (with all the above and a great deal more) to my tech guy for recovery work.

Ktl_KUrtz
03-12-21, 02:18 PM
Much appreciated and a gentle reminder to oneself....must take the external HD (with all the above and a great deal more) to my tech guy for recovery work.
John is one cool guy!
(Digs deep in his pocket to buy this :Kaleun_Cheers: all round.)
KUrtz

John Pancoast
03-12-21, 02:34 PM
Much appreciated and a gentle reminder to oneself....must take the external HD (with all the above and a great deal more) to my tech guy for recovery work.


No problem, hope all is well !

Nemesis Bosseret
03-12-21, 06:50 PM
Maybe sure the 4GB patch is installed. If you don't have sufficient RAM, MFM *will* cause CTDs.

Also it *will* take up to 10 minutes to activate the main MFM in JSGME. The skin packs install much quicker.

Well good news. I definitely got the 4 gig patch. When I started messing with this 2 weeks ago I screwed up the hard coded fixes install and had to re do it last weekend. Last night I got a majority of the mods installed that I wanted to get installed but had one bug.
I discovered it when I found an enemy task force of 3 or 4 destroyers, 2 or 3 battleships, and 2 or 3 cruisers. I crash dived like any sane commander would especially when they are shooting at you lol. Then the problem struck. I kept diving and couldn't keep depth without a very high bell. I had to emergency blow just to maintain depth which didn't work. Started a single player mission just to verify it wasn't me doing something wrong. Same thing happened. Went back to my mod list, removed bottom repair mod and Tmt. And everything worked fine after. Kinda wish I could get them working too but pretty sure I got two things doing the same thing to cause it

Aktungbby
03-13-21, 11:38 AM
Nemesis Bosseret!:Kaleun_Salute:] on 'silent run ' since 2018!:up:

kyle9154
10-13-21, 06:57 AM
Hi there, I edited Iambecomelife's MFM 3.3 to work with Onealex's popular compilation mod (its not my mod so I figured i'd post this here instead of making a new thread). Just copy to MODS folder and enable through JSGME.
What I did was:

1. Removed the ships and entries from MFM 3.3 that Onealex already fixed and added to his mod. Also removed all the neutral X ships as it caused too much load time and redundant same ship models.

2. A lot of models had A&B variations (A for American roster and B for British roster) but they were the same exact model and specs so what I did was delete the A entries and added the B.cfg entries to the American Roster folder to lessen the mod weight and loading time (currently 7-10 mins to load patrol depending on what year of the war). Model M31B had issues working so I replaced with same model M31X.

3. Museum does work and loads in around same time as original Onealex (15 mins) but be warned it still can cause crashes if you scroll through it too fast.

4. I kept the skin packs out (a lot of those skin pack folders were empty and half complete anyways) but if you want to use them then go ahead and enable after MFM in jsgme.

If anyone has CTD's then let me know what date, location in game etc where it happened. It is still iambecomelife's mod and files from 5 years ago so odd crashes may happen once in a while. I usually found them to be at port near uboat bunker but out at sea and attacking convoys all seems fine as I start my patrols from sea using SH3 commander option.

MFM 3.3 Onealex compatible version - https://1drv.ms/u/s!Apf4S8iaE41MnCfu1Xhuamr26Jx1?e=yBXQMN

P.S. I'm in talks with Toyotagt86 and he's looking at ways to get MFM working with his compilation as well. ;)

.......awaiting feedback

DON'T USE - OUTDATED, check out MFM Onealex edition thread for newest release

AirShark
10-02-22, 06:31 PM
@sik1977

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

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

Best regards.

Fubar

link is down :(
does anyone still has a working copy i also got corrupted files

\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

FUBAR295
10-02-22, 08:02 PM
Airshark,

Try here :

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

Good hunting
FUBAR295

AirShark
10-03-22, 06:06 AM
Airshark,

Try here :

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

Good hunting
FUBAR295
thats the copy that i have downloaded earlier and being shared in page 100, unfortunately it has 2 corrupted files as reported :/

FUBAR295
10-03-22, 07:19 AM
Try here ;

https://maikhaas.synology.me:5001/fsdownload/UjB9ysTT3/IAMBECOMELIFE

The mod is available there.

JapLance
10-03-22, 07:24 AM
I've uploaded the copy I have of MFM v3.3 to a server (MEGA). It will be available for a few days, then I'll remove it.

I've checked that the 2 files you got corrupted are OK in this copy.

https://mega.nz/file/40ADECqa#UOL2k-ZHNU7LbhsFSeswMVk6bJVyctzhJv6SVpwUiNc

Hope this works for you.


OOOPS, nevermind, FUBAR was faster than me :D.

FUBAR295
10-03-22, 07:31 AM
Japlance,

Thanks!

If this copy isn't corrupted at Miakhaas site, I was going to upload my copy of the file to Mediafire.

We will see. :yep:

Good hunting,
FUBAR295

AirShark
10-03-22, 08:07 AM
Hope this works for you.

it did, many thanks :Kaleun_Salute:
edit: this one is also clean, https://maikhaas.synology.me:5001/fs.../IAMBECOMELIFE ;)

bischon
11-04-22, 06:08 PM
Is this mod available for download anywhere?

If not, is there and merchant fleet mod avaiable?

I sent a couple of hours searching for one. Some years ago there was a great one which changed merchant skins according to time period in the war. Sadly, I could not find it.
Any help appreciated. Thanks!

Plissken_04
11-04-22, 06:13 PM
Is this mod available for download anywhere?

If not, is there and merchant fleet mod avaiable?

I sent a couple of hours searching for one. Some years ago there was a great one which changed merchant skins according to time period in the war. Sadly, I could not find it.
Any help appreciated. Thanks!


https://maikhaas.synology.me/joomla/index.php?option=com_content&view=article&id=475:iambecomelife&lang=de

johnboy1958
12-07-22, 10:28 AM
************************************************** **

06/2/2017

MFM Version 3.3 Available below.


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

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

02/20/2017

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 like GWX/WAC 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.

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



MERCHANT FLEET MOD - INITIAL RELEASE INFO

This mod's designed to replace Stock SH3's paltry merchant roster with a huge variety of surface craft, from motor launches to tramp steamers to fleet oilers. It has its roots back in the early days of Silent Hunter 3, when I noticed that the existing merchant ships were sometimes crudely detailed, or were types that would rarely have been encountered during the Battle of the Atlantic.

The mod uses about 60-70 base models and over 3,000 skins to create profuse variety amongst shipping in both convoys and random merchant encounters. Skins from dozens if not hundreds of historical companies are represented. Nations featured in this initial release are as follows:

United Kingdom
United States of America
Denmark
Norway
Sweden
The Netherlands
Belgium
Ireland
Argentina
Brazil
Panama
Canada

Whereas before you encountered a monotonous selection of C-2's and coastal merchants in all nations' rosters, now almost anything is possible. That speck on the horizon could be a brand-new, 10,000 ton tanker or a rusty old tramp making its rounds from coast to coast. It could be a bulk freighter loaded down with minerals, a tiny steam launch, or a fast freighter-transport, carrying troops and war materiel for an Allied invasion.

Neutral ships will be common, and they may or may not be carrying cargo to the enemy. As commander, it will be up to you to decide based on vessel location, paint scheme, deck cargo, and behavior whether or not a target is legitimate. This mod is intended for serious players - sink anything that moves and you may well end your patrol with a huge renown hit.

Installation is quick and easy, using Jonesoft's Generic Mod Enabler.

PRIMARY FEATURES:

1) Dozens of ship models inspired by photographs of typical ships constructed between 1900 and 1945

http://i33.photobucket.com/albums/d54/iambecomelife/Billboard3.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Billboard2.jpg

2) Tremendous paint scheme variations, based on hundreds of historical shipping companies and wartime camoflage patterns

http://i33.photobucket.com/albums/d54/iambecomelife/Billboard1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/General12.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/General5.jpg
3) Neutral ships, which may or may not be legitimate targets. Hull flags, lettering, and shipping company names printed on the sides of vessels.

http://i33.photobucket.com/albums/d54/iambecomelife/General13.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Neutral2.jpg

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

http://i33.photobucket.com/albums/d54/iambecomelife/Neutral3.jpg

4) Different amounts of smoke affect ship visibility. Particle effects for coal-burning steamers and modern motorships.

http://i33.photobucket.com/albums/d54/iambecomelife/Smoke2.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Smoke4.jpg

4) Changes in armament and coloring as the war goes on. Weapons range from light AA guns to Hurricane fighters. By 1942, expect most ships to be camoflaged and armed.

http://i33.photobucket.com/albums/d54/iambecomelife/Smoke1.jpg

5) Varied damage resistance depending on vessel size and age.

http://i33.photobucket.com/albums/d54/iambecomelife/Damage1.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Damage3.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Damage2.jpg

6) Easy installation/uninstallation with the click of a mouse (JSGME required).

7) Compatibility with existing Silent Hunter 3 supermods.

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

GET IT HERE [UPDATE: REUPLOADED 1/03/2012]:

[LINK REMOVED]

SKIN PACKS (Not required but recommended)
[LINK REMOVED]



Version 3.2 (improved ships removed to prevent crashes with supermods. Changed eqp file to tanker T14B. Recompressed due to error messages following downloads.)

SKIN PACKS as of 6/09/10 (~ 3,000 skins, with hundreds of variations):

[LINKS REMOVED]

LIGHT VERSION (IMPROVED STABILITY FOR GWX INSTALLS & OLDER MACHINES. NO NEUTRAL SHIPS EXCEPT AMERICAN VESSELS.)

[LINK REMOVED]

Version: 3.1 (improved stability to prevent career & museum crashes, especially with GWX. Added tanker T19A.)

[LINK REMOVED]

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

Skin Packs:
Is this available ???? ALL LINKS REMOVED :(:(
:doh:

johnboy1958
12-07-22, 10:30 AM
Files do not work 404 error msg.

Plissken_04
12-07-22, 10:35 AM
https://gofile.me/2YNK2/UjB9ysTT3

3catcircus
04-28-24, 11:27 AM
So I've gotten a new PC (Win 11, 32GB RAM, RTX 3060, huge HD) and started installing a replica copy of my install from my old computer.


4GB patch installed, game works fine with GWX3.0 and multiple other mods.


Installed MFM 3.3 and no dice. Gets to the load screen after hitting the Start button and at about 90% of the red bar being filled, it CTDs.


Tried it with MFM 3.2 instead with the same results.


On my old PC (Win7, 16GB RAM, old AMD 1GB video card) MFM installed and the game ran with no issues.



Any ideas?

John Pancoast
04-28-24, 11:38 AM
So I've gotten a new PC (Win 11, 32GB RAM, RTX 3060, huge HD) and started installing a replica copy of my install from my old computer.


4GB patch installed, game works fine with GWX3.0 and multiple other mods.


Installed MFM 3.3 and no dice. Gets to the load screen after hitting the Start button and at about 90% of the red bar being filled, it CTDs.


Tried it with MFM 3.2 instead with the same results.


On my old PC (Win7, 16GB RAM, old AMD 1GB video card) MFM installed and the game ran with no issues.



Any ideas?

Hard to say, especially since there are "multiple other mods" involved. Post your mod list.

3catcircus
04-29-24, 07:53 AM
Hard to say, especially since there are "multiple other mods" involved. Post your mod list.

Mod list shown below. As soon as I remove the MFM from the list of installed mods, I get no CTDs. As mentioned, the below mod list is from a working install on my old computer that I would think should work fine when installed on my new computer but doesn't.


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
S3H-H.sie-Patch-V16B1
ARB WideGui 1920x1080 v0.4
ARB Adaptation for English & Deutsch
MFM-Improved
MFM v3.3 Silhouettes by Izgud
Ship Names for MFM

John Pancoast
04-29-24, 09:44 AM
Mod list shown below. As soon as I remove the MFM from the list of installed mods, I get no CTDs. As mentioned, the below mod list is from a working install on my old computer that I would think should work fine when installed on my new computer but doesn't.


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
S3H-H.sie-Patch-V16B1
ARB WideGui 1920x1080 v0.4
ARB Adaptation for English & Deutsch
MFM-Improved
MFM v3.3 Silhouettes by Izgud
Ship Names for MFM

To be blunt, that list is a mess asking for trouble. Chances are the mfm mod isn't itself causing problems as much as conflicting with something in the list.

Only way to be sure is to use a base install with the mfm and add each mod one at a time, starting each time, and see if the mfm works.

When it doesn't, you'll have the answer. Or on the chance it is the mfm itself, same testing principle to use. Maybe instead look into the OneAlex GWX mod too, it already has a lot of these mods installed and ready to go. Save yourself a headache.

3catcircus
04-29-24, 04:19 PM
To be blunt, that list is a mess asking for trouble. Chances are the mfm mod isn't itself causing problems as much as conflicting with something in the list.

Only way to be sure is to use a base install with the mfm and add each mod one at a time, starting each time, and see if the mfm works.

When it doesn't, you'll have the answer. Or on the chance it is the mfm itself, same testing principle to use. Maybe instead look into the OneAlex GWX mod too, it already has a lot of these mods installed and ready to go. Save yourself a headache.

I know it's MFM itself.

The exact same install in the exact same order works on my older slower machine with 8GB of RAM.

I've done both a "copy it over to my new machine" and a "do a fresh install in the exact order" on my new machine. In both cases, after starting a patrol I get to 90% of the loading bar *or* I actually get the the patrol to start but then it CTDs. Deactivating MFM solves the issue.

I've got the 4GB patch, the h.sie fixes, the Tycho patch - all properly done.

Frustrating that a faster machine with more memory can't handle MFM and I'm going to chalk it up to Win11 vs Win7.

John Pancoast
04-29-24, 05:16 PM
I know it's MFM itself.

The exact same install in the exact same order works on my older slower machine with 8GB of RAM.

I've done both a "copy it over to my new machine" and a "do a fresh install in the exact order" on my new machine. In both cases, after starting a patrol I get to 90% of the loading bar *or* I actually get the the patrol to start but then it CTDs. Deactivating MFM solves the issue.

I've got the 4GB patch, the h.sie fixes, the Tycho patch - all properly done.

Frustrating that a faster machine with more memory can't handle MFM and I'm going to chalk it up to Win11 vs Win7.

<shrug> But you haven't done testing it per my suggestion, correct? But it's your choice. Plenty of people running the game with the mfm and more on Win10/11.
As mentioned, try the OneAlex mod, it has the mfm iirc. If it works, that's a clue.

CIA_MAN
07-21-24, 04:38 PM
Is this merchant fleet mod compatible with the stock SH3 game? I mean are the new ships visible there in the campaign and so on?

And the how does the mod handle the Recon book for periscope?

Thanks! :Kaleun_Salute:

FUBAR295
07-21-24, 06:58 PM
Is this merchant fleet mod compatible with the stock SH3 game? I mean are the new ships visible there in the campaign and so on?

And the how does the mod handle the Recon book for periscope?

Thanks! :Kaleun_Salute:


Here's a copy of the readme :


MFM 3.3 (at long last): 06/02/2017

IMPORTANT: This mod is JSGME compatible. It can be installed over old versions, buy I recommend a clean install (see further comments below).

Merchant Fleet Mod Version 3.3

Changes from 3.3:

-Altered damage specs for all cargo ships and tankers so that most will sink after about 2 torpedo hits. Many will sink with 1, and you will rarely need 3, except for large tankers etc.
-Altered buoyancy/weight for certain ships that tended to straggle due to the game's calculation of engine power &c.
-Corrected some weapons nodes that were in the wrong areas of several ships.

Note that this does NOT add new ships; it is simply to make the existing mod more playable.


Changes from 3.1:

-Removed Rose Castle Ore Carrier, Empire Freighter, CAM-Ship, and Improved T-2 to prevent possible CTD's with supermods.
-Recompressed due to reports of corruption.

Changes from 3.0:

-Added the Isherwood Type tanker (T19A) to the American roster and to Data\Sea.
-Removed the Belgian nationality, as this is not included on stock SH3 installations and was causing CTD's.
-Changed unit type for CAM-ship to 100 to avoid CTD's with GWX.
-Removed the roster files for the Rose Castle class, M35B, and M36B to avoid conflicts with GWX installations.


DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX. It contains hundreds of freighters, tankers, small craft, naval auxiliaries, and other surface craft likely to have been encountered in the Atlantic theatre between 1939 and 1945. Over 60 base models and thousands of skins represent vessels from nearly every major maritime nation and dozens of historical shipping companies.

DIRECTIONS:

-Uninstall any prior releases of my ships from your system. This supercedes individual mods like the Arrow Tanker, Auxiliaries Mod, etc - all these ships are bundled in this latest release.

-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.

Use the various skin packs to simulate changes in ships' appearance depending on what year you are playing. Ignore any messages about file conflicts. As time goes on, more ships will be camoflaged, and fewer will have civilian funnel markings, company names, etc.



If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.

This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.


SYSTEM REQUIREMENTS

This enhancement contains high-poly units and detailed skins. Ideally, your computer should exceed SH3's minimum requirements. Computers with at least 2GB of RAM and the equivalent of a NVIDIA 8600 should be fine.


MUSEUM

Because of the new ships, load times will be increased in Museum. However, they will be manageable (3-5 minutes) on most modern PC's. Please note that scrolling too fast amongst the units in museum may cause CTD's. Also, CTD's are likely if you have about 300-400 custom units already installed.

NEUTRAL SHIPPING

Some ships may not fly flags while at sea. Others may only have neutrality markings on the hull, with flags, home ports, etc painted in distinctive colors. These ships may be transporting war materiel or they may be true neutrals. It is up to you as a commander to use your discretion when making attacks. Try examining vessel behavior, deck cargo, and course - ships around British ports, for example, are more likely to be enemy. This simulates the uncertainty that real submarine commanders had to deal with, in a world where belligerents camoflaged their ships and neutrals carried contraband illegally.


Hope this helps. :salute:

Doolar
07-21-24, 10:14 PM
I played GWX3 for a long while, then, I couldn't make it 1 day out of La Spezia without a CTD. So I removed all mods and added 1 at a time. I had trouble with "TMT v2 with EFS (GWX3 version)". Some disputed that finding, but that's what hosed me. I do still have a GWX3 career active. Here's my mod list with no issues for several years running.

MOD SOUP for GWX3
1. GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
2. MFM Inproved v3.3
3. Q Ship Mod for GWX
4. Thomsen's Sound Pack V3.2cg (Sound Mod)
5. Ultimate Aircraft Soundmod (Sound Mod)
6. Destroyers&Corvette (Sound Mod)
7. Torpedo Explosion (Sound Mod)
8. KB's Diesel Sound Mod (Sound Mod)
9. Anzacmicks Damage Immersion
10. Anzacmicks Damage Immersion - Patch for MFM Improved v3.3
11. TheDarkWraith Ship Plane Fire Damage v1.4 SH3
12. Wooden Lifeboats Mod
13. Waterstream+Exhaust Combi V2.3 for GWX3
14. Torpedo Trail and Wake Fix
15. OLC's Modified Searchlight Beams for GWX3
16. Improved AAA
17. Carotio SH3 Convoy Lanes
18. Crash Dive 50 Metres!
19. RL E v2 standard
20. GWX - No Medals on Crew
21. GWX - Open Hatch Mod
22. Das Boot Clothes
23. CapZapEmblemsPack_Final
24. Conus' Historically Accurate U-boat Emblems 1.0
24 Conus' Historically Accurate U-boat Emblems 1.1
25 Conus' Historically Accurate U-boat Emblems 1.2
27. Conus' Historically Accurate U-boat Emblems 1.3
17. M.E.P v6 - for GWX3
28. M.E.P v6 - FSF
29. M.E.P v6 - ShipVanishingHull
30. Sh3 Volumetric Clouds&Fog v2.2
31. GWX - Alternative Flotillas
32. Nav Maps
33. Supplement to V16B1
35. GWX DFa-Flag&Pens 2010
36. O2-Gauges v2
37. U-BOAT Skin
38. Skins for MFM3.3 - added via Commander
39. Ships Names - added via SHIII / Commander
40. Additional Captain’s Portraits - added via Commander
41. Realistic Depth Charges v4 - added via SHIII
42. Improved Smoke - added via SHIII
43. Additional Songs for the Gramophone - added via SHIII

NOTE: I don't use #31 most of the time

CIA_MAN
07-22-24, 07:26 AM
Here's a copy of the readme :


MFM 3.3 (at long last): 06/02/2017

IMPORTANT: This mod is JSGME compatible. It can be installed over old versions, buy I recommend a clean install (see further comments below).

Merchant Fleet Mod Version 3.3

Changes from 3.3:

-Altered damage specs for all cargo ships and tankers so that most will sink after about 2 torpedo hits. Many will sink with 1, and you will rarely need 3, except for large tankers etc.
-Altered buoyancy/weight for certain ships that tended to straggle due to the game's calculation of engine power &c.
-Corrected some weapons nodes that were in the wrong areas of several ships.

Note that this does NOT add new ships; it is simply to make the existing mod more playable.


Changes from 3.1:

-Removed Rose Castle Ore Carrier, Empire Freighter, CAM-Ship, and Improved T-2 to prevent possible CTD's with supermods.
-Recompressed due to reports of corruption.

Changes from 3.0:

-Added the Isherwood Type tanker (T19A) to the American roster and to Data\Sea.
-Removed the Belgian nationality, as this is not included on stock SH3 installations and was causing CTD's.
-Changed unit type for CAM-ship to 100 to avoid CTD's with GWX.
-Removed the roster files for the Rose Castle class, M35B, and M36B to avoid conflicts with GWX installations.


DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX. It contains hundreds of freighters, tankers, small craft, naval auxiliaries, and other surface craft likely to have been encountered in the Atlantic theatre between 1939 and 1945. Over 60 base models and thousands of skins represent vessels from nearly every major maritime nation and dozens of historical shipping companies.

DIRECTIONS:

-Uninstall any prior releases of my ships from your system. This supercedes individual mods like the Arrow Tanker, Auxiliaries Mod, etc - all these ships are bundled in this latest release.

-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.

Use the various skin packs to simulate changes in ships' appearance depending on what year you are playing. Ignore any messages about file conflicts. As time goes on, more ships will be camoflaged, and fewer will have civilian funnel markings, company names, etc.



If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.

This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.


SYSTEM REQUIREMENTS

This enhancement contains high-poly units and detailed skins. Ideally, your computer should exceed SH3's minimum requirements. Computers with at least 2GB of RAM and the equivalent of a NVIDIA 8600 should be fine.


MUSEUM

Because of the new ships, load times will be increased in Museum. However, they will be manageable (3-5 minutes) on most modern PC's. Please note that scrolling too fast amongst the units in museum may cause CTD's. Also, CTD's are likely if you have about 300-400 custom units already installed.

NEUTRAL SHIPPING

Some ships may not fly flags while at sea. Others may only have neutrality markings on the hull, with flags, home ports, etc painted in distinctive colors. These ships may be transporting war materiel or they may be true neutrals. It is up to you as a commander to use your discretion when making attacks. Try examining vessel behavior, deck cargo, and course - ships around British ports, for example, are more likely to be enemy. This simulates the uncertainty that real submarine commanders had to deal with, in a world where belligerents camoflaged their ships and neutrals carried contraband illegally.


Hope this helps. :salute:

Sorry I don't understand... 😔

FUBAR295
07-22-24, 08:04 AM
Is this merchant fleet mod compatible with the stock SH3 game? I mean are the new ships visible there in the campaign and so on?

And the how does the mod handle the Recon book for periscope?

Thanks! :Kaleun_Salute:
DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX.


Yes, the MFM ships do show.


Try here for Recon mod :


https://www.mediafire.com/file_premium/d25k41b897disrx/MFM_v3.3_Silhouettes_by_Izgud.zip/file




Alles klar. :up:

CIA_MAN
07-22-24, 01:54 PM
Okay thanks! I have to see...