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iambecomelife
06-06-10, 08:57 PM
************************************************** **

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:

iambecomelife
06-06-10, 08:58 PM
Miscellaneous screens - just a sample of the variety you can expect.

http://i33.photobucket.com/albums/d54/iambecomelife/General7.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/General8.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/General14.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/General15.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Label1.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Camo3.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/General1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/General6.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/General9.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/General10.jpg

iambecomelife
06-06-10, 09:01 PM
MERCHANT FLEET MOD SKIN PACKS

Extract to JSGME and install, depending on the time period you wish to simulate. Circa 1941-1942 you will see increasing numbers of camoflaged ships.



http://www.filefront.com/16685183/MFM_v3_Skin_Packs-1.7z

http://www.filefront.com/16685157/MFM_v3_Skin_Packs-2.7z/

Reece
06-06-10, 10:48 PM
Very good, this has been a long standing mod, I think you will be relieved to have it completed since you have the WW1 mod on the go as well.:yep:
Many thanks.:salute:

Sailor Steve
06-07-10, 12:11 AM
:o:o

:D:D:D

:rock::rock::rock::rock:

:yeah::yeah::yeah:

:salute:

rowi58
06-07-10, 12:13 AM
GREAT
:yeah::yeah::yeah::yeah:

:salute:
rowi58

Freakwave
06-07-10, 07:02 AM
Thanks for this mod and for your perseverance!:yeah:

Jimbuna
06-07-10, 07:21 AM
Nice one http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Quagmire1975
06-07-10, 09:04 AM
Looks great iabl.

One question though, do you have the full englishnames.cfg? I couldn't find it in the .rar file. Could you make it available to download at all?

Thanx iabl:salute:

Alex
06-07-10, 09:10 AM
So the mod is released now ? :huh:






I just can't believe it. :D

SkyBaron
06-07-10, 09:21 AM
ok I'm new to this mod and in the readme file it says:

"-Download the various skin packs..."

Where can I download these skin packs?

Thanks for the mod btw! :salute:

jaxa
06-07-10, 10:34 AM
Probably the skin packs will be uploaded as soon as possible. We have to wait a bit for release. Anyway, many thanks iambecomelife :up:

Fubar2Niner
06-07-10, 10:50 AM
YEEEEEEEEEEEEEEeeeeeeeeeeee HHHHHHHHHHHHHaaaaaaaaaarrrrrrrr

:woot::woot::woot:

Well done IABL, I always knew there was something in the old addage 'Patience is a virtue'. Top marks old boy :yeah:

Best regards.

Fubar2Niner

iambecomelife
06-07-10, 10:55 AM
ok I'm new to this mod and in the readme file it says:

"-Download the various skin packs..."

Where can I download these skin packs?

Thanks for the mod btw! :salute:

I got the skin packs ready for download - only to discover the file was too big for filefront.

I will separate it after work today and re-compress it for upload.

melnibonian
06-07-10, 11:09 AM
Spectacular work IBL.

Is it possible to upload the englishnames.cfg as well?

Thanks a lot for all your hard work

VonDos
06-07-10, 12:37 PM
Sooooooooooo good!!
I was waiting for this, since .. 2008\9 :rotfl2:


Thanks for this HUGE work!

Quagmire1975
06-07-10, 12:54 PM
Spectacular work IBL.

Is it possible to upload the englishnames.cfg as well?

Thanks a lot for all your hard work

Yes iabl, I need this too!:yeah:

iambecomelife
06-07-10, 02:41 PM
FYI the initial post has been updated, if you're interested in looking at some samples. Feel free to post your own screenshots, comments, and questions on this thread.

Hitman
06-07-10, 02:54 PM
Jesus ... IABL ... I think I am right to say that this is the most amazing single-handed effort of the whole modding scene (With permission from Ducimus and his TM for SH4). It is simply AMAZING, I am speechless at the mammouth task you faced, and the astonishing results. We will be forever indebt with you, this makes SH3 soooooooooo different, so much more complete, so much more realistic ....

The only question is how much this mod will affect loading times, memory usage, etc. ... I suspect a good CPU and a healthy amount of GB in memory will be needed to run it in all its glory... :o but it will be worth it, oh you bet it will :rock:

Stormfly
06-07-10, 04:53 PM
Thank You very much Sir !

this is outstanding incredible work :yeah:

Wreford-Brown
06-07-10, 05:16 PM
Thank you IABL. :yeah:

Sailor Steve
06-07-10, 05:35 PM
Has anybody installed and tested it yet? I got a CTD in both Museum and Career, and I'm sure it's something I did but I haven't a clue what.

iambecomelife
06-07-10, 05:52 PM
Has anybody installed and tested it yet? I got a CTD in both Museum and Career, and I'm sure it's something I did but I haven't a clue what.

Can you please give me the following:

System Specs (if your system is about 3-4 years old you may have some problems, and should try playing at a lower res like 1024 x 768)

If any other ship mods are in use. It will probably crash if you don't uninstall my earlier mods like the SH3 auxiliaries mod and the improved T-2 - note that this package supercedes them.

If you installed it with a career in progress

How many units you have on your install. SH3 invariably crashes in museum on my system when about 375-400 units or more are installed. It will also crash if you scroll too fast between ships (allow about 1-2 sec before viewing the next ship).

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

Madox58
06-07-10, 07:20 PM
Thanks Mate!
:yeah:

As no doubt they would need the damages 3D for SH4,
Do you mind if I experiment on them?
Nothing released mind you!
:salute:

BigBadVuk
06-07-10, 07:25 PM
CTD here also..
Installed in combination with GWX 3 mod,using JSGM.
I started new career,yet CTD happens all the time. :damn:
Oh btw i have 2 GB ram with Phenom II 545 and im using 1024x768 resolution..

makman94
06-07-10, 07:28 PM
thank you Iambecomelife ! :up:

amazing !

iambecomelife
06-07-10, 08:11 PM
I discovered several possible sources for CTD's - the first patch will be on its way soon.

Sailor Steve
06-07-10, 09:14 PM
Can you please give me the following:

System Specs (if your system is about 3-4 years old you may have some problems, and should try playing at a lower res like 1024 x 768)
P4
3 GHz
2 GB RAM
1GB ATI Radeon 4650
160 GB hard drive, less than half full due to new 1 TB external drive.

1024 x 768 just happens to be the resolution I run at. If the icons are any smaller I can't read them.

If any other ship mods are in use. It will probably crash if you don't uninstall my earlier mods like the SH3 auxiliaries mod and the improved T-2 - note that this package supercedes them.
I was careful to delete everything that had your stamp on it. I went through the entire Sea and Roster folders just in case.

If you installed it with a career in progress I did use a career I keep just for testing. I'll start a new one and see what happens.

How many units you have on your install. SH3 invariably crashes in museum on my system when about 375-400 units or more are installed. It will also crash if you scroll too fast between ships (allow about 1-2 sec before viewing the next ship).
Mostly I have the ships that came with GWX. I also have MadMax and Von Doss ships as supplied with expansions by Bigboywooly and Jimbuna. That's about it.

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

I'll go back and try it with those changes, and with a new career (or should I delete all the old careers and start over fresh?). If it still doesn't work I'll bite the bullet and try a complete reinstall of SH3.

Oh, what about the EnglishNames.cfg? I added in all the names in the Sea folder that came with the mod, and checked them against the Roster Display Names. Was I supposed to add those or not? Anyway, here is the complete list. Maybe somebody can spot something I did wrong.

[edit] I just noticed that I still had a previous M35B and M35B still on the list, now highlighted. I'll make sure I remove those as well and see what happens.

[Names]
Iceberg=Large Iceberg
IcebergM1=Medium Iceberg
IcebergM2=Medium Iceberg
IcebergM3=Medium Iceberg
IcebergS1=Small Iceberg
IcebergS2=Small Iceberg
IcebergS3=Small Iceberg
BBBismarck=KM Bismarck
BBTirpitz=KM Tirpitz
BBScharnhorst=KM Scharnhorst
BBGneisenau=KM Gneisenau
BBUSSIowa=Iowa class
BBNevadaA=Nevada class
BBKingGeorgeV=HMS King George V
BBDukeOfYork=HMS Duke of York
BBPrinceOfWales=HMS Prince of Wales
BBAnson=HMS Anson
BBHowe=HMS Howe
BBNelson=HMS Nelson
BBRodney=HMS Rodney
BBRevenge=Revenge class
BBLittorio=RN Littorio
BBItalia=RN Italia
BBRoma=RN Roma
BBVittorio=RN Vittorio Veneto
BCHood=HMS Hood
BCRepulse=Renown class
BCGrafSpee=KM Graf Spee
BCDeutschland=KM Deutschland
CA_Averof=RHN Giorgios Averof
CAHipper=KM Admiral Hipper
CABlucher=KM Bluecher
CAPEugen=KM Prinz Eugen
CALutzow=KM Luetzow
CAScheer=KM Admiral Scheer
CAFiume=RN Fiume
CAGorizia=RN Gorizia
CAPola=RN Pola
CAZara=RN Zara
CAPr26bis=Maxim Gorki class
CAPr26=Kirov class
CANorfolk=Dorsetshire class
CADevonshire=London class
CACumberland=Kent class
CLNOrleans=New Orleans class
CLKclass=Köln class
CLLeipzig=Leipzig class
CLBrooklyn=Brooklyn class
CLDido=Dido class
CLFiji=Fiji class
CLSouthampton=Southampton class
CLAbruzzi=RN Duca degli Abruzzi
CLGaribaldi=RN Giuseppe Garibaldi
CVIllustrious=Illustrious class
CVUSSEssexCV9=Essex class
CVGrafZeppelin=KM Graf Zeppelin
CVECasablanca=Casablanca class
CVEBogue=Bogue class
GeAuxCruiser=Commerce Raider
BrAuxCruiser=Auxiliary Cruiser
DDFletcher=Fletcher class
DDTribal=Tribal class
DDV&W=V&W classes
DDType7y=Storozhevoy class
NDD_SU1=Novik class
DDType34=Type 34 class
DDType36A=Type 36A class
DDClemson=Clemson class
DDSoldati=Soldati class
DDSomers=Somers class
DDA&B=A&B classes
DDHuntI=Hunt I class
DDHuntII=Hunt II class
DDHuntIII=Hunt III class
DDCClass=C&D classes
DDJClass=J&K classes
DDLClass=L class AA
DDNClass=N class
DDQClass=Q&R classes
DDSClass=S&T classes
DDTown=Town class
DDBourrasque=Bourrasque class
DEEvarts=Evarts class
DEBuckley=Buckley class
DEJCButler=JC Butler class
DEBPS=Uragan Torpedo Boat
FFBlackSwan=Black Swan class
FFCaptainI=Captain class I
FFCaptainII=Captain class II
FFRiverClass=River class
FFColony=Colony class
FFTacoma=Tacoma class
Ftboot=Flottenbegleiter class
COFlower=Flower class
COBathurst=Bathurst class
HDSubCT13=Sub Chaser 13 class
PTSchnellboot=Schnellboot
MTBVos=Motor Torpedo Boat
RAFHSL=RAF Air Sea Rescue
PTElco=Elco Torpedo Boat
MAS=MAS Torpedo Boat
PBTrawler=Armed Trawler
PCTrawler=ASW Trawler
NHPB=Vorpostenboot class
NPTV=Small Vorpostenboot
NPTV_KFK=Kriegsfischkutter
TB1924=Type 23-24 classes
TB1937=Type 35-37 classes
MS1935=Minesweeper
NMSR=Raeumboot class
MSTrawler=Isles class
MSTrawler1=Isles class
LCMAL=Naval Artillery Barge
LCMTL=Naval Tranport Barge
NLCVP=Higgins Boat
Smallhunter=Sub chaser
LST=Landing Ship Tank
DS=Large Depot Ship
SD=Small Depot Ship
NMSS=Sperrbrecher class
FishingBoat=Fishing Boat
FishingBoat1=Motor Vessel
FishBoatL=Motor Vessel
FishingBoat2=Small Trawler
FishingBoat3=Fishing Ketch
FishingBoat3L=Fishing Ketch
DST=Large Trawler
NF_boat_4=Pelagic Trawler
NF_boat_5=Small Fishing Boat
SCHO=Schooner
Sloop=Sloop
JunkM=Medium Junk
JunkS=Small Junk
TugBoat=Tugboat
LTgBoat=Tugboat
HarbourTugBoat=Large Tugboat
ATug=Armed Tugboat
AC4=Cyclops
AMM=Ammunition Ship
KGN=Large Merchant
KLS=Medium Cargo
LLS=Medium Cargo
KSQ=Tramp Steamer
LSQ=Tramp Steamer
KBL=Small Freighter
KSS=Small Merchant
LSS=Small Merchant
KLAKE=Great Lakes Freighter
NSCT=Coastal Freighter
LGH=Lightship
LL=Liberty Cargo
VV=Victory Cargo
C3Cargo=Large Cargo
NFAD=Dithmarschen class
OTMS=Large Tanker
LTMS=Large Tanker
OTMST2=Modern Tanker
NECT=Medium Tanker
OTSF=Small Tanker
LTSF=Small Tanker
SJT=Intermediate Tanker
NWP=Nipiwan Park-type Tanker
COT=Coastal Tanker
NOTCW=Whale Factory Ship
NRC=Ore Carrier
LPL=Ocean Liner
PPL=Large Troop Ship
NPTB=Small Ocean Liner
LUS=HMT Aquitania
CHT=Chatham-type Troop Ship
NLOL=Ceramic-type Ocean Liner
KCA=Passenger/Cargo
PTR=Troop Ship
PTL=Large Passenger/Cargo
TR=Troop Transport
HSL=Hospital Ship
M35B=Empire-type Freighter
M36B=CAM Freighter
PRT=Cyclops-type Collier
GRA=Granville-type Freighter
BuV_Dock1=Floating Dock
BuV_Dock2=Floating Dock
NKSEF=Coal Freighter
Schute_M2=Small Coal Tender
KLSSHansa=Medium Hansa Freighter
KMSSHansa=Hansa Type Freighter
LUSBremen=TS Bremen
LUSEuropa=TS Europa
M35Hansa=Hansa Freighter
KGHAN=Large Hansa Freighter
NPL_Hap=Small Passenger/Steamer
NPL_KDF=KDF Steamer
PKDF=KDF Liner
PPLHansa=Hapag Liner
NKSS_CAT=Cam Merchant
NKSMM=Small Cargo
PPP=Liner Pasteur
TUS=Large Liner
F01B=Steam Trawler 01
F02B=Steam Trawler 02
F03B=Steam Trawler 03
F04B=Steam Trawler 04
AAAG1=Flak Ship 01
AAAB1=British AA Ship 01
NCUS=RMS Laconia liner
PPR=S.S. Rex
CA_StGior=RM San Giorgio
BBWarspite=HMS Warspite
AK01A=Attack Transport 01
AK02A=Attack Transport 02
AK03A=Attack Transport 03
AM01A=Naval Ammunition Ship
AO01A=Fleet Oiler 01
L01B=Heavy Merchant 01
M01A=Medium Merchant 01
M01B=Medium Merchant 01
M01X=Medium Merchant 01
M02B=Medium Merchant 02
M02X=Medium Merchant 02
M03A=Medium Merchant 03
M03B=Medium Merchant 03
M03X=Medium Merchant 03
M04B=Medium Merchant 04
M05A=Medium Merchant 05
M06A=Medium Merchant 06
M06B=Medium Merchant 06
M06X=Medium Merchant 06
M07A=Medium Merchant 07
M07B=Medium Merchant 07
M07X=Medium Merchant 07
M08B=Medium Merchant 08
M08X=Medium Merchant 08
M09A=Medium Merchant 09
M09B=Medium Merchant 09
M09X=Medium Merchant 09
M10A=Medium Merchant 10
M10B=Medium Merchant 10
M10X=Medium Merchant 10
M11B=Medium Merchant 11
M11X=Medium Merchant 11
M12B=Medium Merchant 12
M12X=Medium Merchant 12
M13A=Medium Merchant 13
M13B=Medium Merchant 13
M13X=Medium Merchant 13
M14B=Medium Merchant 14
M14X=Medium Merchant 14
M15A=Medium Merchant 15
M15B=Medium Merchant 15
M15X=Medium Merchant 15
M16B=Medium Merchant 16
M16X=Medium Merchant 16
M17A=Medium Merchant 17
M17B=Medium Merchant 17
M17X=Medium Merchant 17
M18B=Medium Merchant 18
M18X=Medium Merchant 18
M19B=Medium Merchant 19
M19X=Medium Merchant 19
M20B=Medium Merchant 20
M20X=Medium Merchant 20
M21B=Medium Merchant 21
M22A=Medium Merchant 22
M22B=Medium Merchant 22
M22X=Medium Merchant 22
M23B=Medium Merchant 23
M24B=Medium Merchant 24
M24X=Medium Merchant 24
M25A=Medium Merchant 25
M25B=Medium Merchant 25
M25X=Medium Merchant 25
M26B=Medium Merchant 26
M26X=Medium Merchant 26
M27B=Medium Merchant 27
M28B=Medium Merchant 28
M29B=Medium Merchant 29
M30A=Medium Merchant 30
M30B=Medium Merchant 30
M30X=Medium Merchant 30
M31B=Medium Merchant 31
M31X=Medium Merchant 31
M32B=Medium Merchant 32
M32X=Medium Merchant 32
M33X=Medium Merchant 33
M34A=Medium Merchant 34
M34B=Medium Merchant 34
M34X=Medium Merchant 34
M35B=Medium Merchant 35
M36B=Medium Merchant 36
M37B=Medium Merchant 37
M37X=Medium Merchant 37
M38B=Medium Merchant 38
M39A=Medium Merchant 39
M39B=Medium Merchant 39
M39X=Medium Merchant 39
M40A=Medium Merchant 40
M40B=Medium Merchant 40
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
O01B=Ore Freighter-UK
O02A=Ore Freighter 02
Q01B=Q-Ship 01
SLaunch01=Steam Launch
T01A=Tanker 01
T01B=Tanker 01
T01X=Tanker 01
T02B=Tanker 02
T02X=Tanker 02
T03A=Tanker 03
T03B=Tanker 03
T03X=Tanker 03
T04B=Tanker 04
T04X=Tanker 04
T05B=Tanker 05
T05X=Tanker 05
T07B=Tanker 07
T08B=Tanker 08
T08X=Tanker 08
T09A=Tanker 09
T10A=Tanker 10
T10B=Tanker 10
T10X=Tanker 10
T13A=Tanker 13
T14B=Tanker 14
T16A=Tanker 16
T16B=Tanker 16
T16X=Tanker 16
T17A=Tanker 17
T17X=Tanker 17
T18A=Tanker 18
T18X=Tanker 18
T19A=Tanker 19

Ping Jockey
06-07-10, 09:52 PM
CTD here too.Dell XPS 720, 3GHZ,Nvidia 9800 GT, 4GB ram.

Myxale
06-07-10, 11:44 PM
Mate, I keep repeating myself, but they look soo good.

Superb Work, and kudos.:salute:

Sailor Steve
06-07-10, 11:49 PM
Well, I made the changes and created a new career. Started loading. After a very long wait the screen went black. I thought "Oh great - another crash!" Tried to exit and the load screen came back on. It had been so long that it just went dark. After a wait of 45 minutes I tried to Ctrl+Alt+Del but nothing happened - it was entirely frozen. After another 15 minutes I finally rebooted the computer.

That's my story so far.

GOZO
06-08-10, 02:56 AM
Very nice looking ships indeed!!!:yeah: Would really love to send a salvo into a convoy of that kind.

The author has removed the link for download until the needed patches are implemented.

We just have to be a little patient at the moment.:03:

Cheers

/Gozo

Reece
06-08-10, 05:54 AM
Yes it would take sometime to upload that monster, I'm glad I haven't tried it yet, my ISP/line is bad and drops out quite a lot,:doh: wish it was on Torrent, can restart any number of times with that!:yep:

iambecomelife
06-08-10, 06:37 AM
Version 3.1 and one of the Skin Packs have been uploaded. 3.1 features changes intended to prevent CTD's on GWX & other supermod installs. See the original page for changes:

EDIT: Links removed.

Wreford-Brown
06-08-10, 07:09 AM
Thank you IABL - that was quick work and I'm d/l v3.1 now.

Is there any chance of a torrent or permission for someone to create a torrent? Even with broadband it's going to take a while to d/l the 1GB of mods you've created.

Alex
06-08-10, 07:43 AM
Good idea, WB.
I've been downloading the mod for the third time today via my internet browser and it's so slow that I always got a corrupted file until now.

Reece
06-08-10, 08:02 AM
Yes, where's Jim when you need him!:smug:

Jimbuna
06-08-10, 08:24 AM
Yes, where's Jim when you need him!:smug:

I'm here, got the three files but taking the daughter to her hospital appointment now.

Will be back within the hour and once unpacked and viewed will give an opinion if that is the consensus.

Reece
06-08-10, 08:31 AM
I'm here, got the three files but taking the daughter to her hospital appointment now.

Will be back within the hour and once unpacked and viewed will give an opinion if that is the consensus.Alex, Wreford-Brown, and myself are hoping some sucker, I mean person will upload with a Torrent for us guys that have bad internet connections!:D
I can see that it would be a total pain so if it's not possible/viable then we'll just have to keep trying as is.:yep:

Jimbuna
06-08-10, 08:36 AM
Alex, Wreford-Brown, and myself are hoping some sucker, I mean person will upload with a Torrent for us guys that have bad internet connections!:D
I can see that it would be a total pain so if it's not possible/viable then we'll just have to keep trying as is.:yep:

<2 minutes from leaving for the hospital>

Unpacked the 3.1 version to be met by a myriad of broken files, no EnNames CFG and each of every sample of tga files = 0kb.

All the above could be down to multiple file corruptions.

Leaving home now but have set file for d/l again whilst I'm away....

Ping Jockey
06-08-10, 09:34 AM
Thanks for the fast patch on this IABL. I just ran ver 3.1 with a new career and had a CTD again. Running on a Dell XPS 720, 3 GHZ ,4G RAM, Nvidia 9800GT.

Reece
06-08-10, 09:46 AM
For those who are getting CTD's if it's a SH3.exe error and the ModName=kernel.dll then it's a memory error, will have to disable one of the other large mods in order to get this one running.:hmmm:

Jimbuna
06-08-10, 09:51 AM
Alex, Wreford-Brown, and myself are hoping some sucker, I mean person will upload with a Torrent for us guys that have bad internet connections!:D
I can see that it would be a total pain so if it's not possible/viable then we'll just have to keep trying as is.:yep:

Two further attempts/separate d/l's

v3.1 = 1050 corrupted files and no EnNames CFG
http://img32.imageshack.us/img32/9094/47827313.jpg (http://img32.imageshack.us/i/47827313.jpg/)

Skin pack1 appears to be okay.

Skin pack2 = 166 corrupted files
http://img710.imageshack.us/img710/6387/36070110.jpg (http://img710.imageshack.us/i/36070110.jpg/)


Thanks for the fast patch on this IABL. I just ran ver 3.1 with a new career and had a CTD again. Running on a Dell XPS 720, 3 GHZ ,4G RAM, Nvidia 9800GT.

Would you care to share a screenshot of the EnNames CFG for us?

Are you positive you haven't simply enabled the file, including the corrupt parts?

jaxa
06-08-10, 10:08 AM
Iambecomelife, great work :up:

I have one question about your screenshots - what is your environmental mod? I like this water and clouds. I'm looking for the best environmental mod for GWX and want to try yours.

Alex
06-08-10, 10:39 AM
Two further attempts/separate d/l's

v3.1 = 1050 corrupted files and no EnNames CFG

Skin pack1 appears to be okay.

Skin pack2 = 166 corrupted files

Same here Chief,

That means download links to V3.1 and Skin pack2 now provide corrupted files.
Hosting proper files on some site like Mediafire could be a good idea, IMO, FF really is a pain in the http://h.imagehost.org/0126/Toilette10.gif, actually.

:hmmm:

edit

Woops, just realized that both Rapidshare and Mediafire have an upload size lower than FF... :oops:

Jimbuna
06-08-10, 11:00 AM
Same here Chief,

That means download links to V3.1 and Skin pack2 now provide corrupted files.
Hosting proper files on some site like Mediafire could be a good idea, IMO, FF really is a pain in the http://h.imagehost.org/0126/Toilette10.gif, actually.

:hmmm:

edit

Woops, just realized that both Rapidshare and Mediafire have an upload size lower than FF... :oops:

Rgr that Alex...it takes a minute or two to create a torrent but I don't see the point until a secure file is available.

No word/response from Ping Jockey yet http://www.psionguild.org/forums/images/smilies/wolfsmilies/whistle.gif

Alex
06-08-10, 11:16 AM
Roger Chief, well I know you've not been able to get uncorrupted versions of these files either :dead:, I was just speaking to IABL who has proper versions of these files, hopefully. :|\\

iambecomelife
06-08-10, 11:18 AM
The links have just been removed again.

I extracted the files myself and there doesn't seem to be any corruption, so the problem must have occurred during the upload to Filefront.

I am now trying to find some other hosting sites for the mod.

Sailor Steve
06-08-10, 12:14 PM
We could try here at Subsim. Neal has an FTP server, though I haven't tried it yet myself. I'm still meaning to learn how to use it.

iambecomelife
06-08-10, 12:21 PM
One more thing: to those asking for an englishnames.cfg file, I deliberately chose not to have one because the ships will still display without it - it simply increases the risk that museum will CTD because of a misspelling.

I can provide one later after a stable version is uploaded.

Right now I am re-uploading to filefront because I can't use mediafire for free (maximum filesize for free accounts is 200MB). If anyone knows how to get subsim to host the mod, please contact me.

Sailor Steve
06-08-10, 12:24 PM
One more thing: to those asking for an englishnames.cfg file, I deliberately chose not to have one because the ships will still display without it - it simply increases the risk that museum will CTD because of a misspelling.
I did not know that. I thought it was necessary.

Right now I am re-uploading to filefront because I can't use mediafire for free (maximum filesize for free accounts is 200MB). If anyone knows how to get subsim to host the mod, please contact me.
If there is some way to get me a copy I can give it a try. Other than that you can PM Neal and he will give you all the necessary information.

Fubar2Niner
06-08-10, 12:45 PM
YEEEEEEEEEEEEEEeeeeeeeeeeee HHHHHHHHHHHHHaaaaaaaaaarrrrrrrr

:woot::woot::woot:

Well done IABL, I always knew there was something in the old addage 'Patience is a virtue'. Top marks old boy :yeah:

Best regards.

Fubar2Niner

DOH bugger........... patience can wear thin you know IABL :rotfl2: ;)

I know it will be worth the wait tho.

Best regards.

Fubar2Niner ( router primed for download )

BigBadVuk
06-08-10, 12:53 PM
I cant download..links are ok but filefront is screwd!! :damn:

"File is Unavailable.

The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes"
WTH!?!:damn:
yestrday download was fine but MOd was crashing..lol..now mod is fixed and now filefront is crashing!

any .torrent around for this yet:hmmm:?

iambecomelife
06-08-10, 12:57 PM
Version 3.2 has been uploaded. It removes the improved Liberty Ship, Empire Freighter, CAM-Ship, and T-2 Tanker to help prevent file conflicts & crashes. Also made a change to the CAM-Tanker's eqp file that causes crashes on some installations.

Skin Packs have not yet been re-uploaded. For now, please read the instructions carefully and try a fresh install if you are having problems.

http://www.filefront.com/16687943/Merchant_Fleet_Mod_3.2.rar

Fubar2Niner
06-08-10, 12:59 PM
Thanks IABL, it's zooming down the pipe as I type :up::up::up:

Best regards.

Fubar2Niner

iambecomelife
06-08-10, 01:01 PM
I cant download..links are ok but filefront is screwd!! :damn:

"File is Unavailable.

The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes"
WTH!?!:damn:
yestrday download was fine but MOd was crashing..lol..now mod is fixed and now filefront is crashing!

any .torrent around for this yet:hmmm:?

You were probably trying to download while I removed the link and uploaded the latest version. The core download should work now (although the skin packs are still not back up).

BigBadVuk
06-08-10, 01:08 PM
Thx for effort man.. i will wait on this one now.Just for few days ..until all things are fixed..:yeah:

Jimbuna
06-08-10, 01:47 PM
D/l now http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Reece
06-08-10, 09:20 PM
Originally Posted by iambecomelife http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1414691#post1414691)
One more thing: to those asking for an englishnames.cfg file, I deliberately chose not to have one because the ships will still display without it - it simply increases the risk that museum will CTD because of a misspelling.

I did not know that. I thought it was necessary.
I think that the englishnames.cfg is used by the recognition manual displaying the name of the ship, for example:
HSL=Hospital Ship will display "Hospital Ship", if no entry "HSL" will be displayed, however this is a only guess!:oops:

Stormfly
06-09-10, 12:42 AM
I think that the englishnames.cfg is used by the recognition manual displaying the name of the ship, for example:
HSL=Hospital Ship will display "Hospital Ship", if no entry "HSL" will be displayed, however this is a only guess!:oops:

its used for displaying the vessel type names in the UI (periscopes or uzo), after identifying a vessel. This file was also often modded to prevent automaticaly displaying something in the UI vessel name field, if you turn your uzo or peri crosshair over a vessel, normaly out of visual sight.

Reece
06-09-10, 12:55 AM
its used for displaying the vessel type names in the UI (periscopes or uzo), after identifying a vessel. This file was also often modded to prevent automaticaly displaying something in the UI vessel name field, if you turn your uzo or peri crosshair over a vessel, normaly out of visual sight.Thanks for that, I stand corrected!:yep:

Pvt.Godfrey
06-09-10, 02:05 AM
Hi IABL,

I downloaded the original version of this that you put up on Sunday night and had exactly the same problem extracting the files as everybody else, so i downloaded again and tried to extract again but the same file corruptions. This time instead of re-downloading the file i used a different extraction tool (7-Zip) instead of WINRAR and everything extracted fine.

I now have everything running OK in Museum and have created my own Englishnames.cfg and it all runs perfectly with no crashes. Maybe people are not using 7-zip to extract the files and this is the cause of the problems.

Steve.

Pvt.Godfrey
06-09-10, 02:13 AM
For anybody that wants it.. here's my Englishnames.cfg for the version that IABL released on Sunday night.



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


Just copy and paste this into your Englishnames.cfg


Steve.

irishred
06-09-10, 04:03 AM
So glad this mod is out! I've been awaiting it for a long time!

papa_smurf
06-09-10, 04:49 AM
You deserve a break after this......

(btw, is this compatible with OLC Gold MkII?)

HW3
06-09-10, 05:38 AM
Version 3.02 D/L and installed fine. Museum and career both loaded fine.
Activated Mods List
http://img.photobucket.com/albums/v64/davestev47/ScreenHunter_01Jun090335.jpg

A6Intruder
06-09-10, 06:47 AM
@iambecomelife: A little helping hand: Maybe you should compress your files with 7z. I did and got with your last version 66mb. Your file with rar is about 350mb. If someone need the 7z Version, find it on my Mediafirepage. I hope this will be ok? Best regards

Wreford-Brown
06-09-10, 07:27 AM
I'm suffering the same CTDs as Sailor Steve - straight to desktop but without any error message showing. I guess my system isn't up to it (P4, 3GB RAM, nVidia GeForce 9800 GT).

I've created a torrent so the rest of you can enjoy the mod: http://thepiratebay.org/torrent/5616744

It'll stay up unless IABL asks me to take it down or until a new version is released.

Jimbuna
06-09-10, 08:32 AM
Any ETA on the skin packs?

Reece
06-09-10, 08:53 AM
I'm suffering the same CTDs as Sailor Steve - straight to desktop but without any error message showing. I guess my system isn't up to it (P4, 3GB RAM, nVidia GeForce 9800 GT).

I've created a torrent so the rest of you can enjoy the mod: http://thepiratebay.org/torrent/5616744

It'll stay up unless IABL asks me to take it down or until a new version is released.Thanks mate! Trying to download but no seeds!:hmmm:

Fubar2Niner
06-09-10, 09:10 AM
@WB have you tried using the 4GB patch?

Best regards.

Fubar2Niner

Sailor Steve
06-09-10, 10:18 AM
Hi IABL,

I downloaded the original version of this that you put up on Sunday night and had exactly the same problem extracting the files as everybody else, so i downloaded again and tried to extract again but the same file corruptions. This time instead of re-downloading the file i used a different extraction tool (7-Zip) instead of WINRAR and everything extracted fine.

I now have everything running OK in Museum and have created my own Englishnames.cfg and it all runs perfectly with no crashes. Maybe people are not using 7-zip to extract the files and this is the cause of the problems.

Steve.
I use 7zip and nothing else, so that's not the problem. Or at least not the only one.

Ping Jockey
06-09-10, 10:58 AM
Used 7z to load it and still CTD. I have run LSH3-V5 on this PC with one CTD. XPS 720,3GHZ,4GB RAM, Nvidia 9800 GT SLI. This is a great looking MOD IABL!!!

iambecomelife
06-09-10, 12:04 PM
Used 7z to load it and still CTD. I have run LSH3-V5 on this PC with one CTD. XPS 720,3GHZ,4GB RAM, Nvidia 9800 GT SLI. This is a great looking MOD IABL!!!

CTD's in museum or career?

Did you install during a career?

Can you recall if you have a total of about 350 units or more on your installation?

I recommend that you try installing first on a clean 1.4b just to see if your computer will support the higher detail ships - then, gradually add mods to the game.

Thanks.

Quagmire1975
06-09-10, 12:05 PM
For anybody that wants it.. here's my Englishnames.cfg for the version that IABL released on Sunday night.

.............


Just copy and paste this into your Englishnames.cfg


Steve.

Thanks mate!:yeah:

jaxa
06-09-10, 12:23 PM
When I try to enable Merchant Fleet Mod I see warning from jsgme:
"NLL_.eqp" has already been altered by the "Rbs1_SH4_Effects_GWX_30_71" mod.
"NLL_.val" has already been altered by the "LifeBoats&Debris_v4" mod.

What are these files for? What to do - I like these mods but want to try MFP too :hmmm:

iambecomelife
06-09-10, 12:30 PM
When I try to enable Merchant Fleet Mod I see warning from jsgme:
"NLL_.eqp" has already been altered by the "Rbs1_SH4_Effects_GWX_30_71" mod.
"NLL_.val" has already been altered by the "LifeBoats&Debris_v4" mod.

What are these files for? What to do - I like these mods but want to try MFP too :hmmm:

Go ahead and overwrite them. The eqp file controls the ship's weaponry. The val file controls various items, including when debris starts to appear from a sinking ship. AFAIK these will not cause critical changes.

Let me know how it goes.

Ping Jockey
06-09-10, 12:56 PM
MFM 3.2 runs fine and looks great with stock SH3. Am running it now. CTD with career if I have GWX 3.0 installed with new career?

jaxa
06-09-10, 01:21 PM
Works fine during naval school. AK01A ship silhuette is too big for recognition book page. Museum loading time is very very very long and after that I have CTD.

Wreford-Brown
06-09-10, 01:47 PM
@WB have you tried using the 4GB patch?

Best regards.

Fubar2Niner

Yes, I'm using the 4GB patch but no joy.

Seeding back up and running after my wife switched off the bloody computer. :doh:

Fubar2Niner
06-09-10, 02:08 PM
All running fine and dandy here IABL, using Sundays original upload. Thanks very much mate, it's beautiful :rock:

My mods list, if it helps anyone

GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - VIIC41 Player Sub
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
WAC4.1 SubPen_animated_18.02.2010
GWX3.0 All_Weather_Guns
M.E.P v3
MEP v3 VisualSensors for gwx3
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
Conning Tower open Hatch TestFMfood
BritishAsdicMkIFinal
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Combat Radio Frequency
Fubars58 VIIC
SH4StyleFlags_GWX
Flags_enlighten
b25_ConningTower_Mid
Torpedo damage Final ver2.0
SH-5 Water for GWX 3.0 V0.8 20 Km Atlantic campaign (default)
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
U-Boat Bases Map with New St Nazaire
Real Depth Charge
Aces' Multimod compatability fix release v1.3 public beta
Aces' Multimod compatability fix FM's Turm 7c2 Lightmaps add on
Merchant_Fleet_Mod_3
____________________________

This all on an existing career, just enabled MFM3 whilst in port.

Best regards.

Fubar2Niner

Fubar2Niner
06-09-10, 02:10 PM
Seeding back up and running after my wife switched off the bloody computer. :doh:


Women......... Can't live with 'em, Can't live with 'em. :03:


Best regards.

Fubar2Niner

Wreford-Brown
06-09-10, 03:13 PM
Tested on a fresh install of GWX 3.0 and... AWESOME WORK IABL! :yeah:

I'm gradually adding some more mods and will report back once I find out which one(s) is/are causing the CTDs.

Jimbuna
06-09-10, 03:52 PM
Yep, tis starting to look like it works best on a FRESH INSTALL of GWX3.0.

Wreford-Brown
06-09-10, 04:17 PM
Yep, tis starting to look like it works best on a FRESH INSTALL of GWX3.0.

It is working fine with bbw's Wilhelmshaven mod as well.

iambecomelife
06-09-10, 07:42 PM
Glad to hear some people are having luck with this:

The skin packs have been uploaded yet again. To avoid problems, try using 7zip and not winrar to extract (it shouldn't make a difference, but just as a precaution...)

http://www.filefront.com/16699739/MFM_v3_Skin_Packs-1.7z/

http://www.filefront.com/16699881/MFM-v3-Skin-Packs-2.7z/

Reece
06-09-10, 08:08 PM
Seeding back up and running after my wife switched off the bloody computer. :doh:
Yes it's working now, thanks.:yep:

Sailor Steve
06-09-10, 10:10 PM
Downloading 3.2 again. I tried the torrent but it said 7-Zip "cannot unzip the archive".

Once I get it I'll try it, and if that doesn't work I'll try the fresh install route. I've gotta have these ships! :rock:

Jimbuna
06-10-10, 05:03 AM
It is working fine with bbw's Wilhelmshaven mod as well.


Rgr that http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Fubar2Niner
06-10-10, 12:28 PM
@IABL

Quick question mate, are the two new skin packs good to use with your original MFM mod released Sunday? Or do I need to d/l 3.2? Also do I just enable all the skins via JSGME and they will show when the appropriate time date comes around, or, do I have to enable only those applicable to the year I am playing? Many thanks.

Best regards.

Fubar2Niner

Hitman
06-10-10, 01:20 PM
@IABL, would you consider doing a lite pack with the units that look best & some skins for the less powerful systems? I think many people would wellcome it :up:

Wreford-Brown
06-10-10, 01:24 PM
@IABL, would you consider doing a lite pack with the units that look best & some skins for the less powerful systems? I think many people would welcome it :up: :up::up:

iambecomelife
06-10-10, 04:33 PM
@IABL

Quick question mate, are the two new skin packs good to use with your original MFM mod released Sunday? Or do I need to d/l 3.2? Also do I just enable all the skins via JSGME and they will show when the appropriate time date comes around, or, do I have to enable only those applicable to the year I am playing? Many thanks.

Best regards.

Fubar2Niner

You have to enable the skins through JSGME. For instance, if you are playing between late 1942-1945, enable the last skin pack so that you will encounter lots of camoflaged ships.

As for a light version of the mod, I will look into that. I already have a mini-mod on my HD that only includes improved models for existing ships and some of my older releases, like the Empire Freighter - I might make that available soon.

pickinthebanjo
06-10-10, 06:54 PM
Well I tried the first release it crashed so I dumped all my mods, rolled back Commander then put it back on by itself, again it crashed. Then I tried version 3.2 by itself and it crashed:hmmm:

Any suggestions?

BigBadVuk
06-10-10, 07:43 PM
I downloaded 3.2 version,installed using JSGME on GWX 3.0.New career,deleted profile and started over from scratch.
And again when i start mission in 1939 i get CTD!!! :damn:


Phenom X2,2Gb DDr3.No other mods installed except GWX 3.0+16Km atmosphere.
I gues this MOD is not gonna work with my installation of SH3.Too bad :-?:wah:

pickinthebanjo
06-10-10, 07:55 PM
I downloaded 3.2 version,installed using JSGME on GWX 3.0.New career,deleted profile and started over from scratch.
And again when i start mission in 1939 i get CTD!!! :damn:


Phenom X2,2Gb DDr3.No other mods installed except GWX 3.0+16Km atmosphere.
I gues this MOD is not gonna work with my installation of SH3.Too bad :-?:wah:

I'm about to try a new/Fresh install, then re-install GWX3 and see if that helps. Have you tried that yet?

Reece
06-10-10, 08:12 PM
Seeding back up and running after my wife switched off the bloody computer. :doh:
I have got to 51.7% but has stopped!:cry:

Never mind, just started again!:yep:

Now stopped at 77.6%, (12th June) I must assume that his PC goes offline at bedtime!:yep:

BigBadVuk
06-11-10, 06:54 AM
I'm about to try a new/Fresh install, then re-install GWX3 and see if that helps. Have you tried that yet?

NOP, i quit!
GWX is ok by itself,i would rather play instead of uninstall and reinstall all day :D

maybe if i one day switch to win7 then i will reinstall all from start,then i will try again but until then i`ll just stick with GWX.:arrgh!:

pickinthebanjo
06-11-10, 08:17 AM
NOP, i quit!
GWX is ok by itself,i would rather play instead of uninstall and reinstall all day :D

maybe if i one day switch to win7 then i will reinstall all from start,then i will try again but until then i`ll just stick with GWX.:arrgh!:

I'm giving it one more go on a clean install, I managed to get it working last night but it crashed when I went to the map and pressed ahead standerd

nik112
06-11-10, 09:05 AM
ctd in campaign and museum

Last year when the mod was out i had the same problems, and somebody told me to broke the mod in smaller pieces and install via jsgme. i tried it and worked.
i ll try it tonight [breaking the mod in 5-6 parts] installing part by part when returning from a mission ex (installing part 1 --load campaign-return to port-installing part 2) etc...

cheers

Jimbuna
06-11-10, 09:32 AM
I have got to 51.7% but has stopped!:cry:

Never mind, just started again!:yep:

I've told you before....keep feeding the leccy metre with them Aussie Pesos :DL

Sailor Steve
06-11-10, 03:35 PM
SUCCESS!!!

It tooks some bit of work, though. I had CTDs even with 3.2, so I removed it and this time got a crash even without it! So I took out all the mods, and it still crashed! "Well", thought I, "it looks like it's time for a fresh install."

"OH NO! I can't do a fresh install. Both my discs are somewhere in 500 square feet of storage space! It could take days to find them! And I don't want to go buy a third copy...I'm not rich!"

Then I remembered that I always keep a separate Stock 1.4b Data folder in a safe place, because sometimes I need a stock file for some reason on another. So I deleted the Data folder from SH3, made a copy of the spare and loaded it up. So now I'm looking at all the stock screens. "Hm, haven't seen those in awhile." And I load up the Museum. CRASH! So I try a campaign. CRASH!

I'm now thoroughly screwed, so what have I got to lose. I install GWX on top of it. I load up the Museum. CRASH! "Yup, thought so." I load up a campaign. "WHOA!" It loaded!

So, "What the heck?" I install MFM and start a new campaign. IT LOADED! So I set out the long way around Denmark from Kiel, just to keep the TC up, and docked in Liverpool (it's August, of course). What do you think I saw?

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_124149_671.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_12426_484.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_124731_406.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_124941_546.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_13339_765.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_13425_437.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_13648_562.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_131132_640.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_131435_562.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img11-6-2010_132318_296.jpg

I saw several other ships as well, but they were all stock.

So it seems a complete fresh install of SH3 and GWX will do the trick, even if the 'install' is just a new stock Data folder. Needless to say, I'm happy as a clam. I'm thinking of installing the Skin Packs into SH3 Commander so they'll load by themselves at the appropriate dates.

AT LONG LAST LOVE!!! :D:rock:




[edit] I did notice one thing - both of the ships I saw in heavy weather were sinking because of it. Maybe they're small enought that that's to be expected. Just though I'd mention it.


:D

melnibonian
06-11-10, 04:46 PM
IBL is there any reason why some flags on the hulls are backwards? It is not a show stopper obviously but I was just wondering if there is a specific reason why you designed them like that.

I'm thinking of installing the Skin Packs into SH3 Commander so they'll load by themselves at the appropriate dates

Steve if you manage to do that I am interested. I thought about it as well but I am not 100% sure on how to do it. Any help you can offer will be most appreciated.

Top quality ships IBL. I haven't managed to sink any yet but I hope that will change soon

iambecomelife
06-11-10, 04:52 PM
IBL is there any reason why some flags on the hulls are backwards? It is not a show stopper obviously but I was just wondering if there is a specific reason why you designed them like that.



Steve if you manage to do that I am interested. I thought about it as well but I am not 100% sure on how to do it. Any help you can offer will be most appreciated.

Top quality ships IBL. I haven't managed to sink any yet but I hope that will change soon

Mostly due to texturing limitations - it's not my strongest skill. Right before the mod was released I finally designed some symmetrical ship hulls from scratch, but using them would have delayed the mod by many months.

Also, some hull flags were in fact backwards - I think that painting neutrality marks was left up to the individual ship masters, and this was an occasional error (see the pic of the "Comol Rico" below - stripes should be "trailing" astern, not pointing to her bow).

These improved merchant hulls will be included in Wolves of the Kaiser (if I get it done!)
http://www.armed-guard.com/comolric.jpg

melnibonian
06-11-10, 05:06 PM
Thanks for the quick reply.

I must say we've been waiting for years for your mod but it was worthy in the end. :up:

HW3
06-11-10, 05:36 PM
I'm thinking of installing the Skin Packs into SH3 Commander so they'll load by themselves at the appropriate dates.

I did that.:yep: If there wasn't a date folder to match the skin file date, I made one for it. One thing I did notice was in skin pack 1, MFM-v3-US+UK_skins19400601, the folder was empty.:hmmm:

Ruzbasan
06-11-10, 06:08 PM
I tried installing the mod many different ways and like most of the posts above, I got CTD's everytime. It appears as though only a lucky one or two have been able to to get the mod to work.

Could it be that the MFM is simply too much data for SHIII to handle?

IABL,
Could you make a zip file that shows screenshots of each of the ships in the mod with their file names?

Then we could choose a very limited number of ships that we like the most from the mod and only install them, possibly preventing CTD's?

It would make installing and using the mod much, much easier.

pickinthebanjo
06-11-10, 07:46 PM
Well I guess I've had enough of this, Hell with it i'll live without the mod. Maybe in future releases it will be much more stable

Sailor Steve
06-11-10, 07:53 PM
Steve if you manage to do that I am interested. I thought about it as well but I am not 100% sure on how to do it. Any help you can offer will be most appreciated.
It's very simple actually. You just look in Commander's 'Date' folder. There are already many different functions applied there, some for date-based history updates, some for the War Radio mod that puts them in the Gramophone.

Just Change the title of each skins folder so it reads exactly like one of the folders already in 'Date', and it should install it on that date all by itself. Or you can take the Data folder of each one out and put it inside one of the folders with a date on it that's closest.

For instance, copy the Data folder inside MFM-v3-US+UK_Skins19390901 and paste in inside Commander's Date/19390901 folder. When it says there's already a Data folder and asks if you want to overwrite it, click 'Yes'.

When you come to MFM-v3-US+UK_Skins19400601, you'll see that there isn't a 'Date' folder in Commander with that label. Just make one, and paste the Data folder from that one into the one you just made.

For the first one, MFM-v3-Neutral-Skins-1940, copy and paste the Data folder into Commander's 19400101.

And you're done! :sunny:

Sailor Steve
06-11-10, 07:55 PM
Oh, and I just got another surprise. Figuring I still had nothing to lose I uninstalled 3.2 and tried 3.0.

AND IT WORKED TOO!!!

Now I just have to spend a lot of time re-installing all the mods I like. Some of them don't work with JSGME and have to be installed manually.

Actually my next test will be to do a manual install of MFM 3.0 and see it it works. I like to have mods I know are working installed permanently, to keep the clutter down.

I'll keep y'all posted.

melnibonian
06-12-10, 03:51 AM
Thanks Steve. :salute:

Reece
06-12-10, 06:04 AM
@ Wreford-Brown, Just got it finished, unpacked it, no corruptions!:yep:
Thanks for hosting.:up: And thanks iambecomelife!:up:
Edit:
Well I tried and as I thought not enough memory, the first CTD error had the ModName=ntdll.dll
and the second attempt:
ModName=kernel.dll
I will just have to split the file down to smaller sizes and keep trying till I get it to go!:oops::yep:

I notice that some of Ricks rec manual sil tga files have the same ship names, are these the same ship design or totally different?:hmmm:

denis_469
06-12-10, 08:05 AM
What about soviet ships?

Sailor Steve
06-12-10, 08:30 AM
I notice that some of Ricks rec manual sil tga files have the same ship names, are these the same ship design or totally different?:hmmm:
Same. Rick's manual was designed to replace all the pictures with ones that look like they were drawn rather than photographed. He took IABL's Rec Manual pictures from an early version and converted them.

Fubar2Niner
06-12-10, 08:33 AM
@denis_469

Funny you should ask that, I just picked one up in a small four ship convoy, on my way to send her to the bottom as I type :D

Best regards.

Fubar2Niner

Reece
06-12-10, 09:04 AM
Same. Rick's manual was designed to replace all the pictures with ones that look like they were drawn rather than photographed. He took IABL's Rec Manual pictures from an early version and converted them.
Just looking at the first one the AK01A they look quite a bit different, in the game which would be closer to how it actually is? with the huge number of ships will it be easily identified?:hmmm: Mind you if you get it wrong SH3 by default will put the correct one in the captains log.:) Edit: Just noticed the height is way different! the cfg has height at Mast=22.5 so Ricks is correct.
http://i66.photobucket.com/albums/h244/Reecehk/CompareAK01A_sils.jpg

Sailor Steve
06-12-10, 09:17 AM
Looks like it got squashed somehow. Interesting.

Reece
06-12-10, 09:31 AM
Looks like it got squashed somehow. Interesting.
Not all of them but a lot, will take a while to sort out since the marked heights are out as well, using stadimeter would be out.:hmmm:
This is the AO01A, not quite as bad:
http://i66.photobucket.com/albums/h244/Reecehk/CompareAO01A.jpg

pickinthebanjo
06-12-10, 09:43 AM
Well I tried a Fresh install (MFM3.2 was the first and only mod ever activated on that install) and still got a CTD:nope:

I guess it just isn't going to work, for those that got it working how did you go about it?

Fubar2Niner
06-12-10, 09:57 AM
@pickinthebanjo

At which point do you get a CTD? And how much ram do you have? I'm running 6 gig here and installed 3.0 at the end of my mods list as I posted here:
http://www.subsim.com/radioroom/showpost.php?p=1415459&postcount=81

Also I'm using the 4 GB patch, don't know if you've tried that ? Are you running 32 or 64 bit OS? It can be found here:

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

Just follow the instructions. Good luck and hope this helps mate.

Best regards.

Fubar2Niner

iambecomelife
06-12-10, 09:58 AM
I'm glad to see some people have it working; I will continue testing the rest of this weekend to improve compatibility - especially with GWX 3.0. Sorry that some people have been disappointed. :nope:

I will have illustrations of all ships available in an improved PDF recognition manual (I released one about 2 years ago, but there have been many changes since then).

What about soviet ships?

There are several soviet ships included, mostly freighters. You will encounter them at random, based on spawn rates of generic cargo ships.

pickinthebanjo
06-12-10, 09:59 AM
I'm running an old POS laptop with an AMD Sempron (2.1G) 4GB Ram Vista 32B and an Integrated Video card

Fubar2Niner
06-12-10, 10:03 AM
@IABL

Great news on the recognition manual, loving your magnificent work. Just popped the skins into SH3Commander, going to check the results after the England game tonight. Kudos and salute :salute::salute:

Best regards.

Fubar2Niner

pickinthebanjo
06-12-10, 10:03 AM
@pickinthebanjo

At which point do you get a CTD? And how much ram do you have? I'm running 6 gig here and installed 3.0 at the end of my mods list as I posted here:
http://www.subsim.com/radioroom/showpost.php?p=1415459&postcount=81

Also I'm using the 4 GB patch, don't know if you've tried that ? Are you running 32 or 64 bit OS? It can be found here:

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

Just follow the instructions. Good luck and hope this helps mate.

Best regards.

Fubar2Niner

Well I like that mod list you posted so I will probably use it, do you know where I can find "Urfischs_ModStrike_Beta1"?

Fubar2Niner
06-12-10, 10:14 AM
@pickinthebanjo

Here:

http://www.subsim.com/radioroom/showthread.php?t=157581

or here:

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

BTW at which point do you CTD mate?


Best regards.

Fubar2Niner

pickinthebanjo
06-12-10, 10:20 AM
@pickinthebanjo

Here:

http://www.subsim.com/radioroom/showthread.php?t=157581

or here:

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

BTW at which point do you CTD mate?


Best regards.

Fubar2Niner

Oh yeah, Right after career loads. I was out of the room at that moment but all the other times (Except one) it crashed right after loading a new career

Fubar2Niner
06-12-10, 10:37 AM
@pickinthebanjo

Try the 4gb patch then mate, not 100% it will work but then again it won't hurt. I used to have the same prob running with BBW's Wilhelms' mod till I used the patch, never looked back since. Good luck mate.

Best regards.

Fubar2Niner

pickinthebanjo
06-12-10, 12:37 PM
Got another CTD, I think I'm going to try a Manual install Ship by Ship and see what exactly is causing the crash

denis_469
06-12-10, 02:17 PM
I'm glad to see some people have it working; I will continue testing the rest of this weekend to improve compatibility - especially with GWX 3.0. Sorry that some people have been disappointed. :nope:

I will have illustrations of all ships available in an improved PDF recognition manual (I released one about 2 years ago, but there have been many changes since then).



There are several soviet ships included, mostly freighters. You will encounter them at random, based on spawn rates of generic cargo ships.

Thank. I'm d/l you another excellent work.

Sailor Steve
06-12-10, 04:07 PM
I've been testing all day today. As I said, I did a complete reinstall of SH3 and GWX.

I installed MFM and some other mods that add ships, and had crashes, so I carefully tested each combination.

So far MFM works fine with GWX Community Units, but I get a conflict between MFM and GWX 3 Naz and Schleuse and Other Units. Either one of those loads fine by itself, but together they cause a crash about 7/8 of the way through loading a campaign.

I'll keep experimenting, as the St Naz is just as important to me as MFM.

melnibonian
06-12-10, 05:11 PM
I have no problems using MFM and BBW/WB St. Nazaire (plus ships etc) mods. Career and Museum are loading fine without any issues. It takes too long to load but it does load.

What I have noticed is that my game became quite unstable using the MFM, as I experience CTDs during play (while at sea) much more often than before.

iambecomelife
06-12-10, 07:21 PM
I am uploading a beta "light" version that is stable with GWX 3.0. If you are having problems, try using this version for now.

It does not contain the neutral merchants, so do not use the neutral skin packs with it. It also contains a different version of Merchant M01B, so to keep this particular ship from having strange textures you may want to delete the skin pack's replacement skins for this ship (entirely optional).

Reece
06-12-10, 07:33 PM
I found one ship that is a probable source of CTD's due to ID conflicts (the Liberty Ship). My theory is that supermods and/or other mods have different hex ID's due to their being designed for the original Liberty, and not my improved version. When the game "notices" that the improved Liberty's DAT file has different ID's it crashes.

I will remove the Liberty and make a few other changes, reupload, and test. I'm currently installing a fresh GWX install to do more MFM testing on.
What is the ships name (L01B etc), will remove this from sea and roster folder, since I have download problems might be easier.:yep:

iambecomelife
06-12-10, 08:22 PM
Get the light version here, if you are experiencing problems with the full version:

http://www.filefront.com/16730755/MFM-Interim-Beta.7z


What is the ships name (L01B etc), will remove this from sea and roster folder, since I have download problems might be easier.:yep:

Never mind; I just got the Liberty to appear in Museum with a GWX 3.0 install, so this is probably not the issue. My mistake.

pickinthebanjo
06-12-10, 11:59 PM
Get the light version here, if you are experiencing problems with the full version.

Seem's to work, I hardly tested it but in that time I noticed no problems (Except one ship in the Recognition manual has no picture)
Good work, and I was unable to find the readme for using Commander to add the skins so If someone either wants to post it or PM me that would be great.

melnibonian
06-13-10, 04:34 AM
Seem's to work, I hardly tested it but in that time I noticed no problems (Except one ship in the Recognition manual has no picture)
Good work, and I was unable to find the readme for using Commander to add the skins so If someone either wants to post it or PM me that would be great.

If you are requesting on how to add the skins via SH3Cmdr everything is explained in this post by Steve http://www.subsim.com/radioroom/showpost.php?p=1417127&postcount=109 If you still have problems PM me.

Sailor Steve
06-13-10, 09:43 AM
Good work, and I was unable to find the readme for using Commander to add the skins so If someone either wants to post it or PM me that would be great.
If you want to add them normally, open the Skin Pack and transfer all the folders with dates into the MODS folder in SH3. Use JSGME to activate them on the proper dates. Deactivate the older ones a couple of patrols later to represent a smooth transition between prewar and wartime paint schemes.

Ping Jockey
06-13-10, 09:52 AM
Just upgraded to Win 7 64 bit. Win 7 32 bit was only useing 2.75 GB RAM when I have 4 GB RAM. System now shows 4 GB RAM. Will see how this goes now. Dell XPS 720, 3 MHZ, 4 GB RAM. 2 Nvidia 9800 GT.:hmmm:

reaper7
06-13-10, 11:01 AM
CTD here also with V3.2.
I'm using Conus00 widescreen Mod only (Works great), Will try a clean Install and reply with results.

FIREWALL
06-13-10, 11:05 AM
What seems to be the problem ? It installed easy and workedd all last nite and, again this morning like a charm.

No problems whatso ever.:up: Great Mod as usual. :salute:

Some people have a problem takeing the lid off a jar of mustard. :haha:

pickinthebanjo
06-13-10, 12:09 PM
http://img576.imageshack.us/img576/6567/73994943.png
I noticed this

nik112
06-13-10, 01:43 PM
ctd with light mod also
:cool:

Sailor Steve
06-13-10, 06:37 PM
What seems to be the problem ? It installed easy and workedd all last nite and, again this morning like a charm.

No problems whatso ever.:up: Great Mod as usual. :salute:

Some people have a problem takeing the lid off a jar of mustard. :haha:
I appreciate your help with my computer no end, but in this case you ought to read your own sig. :O:

iambecomelife
06-13-10, 08:10 PM
ctd with light mod also
:cool:

Could I have your stats please?

Also what kind of CTD - museum or career?

iambecomelife
06-13-10, 08:11 PM
http://img576.imageshack.us/img576/6567/73994943.png
I noticed this

I forgot to add a sil for the modified M01B. I will update it next release.

Reece
06-13-10, 08:12 PM
It would be good for those that can run it to let us know what system (XP or Win 7 64) they are using.:yep:
I still use XP Pro, I cut the Merchant Fleet Mod 3.2 down to 30 ships (redone the rosters) and runs fine with Ricks sil tga files! Again thanks IABL.:up:

Das Herman
06-13-10, 09:50 PM
Hello
I have tried to install this and every time I try to load a mission with MFM in the JSGME I crash out with about ten percent left to load....
Any thoughts or help?

iambecomelife
06-13-10, 10:06 PM
Hello
I have tried to install this and every time I try to load a mission with MFM in the JSGME I crash out with about ten percent left to load....
Any thoughts or help?

System specs, please?

Are you using the light or the full version of the mod?

Did you install with an active career, or did you install over a fresh 1.4b/GWX?

Do you have any mods that alter existing ships?

pickinthebanjo
06-13-10, 11:24 PM
I was doing some testing with the light release and found it was not compatable with new interiors (for me anyway)

Fubar2Niner
06-14-10, 07:11 AM
Win 7 64 bit here.

Best regards.

Fubar2Niner

=FI=Ghost
06-14-10, 10:49 AM
Hello everyone!

I've been on the shore since winter due to real life obligations but I am planing to go out to sea soon. This mod looks fantastic and I cannot wait to try it out. I just have one question - does it work with these two mods: "GWX 3 St Naz and Schluese and other units V4" and "WB's GWX campaign with 34 additional ships"?

melnibonian
06-14-10, 10:55 AM
Yes it does.

pickinthebanjo
06-14-10, 12:15 PM
Hello everyone!

I've been on the shore since winter due to real life obligations but I am planing to go out to sea soon. This mod looks fantastic and I cannot wait to try it out. I just have one question - does it work with these two mods: "GWX 3 St Naz and Schluese and other units V4" and "WB's GWX campaign with 34 additional ships"?

crashed when I tried it with the new locks

FIREWALL
06-14-10, 12:35 PM
It still works just fine. No problems whatever. Useing XP Pro sp2.

I still go with the mustard theory Steve. :D :rotfl2:

pickinthebanjo
06-14-10, 12:38 PM
It still works just fine. No problems whatever. Useing XP Pro sp2.

I still go with the mustard theory Steve. :D :rotfl2:

what other mods you get it going with, I can only use it with no other mods

Sailor Steve
06-14-10, 01:44 PM
It still works just fine. No problems whatever. Useing XP Pro sp2.
I have XP Home SP3, and I haven't yet got it to work with the latest Schleuse mod. I'll be trying it later with the Schleuse but no ships.

I still go with the mustard theory Steve. :D :rotfl2:
Yeah, I see that on your shirt. :O::O:

melnibonian
06-14-10, 02:36 PM
That's my installation and it works fine.

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
GWX - Merged Campaign
Contact Lines_for GWX2.0
Conus' Historically Accurate U-boat Emblems
Colored Map
Dowly's Hurricane Skin
Foam Mod
Grass and Bottom of the Sea (Full version)
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX 3.0 Additional Ammo
GWX 3.0 Light Flags
OLC's Modified Searchlight Beams for GWX3
Pascal's Port People
NMS_1935 Fix
Rockets fix for GWX 3.0 16km Atm
SH4 Effects for GWX 3.0 v7.1
SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default)
Sub Image mod
Torpedo damage Final
U-Boat Aces Faces
WBNN Messages
Aces' Combined SH3.SDL Files v2
Yammato's Extra ships
TexSh42010
LibSh42010
Wooden Lifeboats Mod
Remove Searchlights from Merchants
Remove Searchlights from Warships (Optional)
Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4
Compatibility Remove SL from Warships+WBs ExtraShipsV2.4
Wolfehunter U-82 VIIC

pickinthebanjo
06-14-10, 06:21 PM
So far mine looks like:

MFM-Interim-Beta
Rbs1_SH4_Effects_GWX_30_71
Rbs2_Forsoundandstarshells
Rbs6-LRT
Rbs8-optional smoke
Rbs10-enhancedoilexplosion
Torpedo damage Final ver2.0
Deeper Launch depth_Realistic Crush Depth_All Weather Guns V1.0
OLC's Modified Searchlight Beams for GWX3
GWX3.0 Additional_Ammo
OLC GUI 1.2.7 Core Files
BritishAsdicMkIFinal
Combat Radio Frequency
MFM-v3-US+UK_Skins19390901

I'm still adding mods and I will update later

tomfon
06-15-10, 08:04 AM
This is my mods' list. The mod works fine with "St. Nazaire etc. v4" mod and with Wb's ships v2.7. There are some conflicts but the museum loaded successfully with the first try. I did not try the mod on a fresh install. It takes up to 4 or 5 minutes for the museum to load.

Generic Mod Enabler - v2.4.0.145
[D:\Games\Ubisoft\SH3_TheGreyWolvesExpansion\MODS]

Generic Mod Enabler - v2.4.0.145
[D:\Games\Ubisoft\SH3_TheGreyWolvesExpansion\MODS]

GWX 3 St Naz and Schluese and other units v4
WB's GWX campaign with VonDos' ships v2.7
WB - add Q ship
Unofficial Rockets Fix for GWX3.0
Tribute to Manual Targetting v2 + ThomsensShips v4.2
WB - TMT fix
No continuous 'Ship spotted' V1.2 for GWX3+Rubinis RocketFix
OLC's Modified Searchlight Beams for GWX3
GWX 2 - No RING RING Mod by Melendir
GWX - Captain America's Officer Icons
GWX 3 - Fuel Economy
Menu - Original Music Theme & Real Depth Charge sound
Torpedo Damage v2
Dowly's NeinHerrKaleu Mod
WAC_SH4StyleFlags_fullModel
Rapt0r's Instruments V3.5
LifeBoats & Debris v4
Brown-Grey Map
Searchlights Removed
GWX - Mediterranean Campaign
GWX - Alternate Loadscreen - Full Circle
Wolfehunters_VIIC_STD_2048
WBNN Mission Orders
OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LLRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
NavMapTools for all lines
ACM Reloaded for OLC 'Gold' MkII
FM's NewInterior v1.0
FM_NI_Fix_for_ACM_Reloaded
Scene.dat configured for Mediterranean weather


Conflicts:

"particles_funnelsmoke.dat" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
"T09A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"NLL_.cfg" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
"NLL_.eqp" has already been altered by the "Searchlights Removed" mod.
"NLL_.sim" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
"NLL_.val" has already been altered by the "LifeBoats & Debris v4" mod.
"NLL__shp.tga" has already been altered by the "OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LLRT" mod.
"NLL__sil.tga" has already been altered by the "Tribute to Manual Targetting v2 + ThomsensShips v4.2" mod.
Folder "Data\Sea\T09A" has already been added by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.dat" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.dsd" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.eqp" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.sim" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.sns" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.val" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A.zon" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_en.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_fr.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_ge.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_shp.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_sil.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T01.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T02.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T03.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T09A_T04.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
Folder "Data\Sea\T13A" has already been added by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.cfg" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.dat" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.dsd" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.eqp" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.sim" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.sns" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.val" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A.zon" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_en.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_fr.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_ge.log" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_shp.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_sil.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T01.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T02.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T03.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
"T13A_T04.tga" has already been altered by the "GWX 3 St Naz and Schluese and other units v4" mod.
I think i might delete the T31A and T09A folders from the "St Nazaire" mod as well as the NLL folder from the "Merchant Fleet" mod to eliminate any chances of potential problems.

Reece
06-15-10, 08:48 AM
@ melniobonian, what system are you running, XP Pro, Win 7 64bit?:hmmm:
Looking at your list though you don't have many of the big mods such as:
FM's Interior
Aces Super turms
Open hatch mod
Sub flags and pennants
SubPen Animated
These are a big drain on memory!

pickinthebanjo
06-15-10, 12:21 PM
I can't seem to get FM's New interiors working with it, it always crashes. I don't see why it would crash either, it does not overwrite any on the same files

Jimbuna
06-15-10, 03:39 PM
That is probably down to insufficient system resources.

Ping Jockey
06-15-10, 05:31 PM
Ran one patrol with MFM-lite and it worked great. CTD starting 2nd patrol of career. Running Win 7 64 bit. Dell XPS 720 3.0 MHZ,4 GB RAM, 2 Nvidia 9800 GT in SLI. The ships look just great IABL!!!!

Reece
06-15-10, 11:28 PM
I edited the val files to include spawning of Life Boats and did a test, worked fine, the ship I tested was the M30B, it took 4 torpedoes to sink it but I noticed that there was no torpedo damage, the hulls were unmarked, anyone confirm this and have any ideas what the problem may be? :hmmm:
Edit: I replaced the Expl_mask01_a.tga file and the damage is now shown, for some reason the stock 1.4b one doesn't show!

iambecomelife
06-16-10, 10:58 AM
I edited the val files to include spawning of Life Boats and did a test, worked fine, the ship I tested was the M30B, it took 4 torpedoes to sink it but I noticed that there was no torpedo damage, the hulls were unmarked, anyone confirm this and have any ideas what the problem may be? :hmmm:
Edit: I replaced the Expl_mask01_a.tga file and the damage is now shown, for some reason the stock 1.4b one doesn't show!

If you torpedo a ship in the area where the country name is printed, the damage will not show. It is a flaw with the SH3's liberty ship lower deckhouse (which was used to create the name panels) - apparently, that part of the ship does not show visible damage.

melnibonian
06-16-10, 11:17 AM
@ melniobonian, what system are you running, XP Pro, Win 7 64bit?:hmmm:
Looking at your list though you don't have many of the big mods such as:
FM's Interior
Aces Super turms
Open hatch mod
Sub flags and pennants
SubPen Animated
These are a big drain on memory!

I'm running Windows 7 (32bit) and my installation is fine and stable even with the FM Interior or the Open Hatch Mod. The one that caused me problems so far is the Sub Pen Animated, so I've decided not to use it for now.

pickinthebanjo
06-16-10, 12:12 PM
I just decided i'm gonna buy a new computer, I only got like 8 gigs left (40 years of blues will do that though) and my processor is terrible.
what OP allows the most ram?

Jimbuna
06-16-10, 01:33 PM
Give Windows 7 64 bit a go :yeah:

pickinthebanjo
06-16-10, 05:07 PM
Give Windows 7 64 bit a go :yeah:

Gotcha, what about proccessor speeds? Just get the fastest?

Ping Jockey
06-17-10, 09:16 AM
I would get a i7-980 processor from Intel with 12GB of RAM with Win 7 64 bit.

Jimbuna
06-17-10, 09:19 AM
Gotcha, what about proccessor speeds? Just get the fastest?


I've a friend who has a computer store and tend to be guided by him or his partner...but yes in the main, fastest is usually the best provided the specs of the other bits and pieces can keep up with each other.

IFRT-WHUFC
06-17-10, 10:42 AM
I've a friend who has a computer store and tend to be guided by him or his partner...but yes in the main, fastest is usually the best provided the specs of the other bits and pieces can keep up with each other.

yep! You gotta look at the FSB! a fast processor goes in most PC's but it's all in how quick the memory can be accessed it also needs plently of slots these days!

pickinthebanjo
06-17-10, 12:35 PM
I've a friend who has a computer store and tend to be guided by him or his partner...but yes in the main, fastest is usually the best provided the specs of the other bits and pieces can keep up with each other.

I picked this one:
"Intel Core Processor i7-860" it seems good

and I picked Win 7 ultimate 64-biit

and an NVIDIA GeForce GT220 - 1gb

jangles
06-17-10, 07:00 PM
I am installing the lite ver as the main one ctd'd on me.

Im a bit confused about the .cfg files.

it says : 3.)Then, open the MFM-IMPORTANT.txt file and copy & paste the unit names in your Englishnames.cfg (or its equivalent Germannames.cfg or whatever). I recommend you paste the names immediately below the last functional unit - in GWX this should be "Schute_M2=Small Coal Tender".

Should i put this into the englishnames or german names file?

also, my last entry is not the schute, it is the "TUS=Large Liner" (englisnames) and the "F04B=Dampfschleppnetzfischer 4" (germannames).

Also, I assume that I still need the skinpacks with the Lite version?

thanks,
Jangles

iambecomelife
06-17-10, 09:01 PM
I am installing the lite ver as the main one ctd'd on me.

Im a bit confused about the .cfg files.

it says : 3.)Then, open the MFM-IMPORTANT.txt file and copy & paste the unit names in your Englishnames.cfg (or its equivalent Germannames.cfg or whatever). I recommend you paste the names immediately below the last functional unit - in GWX this should be "Schute_M2=Small Coal Tender".

Should i put this into the englishnames or german names file?

also, my last entry is not the schute, it is the "TUS=Large Liner" (englisnames) and the "F04B=Dampfschleppnetzfischer 4" (germannames).

Also, I assume that I still need the skinpacks with the Lite version?

thanks,
Jangles

Firstly, the game will run fine without the entries being pasted in englishnames.cfg.

However, if you still want them...

Paste them below whatever the last unit is on your particular install - that is, before any units set off by a semicolon.

You don't need the skin packs for the light version. If you try to use them you will end up with several folders in the "Sea" main folder that contain nothing but skins. I don't know for sure, but this may cause instability or crashes.

SirHiggins
06-18-10, 03:21 AM
and what are the negative effects if i don't install the skins?

clouclou
06-18-10, 03:33 AM
Crash to the light version and the 3.2. This goes well the JSgme, but just after loading a campaign, before returning to the soum, bam, back office.
W7, Intel Core 4GB RAM, Nvidia gt220
??????

papa_smurf
06-18-10, 06:26 AM
Tried to install 3.2 but would not work, even tried Lite version on a clean install, but still get CTD when loading museum or new campaign.

These are the mods im currently running:

GWX - Alternate Loadscreen - Full Circle
GWX - Captain America's Officer Icons
GWX - Main movie - 'Das Boot'
GWX - English Nav Map and Grid Refs
LifeBoats&Debris_v4
Real Depth Charge
Realistic contacts with Sub icons
Torpedo damage Final ver2.0
Das Boot Clothes
OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI
Wolfehunters_IXC_U160_MKII
OLC's Modified Searchlight Beams for GWX3
'Draggable Stopwatch for OLC 'Gold' MkII' mod

Look like i'll have to manage without this great mod:nope:

SirHiggins
06-18-10, 06:39 AM
Anyone got any ideas why to CTD, tried to load museum or campaign but the same:down:

http://thumbnails16.imagebam.com/8490/bfebce84897389.jpg (http://www.imagebam.com/image/bfebce84897389)

Sailor Steve
06-18-10, 11:58 AM
Anyone got any ideas why to CTD, tried to load museum or campaign but the same:down:
No one knows for sure yet, but several people are working to solve the problem. It has been happening since the first pre-release - some people run it with no problem, and some can't get it to work at all. I can run it fine if I don't have any other mods enabled, but I like my other mods. And this is far too good to pass up, so it causes headaches.

It's not IABL's fault, and he is as bothered by it as any of the rest of us. We're all hoping it gets sorted soon.

Stormfly
06-18-10, 12:19 PM
...running fine here also in campaign mode using heavyly modded living SH3 V5 including Flakmomkeys interriors and all other important stuff like WAC subs and other important additional mods, which are up to date at current.

it run on XPSP3 2GB ram, grafics mem 512, using XP`s /3GB start option in boot ini, together witch patched SH3.EXE to allow usage of more than 2GB mem. :yep:

pickinthebanjo
06-18-10, 01:01 PM
well I just set up a new mod order and I am about to try this again, first gonna make a backup install though as I'm almost certain my computer will crash when I try FM's New interior and MFM

Can't wait till my new computer arrives as I think this one is just to bagged out for this

Jimbuna
06-18-10, 04:00 PM
The simple truth is there are too many mods (some conflicting) for SH3.

To quote Kpt. Lehmann "mod soup".

I've personally seen a multitude of mods that are compatable suddenly causing a CTD because of the introduction of 'one mod too many'.

Only time will tell what is compatable with whatever.

Royale-Adio
06-18-10, 04:25 PM
So it CTD's with GWX 3?

Wreford-Brown
06-18-10, 05:45 PM
So it CTD's with GWX 3?

The vast majority of people are running it fine with GWX. The problem comes when you try and add other mods.

Royale-Adio
06-18-10, 05:59 PM
But am I wrong or I saw some of them already implemented in GWX 3.0?

**EDIT** Nevermind

But which mod are we talking about, 'cuz with GWX3, I have a bazillion of little tweaks like seafloor and torpedo damage, underwater ambiant sounds and things like that.

Stormfly
06-18-10, 08:35 PM
i also had CTD without /3gb switch (XP) but "mem patched" sh3.exe, it was running fine in MP only together with empty campaign mod. (much lower mem needs)

I had a low mem issue (XP and sh3.exe) here what caused the CTD by trying it in campaign mode, because i disabled the /3gb switch, which is causing problems when running SH5, but this is easy selectable using boot menue.

=FI=Ghost
06-19-10, 02:40 AM
together witch patched SH3.EXE to allow usage of more than 2GB mem. :yep:

May I ask what is that patch? Where can I get it?

SirHiggins
06-19-10, 06:07 AM
i've got no idea, just wonder if sy could tell me wether any of the installed mods not compatible with this, or any ideas which could make the CTD.

http://thumbnails16.imagebam.com/8490/bfebce84897389.jpg (http://www.imagebam.com/image/bfebce84897389)

Stormfly
06-19-10, 08:22 AM
May I ask what is that patch? Where can I get it?

here you go -> http://ntcore.com/4gb_patch.php

for 32 bit systems (WIN XP) here is my current boot.ini:


timeout=10
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOW S
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional /3GB" /noexecute=optin /fastdetect /3GB /USERVA=2990
C:\CMDCONS\BOOTSECT.DAT="Microsoft Windows XP-Wiederherstellungskonsole" /cmdcons


! dont copy and paste this text into your boot.ini, i dont know why but this text displaying above in this forum have some additional blanks in words "WINDOWS" & "Microsoft" !

[B]only important for you are this options: /3GB /USERVA=2990

...i would follow the example above and add a second boot choise entry, copying your first entry below it and add above parameters (/3GB /USERVA=2990)

.../USERVA=1660 found to be also good working :sunny:

mookiemookie
06-19-10, 03:34 PM
CTD at about 95% loaded on career on both my systems.

System 1:

Win 7 64 bit,
i7 920 CPU
6 GB RAM
GTS 250 graphics card
Steam version of SH3 - fresh install

System 2:

Win XP 32 bit
AMD Athlon 64 X2 dual core
2 GB RAM
nvidia 8500 graphics card
DVD version of SH3 - fresh install

The only mods I had loaded were GWX 3 with the 16 km visuals and the no medals on crew options activated.
:-?

pickinthebanjo
06-20-10, 12:19 AM
Just tried it after the 4GB patch and worked first time, I'm also using my torpedo mod, a sound mod I just put together, OLC Gold and ACM Reloaded, TMT, and New Interiors. It crashed later but it seemed unrelated

Oh yeah that was the v3.2 I installed

iambecomelife
06-20-10, 12:55 AM
CTD at about 95% loaded on career on both my systems.

System 1:

Win 7 64 bit,
i7 920 CPU
6 GB RAM
GTS 250 graphics card
Steam version of SH3 - fresh install

System 2:

Win XP 32 bit
AMD Athlon 64 X2 dual core
2 GB RAM
nvidia 8500 graphics card
DVD version of SH3 - fresh install

The only mods I had loaded were GWX 3 with the 16 km visuals and the no medals on crew options activated.
:-?

I think the issue behind crashes on fresh installations is hex ID conflicts involving the Liberty Ship (which is parent unit to almost all of the ships). I will try cloning the ships again with Pack3d (still very useful after 4 years!), put together a new version, and see if it improves stability.

mookiemookie
06-20-10, 09:18 AM
I think the issue behind crashes on fresh installations is hex ID conflicts involving the Liberty Ship (which is parent unit to almost all of the ships). I will try cloning the ships again with Pack3d (still very useful after 4 years!), put together a new version, and see if it improves stability.

:salute: I hope that fixes it. Would love to give your ships a whirl!

=FI=Ghost
06-20-10, 10:18 AM
here you go -> http://ntcore.com/4gb_patch.php



Thank you very much!

pickinthebanjo
06-20-10, 11:14 AM
here you go -> http://ntcore.com/4gb_patch.php

for 32 bit systems (WIN XP) here is my current boot.ini:


timeout=10
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOW S
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /noexecute=optin /fastdetect
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional /3GB" /noexecute=optin /fastdetect /3GB /USERVA=2990
C:\CMDCONS\BOOTSECT.DAT="Microsoft Windows XP-Wiederherstellungskonsole" /cmdcons


! dont copy and paste this text into your boot.ini, i dont know why but this text displaying above in this forum have some additional blanks in words "WINDOWS" & "Microsoft" !

[B]only important for you are this options: /3GB /USERVA=2990

...i would follow the example above and add a second boot choise entry, copying your first entry below it and add above parameters (/3GB /USERVA=2990)

.../USERVA=1660 found to be also good working :sunny:



Now I'm no expert here, but is USERVA=**** the amount of Ram being used by SH3? Also I would imagine overclocking could help produce some more results

pickinthebanjo
06-20-10, 11:19 AM
http://img88.imageshack.us/img88/7163/69108791.png

Works just fine with ACM reloaded, it crashed when I went to lower the scope but I'm pretty sure it was to do with my sound mod (wrong format maybe)

http://img153.imageshack.us/img153/636/86361378.png
Found "This" Aswell

=FI=Ghost
06-20-10, 11:26 AM
Just 5 more days until my exams are over. I cannot wait to try this out...:)

Hunter
06-20-10, 02:52 PM
MERCHANT FLEET MOD - INITIAL RELEASE INFO

iambecomelife, (http://www.subsim.com/radioroom/member.php?u=215754) let me ask if HMAS Perth is still following release of your great mode. I'am still waiting for her.:yeah:

Stormfly
06-20-10, 05:20 PM
Now I'm no expert here, but is USERVA=**** the amount of Ram being used by SH3? Also I would imagine overclocking could help produce some more results

the /3GB switch allows 32bit winXP systems to address more memory as 2GB, it allows to address a maximum of 2.96GB virtual memory, this can be ram or pagefile. ( ive set my pagefile to a fixed size of 4GB).

the /USERVA switch is restricting this for applications, /USERVA=2990 means that 2990 Mbytes are allowed for applications, the differential amount is reserved for the OS (for things like PCI mapping and so on).

...overclocking can help for performance and destruction, but never for stability

Royale-Adio
06-21-10, 03:38 AM
Are there any mods like yours for warships?

JC1959
06-23-10, 03:27 AM
Hello all,
Downloaded and installed this long awaited mod onto a clean install via JSGME and put the skin-pack 1 in there as well. During gameplay I can encounter single ships in all their different liveries but every time I come into contact with a convoy it is the stock SH3 one, ie the boring C2`s and C3`s etc.
The museum loads up and runs OK, and I can see all IABL`s ships in there.
I`ve tried juggling the files around, and at the moment I have manually copied the files from the Library,Roster and Sea folders that comprised the Mod (version 3.2 by the way), and stuck them in the corresponding folders in the data folder in the games main directory, but still no joy with the convoys, and throughout all this I have had no CTD`s (despite expecting the contrary). Any suggestions anyone?
The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...
So just out of interest have the damage and sinking properties been altered in the mod or are we talking about a minor bug here?
Anyway any help re getting varied convoys instead of the stock one would be appreciated, and to close I would like to pass on my regards and best wishes to IABL for what looks like a wonderful piece of work - can`t wait to see his ships in convoy. Congratulations.:salute:

JC

Reece
06-23-10, 04:47 AM
The convoys are generated within the mission (mis) files and mostly predetermined, so unlikely to find any there. You could always edit the scr and rnd files to include them.:yep: Lone ships are randomly generated and some of the ships within convoys are but not all, however I could be partially wrong, maybe if you start a new campaign some might show!:hmmm:

pickinthebanjo
06-23-10, 10:22 PM
http://img16.imageshack.us/img16/3593/mods1.png

jahsavage
06-24-10, 12:27 AM
the /3GB switch allows 32bit winXP systems to address more memory as 2GB, it allows to address a maximum of 2.96GB virtual memory, this can be ram or pagefile. ( ive set my pagefile to a fixed size of 4GB).

the /USERVA switch is restricting this for applications, /USERVA=2990 means that 2990 Mbytes are allowed for applications, the differential amount is reserved for the OS (for things like PCI mapping and so on).

...overclocking can help for performance and destruction, but never for stability


Be aware the /3GB switch is only valid from Service Pack 3, if you have just SP1 expect some bad times - don't do it!

=FI=Ghost
06-24-10, 04:22 AM
Be aware the /3GB switch is only valid from Service Pack 3, if you have just SP1 expect some bad times - don't do it!

What about XP SP2?

Freakwave
06-24-10, 04:41 AM
http://img16.imageshack.us/img16/3593/mods1.png

I didnt know TMT is compatible with MFM?

pickinthebanjo
06-24-10, 08:15 AM
I didnt know TMT is compatible with MFM?

yeah everything in that list except the new locks are compatable ( for the new locks I deleted afew folders to make it compatable with FM's New interiors.)

iambecomelife
06-25-10, 11:26 AM
Hello all,
Downloaded and installed this long awaited mod onto a clean install via JSGME and put the skin-pack 1 in there as well. During gameplay I can encounter single ships in all their different liveries but every time I come into contact with a convoy it is the stock SH3 one, ie the boring C2`s and C3`s etc.
The museum loads up and runs OK, and I can see all IABL`s ships in there.
I`ve tried juggling the files around, and at the moment I have manually copied the files from the Library,Roster and Sea folders that comprised the Mod (version 3.2 by the way), and stuck them in the corresponding folders in the data folder in the games main directory, but still no joy with the convoys, and throughout all this I have had no CTD`s (despite expecting the contrary). Any suggestions anyone?
The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...
So just out of interest have the damage and sinking properties been altered in the mod or are we talking about a minor bug here?
Anyway any help re getting varied convoys instead of the stock one would be appreciated, and to close I would like to pass on my regards and best wishes to IABL for what looks like a wonderful piece of work - can`t wait to see his ships in convoy. Congratulations.:salute:

JC

You are probably using sotck Sh3 or a mod that doesn't give the campaign many randomly - generated merchants. Try opening your campaign file's random layer with the mission editor, select the different convoy groups, and replace the C2's etc with the designation "Generic Cargo". It takes a long time to replace them, but it's worth it.

I find that in GWX 3.0 the ships tend to sink after about 2 torpedoes, and 1 if they are carrying explosives or oil. Try increasing the damage values in data\library\torpedo.zon using S3ditor (I highly recommend it - very easy to use even if you've never modded before). Setting the minimum effect to 250 and the max effect to 450/500 should result in faster sinkings.


Get S3ditor here:

http://www.subsim.com/radioroom/showthread.php?t=119571

pickinthebanjo
06-25-10, 01:02 PM
Yeah it's a hell of a mod but now and then when I sink one of your ships I get a crash, keep in mind this laptop is running to the hilt, way above ideal temperatures so that could be the problem in itself but it never happened before. (could also be caused by the fact MFM probably eats up the little memory I got left) anyway, has anyone encountered this problem before?

Stiebler
06-25-10, 02:17 PM
I have been experimenting with NYGM, with both the MSM 3.2 full version and the MSM-Interim-Beta pack. Both load and run in the Museum and in career mode without crashes (CTDs). However, it is clear that neither is fully stable.

Examination of both versions showed that the MSM-Interim-Beta version contains more recent files. In one case, for example, the .zon file for one of the MxyA ships in the 3.2 full version dates to 2005, while the Interim version for the same ship has the .zon file dated to 2009. The Interim pack is also smaller, so it is where I have done all the work and testing.

The distinctive features of the NYGM super-mod mean that it has been necessary to change:
i) the .zon files, with changes to zones and hit_points to suit the slow-sinking model for NYGM (thus, the ships have had their zone values adjusted, but they have not been rezoned);
ii) the .sns files, with changes to the AI_Sensor to M_Sensor;
iii) the .cfg files, with changes to the Renown awarded (= tonnage of ship);
iv) the .eqp files, to throw in Racerboy's starshell mod.

In addition, examination of these files showed that the Interim-Beta pack contains some unwanted junk in the data\sea folders, as follows:
M01B ship contains an unwanted folder called 'New Folder' - it and all its contents can be removed.
M23B, M24B, M25A, M25B ships contain unwanted .psd files.
M31B ship has cfg files for M32B, as well as its own .cfg file.
Both O01B and T02B have the same T03B_en.log, as well as their own correct files.
T10A has an unwanted file called 'Copy of T10A.zon'.
T16B has four files derived from the T17B ship, which is not present in the Interim-Beta pack.
The above unwanted files can all be removed safely.

What I have done is to create an overlay pack of NYGM modifications for use with the Interim-Beta pack for NYGM users, together with a mostly generic campaign_RND.mis file and other additions, such as RacerBoy's starshells mod. I've tested this in career mode, and in the museum, and the IABL ships seem to be stable when viewed, and they sink nicely when struck by torpedoes and gunfire. There is a problem in that user commands (such as change course) are sometimes slow to execute, but it always gets there in the end.

It was my intention to release this overlay pack for any interested users of NYGM, solely for experimental purposes, but two events have discouraged me from doing this.
1. All my testing has been done on a nearly-new, Windows-7 64-bit computer with 8 GBytes RAM and associated hardware. Not with any imagination can this be called a typical 'recommended' setup for SH3, and I doubt very much whether the Interim-Beta pack will function with the 'recommended' hardware (1 GB RAM, appropriate graphics card and processor) for SH3.
2. Although games can be saved in mid-patrol, it has proved impossible ever to reload a saved game (from 3.2 unmodified or from the Interim-Beta with NYGM-overlay). This is a very serious difficulty. I believe that the problem lies with the huge size of the saved files, which vary from 0.25-1.5 MBytes - becoming larger after each save - when examined in the My Documents\SH3\data\cfg\Careers folder, and that the SH3 devs never thought it likely that such huge files would be created from individual game saves. If I am right, then the whole concept of a very large merchant fleet is undermined (for SH3), since there will be some practical maximum limit on the number of ships that can be accommodated in the game. In one patrol, I made six saves during the patrol before abandoning the patrol and trying to restore the last save. Well, any save actually. Not one of the saved games appeared in the career menu, although all existed in the My Documents\SH3\data\cfg\Careers folder. The huge size of the saved game files (1.5 Mbytes for the sixth) apparently prevents them from even appearing in the careers menu system.

IABL should definitely check any future ship packs with a full patrol in career mode, to see whether periodic saves can be restored. Would anyone else like to try checking whether saved games can be reloaded with the unmodified MSM versions (not necessarily using NYGM)? Make sure you attack some convoys first, before making the saves.

Stiebler.

Sailor Steve
06-25-10, 03:10 PM
Those things are good to know, Stiebler. Thanks for the info. I've stopped playing SH3 until my new memory upgrade arrives (from 2GB to the max for my old machine of 4GB). Then I'll be trying again.

I still wish all the new great mods were being equally applied to SH4. I think they would work there.

Reece
06-25-10, 09:06 PM
Try increasing the damage values in data\library\torpedo.zon using S3ditor (I highly recommend it - very easy to use even if you've never modded before). Setting the minimum effect to 250 and the max effect to 450/500 should result in faster sinkings.There are 11 identical nodes, all with varying MinEF and MaxEF, do you know which ones, I must assume that they are for various torpedo types but there are no identifiers!:hmmm:
Edit: All of mine had the MaxEF set to around 230, so I changed all by +100.

iambecomelife
06-25-10, 10:35 PM
There are 11 identical nodes, all with varying MinEF and MaxEF, do you know which ones, I must assume that they are for various torpedo types but there are no identifiers!:hmmm:
Edit: All of mine had the MaxEF set to around 230, so I changed all by +100.

Let me know what the results are.

I wish that you could adjust average impact effects, so that for instance 60% of torpedoes had a value between 200 and 250. Something for Silent Hunter 6 to offer, I think.

Reece
06-25-10, 11:26 PM
Let me know what the results are.

I wish that you could adjust average impact effects, so that for instance 60% of torpedoes had a value between 200 and 250. Something for Silent Hunter 6 to offer, I think.

I tested with a M31B, took 4 torpedoes to slowly sink it before, this time 2 torpedoes between the bow and engine room, took about 10 mins for crew to report ship destroyed and 15 minutes overall to take the plunge!.:yep:
http://i66.photobucket.com/albums/h244/Reecehk/M31BTorpedotest.jpg
EDIT: I have just discovered though that all the other ships sink too easily compared to yours by half as much again, a C3 takes around 3 to 3 torpedoes your large cargo's around 4, I can adjust the torpedo.zon file to be somewhere in the middle but really would be better if your ships were adjusted! Is this easy enough to do?:hmmm:

iambecomelife
06-26-10, 02:59 AM
I have been experimenting with NYGM, with both the MSM 3.2 full version and the MSM-Interim-Beta pack. Both load and run in the Museum and in career mode without crashes (CTDs). However, it is clear that neither is fully stable.

Examination of both versions showed that the MSM-Interim-Beta version contains more recent files. In one case, for example, the .zon file for one of the MxyA ships in the 3.2 full version dates to 2005, while the Interim version for the same ship has the .zon file dated to 2009. The Interim pack is also smaller, so it is where I have done all the work and testing.

The distinctive features of the NYGM super-mod mean that it has been necessary to change:
i) the .zon files, with changes to zones and hit_points to suit the slow-sinking model for NYGM (thus, the ships have had their zone values adjusted, but they have not been rezoned);
ii) the .sns files, with changes to the AI_Sensor to M_Sensor;
iii) the .cfg files, with changes to the Renown awarded (= tonnage of ship);
iv) the .eqp files, to throw in Racerboy's starshell mod.

In addition, examination of these files showed that the Interim-Beta pack contains some unwanted junk in the data\sea folders, as follows:
M01B ship contains an unwanted folder called 'New Folder' - it and all its contents can be removed.
M23B, M24B, M25A, M25B ships contain unwanted .psd files.
M31B ship has cfg files for M32B, as well as its own .cfg file.
Both O01B and T02B have the same T03B_en.log, as well as their own correct files.
T10A has an unwanted file called 'Copy of T10A.zon'.
T16B has four files derived from the T17B ship, which is not present in the Interim-Beta pack.
The above unwanted files can all be removed safely.

What I have done is to create an overlay pack of NYGM modifications for use with the Interim-Beta pack for NYGM users, together with a mostly generic campaign_RND.mis file and other additions, such as RacerBoy's starshells mod. I've tested this in career mode, and in the museum, and the IABL ships seem to be stable when viewed, and they sink nicely when struck by torpedoes and gunfire. There is a problem in that user commands (such as change course) are sometimes slow to execute, but it always gets there in the end.

It was my intention to release this overlay pack for any interested users of NYGM, solely for experimental purposes, but two events have discouraged me from doing this.
1. All my testing has been done on a nearly-new, Windows-7 64-bit computer with 8 GBytes RAM and associated hardware. Not with any imagination can this be called a typical 'recommended' setup for SH3, and I doubt very much whether the Interim-Beta pack will function with the 'recommended' hardware (1 GB RAM, appropriate graphics card and processor) for SH3.
2. Although games can be saved in mid-patrol, it has proved impossible ever to reload a saved game (from 3.2 unmodified or from the Interim-Beta with NYGM-overlay). This is a very serious difficulty. I believe that the problem lies with the huge size of the saved files, which vary from 0.25-1.5 MBytes - becoming larger after each save - when examined in the My Documents\SH3\data\cfg\Careers folder, and that the SH3 devs never thought it likely that such huge files would be created from individual game saves. If I am right, then the whole concept of a very large merchant fleet is undermined (for SH3), since there will be some practical maximum limit on the number of ships that can be accommodated in the game. In one patrol, I made six saves during the patrol before abandoning the patrol and trying to restore the last save. Well, any save actually. Not one of the saved games appeared in the career menu, although all existed in the My Documents\SH3\data\cfg\Careers folder. The huge size of the saved game files (1.5 Mbytes for the sixth) apparently prevents them from even appearing in the careers menu system.

IABL should definitely check any future ship packs with a full patrol in career mode, to see whether periodic saves can be restored. Would anyone else like to try checking whether saved games can be reloaded with the unmodified MSM versions (not necessarily using NYGM)? Make sure you attack some convoys first, before making the saves.

Stiebler.

Thank you very much for your comments. This explains why sometimes the exact same version of the mod would have unpredictable stability - sometimes a career would load up fine, while other times it would crash.

I have successfully loaded some saves, but other times I will get crashes on loading mid-patrol saved games as you described. I had been worried that this was due to some problems with hex ID's etc - it looks like that might not be the reason after all.

I noticed some of those unnecessary files and will delete them in the next release but thanks anyway for cataloguing them.

@Reece: Glad to hear that it's working better for you.

jahsavage
06-27-10, 08:39 AM
What about XP SP2?

Only from SP 3 was this supported.

I was playing with the userva setting and found it made the computer more unstable, when I removed userva it would not boot and I had to use XP repair to restore the original boot.ini

=FI=Ghost
06-27-10, 04:35 PM
Would someone be kind enough to explain me how exactly do I install the skin packs? I've also noticed that in the pack 1 the following folder is empty: MFM-v3-US+UK_Skins19400601

Is it supposed to be like that? (I've extracted it with both WinRar and 7z).

HW3
06-28-10, 03:32 AM
I've also noticed that in the pack 1 the following folder is empty: MFM-v3-US+UK_Skins19400601

Is it supposed to be like that? (I've extracted it with both WinRar and 7z).

Mine was empty also.

I used the date folders in SH3 Commander to install the skin packs.

Seminole
06-28-10, 07:17 AM
It felt like I was downloading the entire internet but I finally got it done.

I have not played extensively yet, but with stock 1.4b I have not experienced any crashes, in any of the areas of concern, mentioned in previous posts.


The merchant fleet is now above all praise.:salute::yeah:

It only too bad I can't locate a good periscope upgrade mod that will work with 1.4b.....:nope:....in order to do this mod justice.

Seminole
06-28-10, 07:23 AM
Would someone be kind enough to explain me how exactly do I install the skin packs? I've also noticed that in the pack 1 the following folder is empty: MFM-v3-US+UK_Skins19400601

Is it supposed to be like that? (I've extracted it with both WinRar and 7z).


The way I did it was to unzip into the Mod folder of JSGME and then apply the mod.

Of course I'm well known, far and wide, for getting things backwards...:shifty:

But it seems to work and my understanding is that the skins are applied automatically according to the date of the war you happen to be in.

=FI=Ghost
06-29-10, 03:08 AM
That's my installation and it works fine.

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2
GWX - Merged Campaign
Contact Lines_for GWX2.0
Conus' Historically Accurate U-boat Emblems
Colored Map
Dowly's Hurricane Skin
Foam Mod
Grass and Bottom of the Sea (Full version)
GWX - 16km Atmosphere
GWX - No Medals on Crew
GWX 3.0 Additional Ammo
GWX 3.0 Light Flags
OLC's Modified Searchlight Beams for GWX3
Pascal's Port People
NMS_1935 Fix
Rockets fix for GWX 3.0 16km Atm
SH4 Effects for GWX 3.0 v7.1
SH-5 Water for GWX 3.0 V0.8 Atlantic campaign (default)
Sub Image mod
Torpedo damage Final
U-Boat Aces Faces
WBNN Messages
Aces' Combined SH3.SDL Files v2
Yammato's Extra ships
TexSh42010
LibSh42010
Wooden Lifeboats Mod
Remove Searchlights from Merchants
Remove Searchlights from Warships (Optional)
Compatibility Remove SL from Merchants+WBs ExtraShipsV2.4
Compatibility Remove SL from Warships+WBs ExtraShipsV2.4
Wolfehunter U-82 VIIC

Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2

I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD..

Here's my computer specification:

Pentium Dual CPU E2200 (2.2 GHz)
3 GB RAM
NVIDIA GeForce 9600 GSO
Win XP SP2

roadhogg
06-29-10, 07:33 AM
I tried to install the Merchant_Fleet_mod_3.2, but unfortunately it ctd'd just before completing loading of the museum, which might be something as simple as a ship name missing in the English names file.
I don't know yet, haven't investigated, it could be my system just can't handle it.

I did have a quick look at a few of the ships with S3D tho, and couldn't help notice that the M13A, M13B and M14B had hitpoint ratings of 2160, which is extraordinarily high for a merchant, considering ur average battleship in GWX3 has a hitpoint rating of 800 to 1000.

If the Min and Max effect in the torpedo.zon is increased to the levels suggested, you'll be sinking battleships easier than merchants.

Perhaps there might be a small fault with the hitpoint ratings of some of the ships Iambecome, considering the M13X is rated at 460, and the M14X is rated at 585 hitpoints.

Hope you get it stable in all variants, and i hope i can get my system to run it.
it looks awesome :D


The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...



It was this post that caught my attention from JC1959, but i've just looked at the MFM_Interim_Beta version which contains just the M13A, M13B and M14B . . . and the hitpoints have been corrected.

Apologies if i'm late to the party iambecome, i shall duly hold my head underwater for 10 minutes.

melnibonian
06-29-10, 09:44 AM
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2


No I made no edits to these files. I just put them in and run the game.

Seminole
06-30-10, 03:57 PM
Just wanted to update my remarks made before. Now I have completed 4 patrols and still have not encountered not a single...repeat... not a single problem. It takes a little longer to load now but that isn't something I would count as a problem by any means.


The ships are fantastic. This sim in the end is largely about your targets and this mod provides the best(and largest variety) I have seen. I would rate this as the top all time single mod for increasing game playability and interest.

Reece
06-30-10, 07:33 PM
Melnibonian, did you have to edit/delete something when you were combining these 3 mods:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5
Extras for the Wilhelmshaven campaign v2.4c
IBL Merchant Fleet Mod 3.2

I can make the MFM3.2 work on it's own, but when I try to make it work with GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 I get CTD..

Here's my computer specification:

Pentium Dual CPU E2200 (2.2 GHz)
3 GB RAM
NVIDIA GeForce 9600 GSO
Win XP SP2Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.:yep:

Sailor Steve
06-30-10, 09:51 PM
Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.:yep:
Is that what it's turning out to be? Then my upgrade to 4 GB of RAM isn't going to help in this case? Too bad for me if it's so, because I'm unlikely to have a whole new computer any time in the foreseeable future. My current setup runs SH4 just fine. :cry:

'S okay. I'll keep working on names for 'em anyway. :sunny:

Reece
06-30-10, 10:08 PM
With XP + SP3 expanding memory to 4gb will only ever use 3gb, and editing the boot.ini and patching the sh3.exe file will help run SH3 with a couple of extra mods but causes problems with other windows applications (programs and games), I tried it and not worth all the messing around IMO!:oops::yep:

=FI=Ghost
07-01-10, 04:29 AM
Thank you very much Reece for this clarification!

roadhogg
07-01-10, 05:19 AM
Don't worry Sailor Steve, my system is 32 bit and won't run even the Interim version, which i thought a bit strange considering it ran the Community Units mod ok . . . . until i counted the boats in each mod.

Community units had about 35, and the (slimmed down :haha:) Interim-Beta has 88 :D i think.
I really must start saving for a new system :salute:.

Shouldn't stop you picking your favourites and adding them manually.

You won't get all of them, but you should get some ( fingers crossed ).

Jimbuna
07-01-10, 08:53 AM
Since you are running 32 bit operating system like me you'll just have to wait till you get a 64 bit system to be able to run all the latest mods together, Melnibonian like many are running 64 bit and have no memory issues.:yep:

With XP + SP3 expanding memory to 4gb will only ever use 3gb, and editing the boot.ini and patching the sh3.exe file will help run SH3 with a couple of extra mods but causes problems with other windows applications (programs and games), I tried it and not worth all the messing around IMO!:oops::yep:

Your quite right Reece...since the recent introduction of a few large sized mods, when enabled in addition to a multitude of earlier smaller mods it now looks like SH3 has reached the limit of its capabilities on 32 bit systems.

Players are now faced with one of two choices:

1. Prioritise what mods are most important and continue playing with your preffered but slightly limited choice on the 32 bit system.

2. Upgrade to 64 bit system and continue as before.

Hobsons choice I suspect because many will not be able to upgrade for a variety of reasons.

melnibonian
07-01-10, 11:11 AM
Actually I am runnig on Windows 7 32bit, but I am using the 4GB patch and I do have 4GB of RAM in the system.

I agree that runnig a 64bit version is better but my opinion is that anyone with a 32bit system using the 4GB patch and having a lot of RAM should be able to run the mod.

I think you're actually better of if you use Windows 7 instead of XP. That can be the crusial factor here and not the 32 or 64bits. Windows 7 have far better memory allocation and optimisation, so I think this is where the solution lies.

roadhogg
07-01-10, 01:27 PM
I may be wrong (not uncommon) but i thought the maximum recognised by 32 bit XP was 3GB.
In my case i only have 3 memory slots anyway and they're all full.
If windows 7 uses memory more efficiently or requires less to run itself, ( and i did hear a rumour about the latter) then together with the ability to recognise an extra gig of memory, what you say makes sense melbonian.
Much cheaper to buy Windows 7 than a new PC.

melnibonian
07-01-10, 02:29 PM
Much cheaper to buy Windows 7 than a new PC.

My point exactly. I am a big fan of XP and I think they were probably the best Windows version I've ever used (and I have used them all starting from MS DOS 3) but Windows 7 are very good and very stable. Therefore if the PC can cope with the new operating system I can't really see the reason why anyone will continue running the XP version.

It runs SH3/GWX with IBL's Mod without problems as an extra bonus ;):O:

roadhogg
07-01-10, 02:47 PM
Sorry melbonian, i do unfortunately suffer from the eternal problem of not having the patience to troll.
Please forgive me for (re) stating the obvious :oops:

And Reece had already pointed out that XP only recognises 3GB too, though it seems that editing the boot.ini and patching the Sh3.exe might squeeze a bit more from the system.

There's no hope for me i'm afraid :D

Reece
07-01-10, 07:40 PM
The biggest reason I haven't upgraded my operating system is money!:oops: I will not be satisfied with anything but Windows 7 Professional 64 bit, and even the OEM package is not cheap!:doh: But it shouldn't be too long, though I have heard by others here that 4gb is not enough for 64 bit, you have to upgrade to 8gb, if this is true then that's even more money! but I'm patient!:yep:

Sailor Steve
07-01-10, 08:57 PM
Four GB is as much as my old PC can hold, and a new one is out of the question for anytime in the foreseeable future. I guess I'll have to wing it and experiment some more.

pickinthebanjo
07-01-10, 08:58 PM
I will not be satisfied with anything but Windows 7 Professional 64 bit

why 7 professional, you know Windows 7 Ultimate Edition 64BIT is only around $40 more right?

Reece
07-01-10, 11:12 PM
why 7 professional, you know Windows 7 Ultimate Edition 64BIT is only around $40 more right?That's right, $40 more and basically all you get is more security stuff, I will keep using Comodo, Avira, and Ad-Aware, haven't had a Virus for a very long time.:yep:

Herr-Berbunch
07-02-10, 02:37 AM
The biggest reason I haven't upgraded my operating system is money!:oops: I will not be satisfied with anything but Windows 7 Professional 64 bit, and even the OEM package is not cheap!:doh: But it shouldn't be too long, though I have heard by others here that 4gb is not enough for 64 bit, you have to upgrade to 8gb, if this is true then that's even more money! but I'm patient!:yep:

I have 4gb with 64 bit Pro, I've yet to see it maxed but I guess it depends on what you've got running!

Jimbuna
07-02-10, 07:20 AM
The biggest reason I haven't upgraded my operating system is money!:oops: I will not be satisfied with anything but Windows 7 Professional 64 bit, and even the OEM package is not cheap!:doh: But it shouldn't be too long, though I have heard by others here that 4gb is not enough for 64 bit, you have to upgrade to 8gb, if this is true then that's even more money! but I'm patient!:yep:

What's the cost of W7 Pro 64 bit down there? :hmmm:

TarJak
07-02-10, 07:51 AM
AU$399 for the upgrade version! Add another hundred for the full version!:o

pickinthebanjo
07-02-10, 08:34 AM
haven't had a Virus for a very long time.:yep:

Yeah same here, by the way what's your system specs?

melnibonian
07-02-10, 10:53 AM
Sorry melbonian, i do unfortunately suffer from the eternal problem of not having the patience to troll.
Please forgive me for (re) stating the obvious :oops:


No worries mate. It's a friendly discussion we're all having here and stating something again and again is part of it. Absolutely no problem about that. :DL

Jimbuna
07-02-10, 04:28 PM
AU$399 for the upgrade version! Add another hundred for the full version!:o

I mean in real money, English pounds, not Aussie Pesos :DL

TarJak
07-02-10, 05:17 PM
I mean in real money, English pounds, not Aussie Pesos :DL
Well in GBP that's about 222 for Upgrade and 278 for full. What are they stinging you over there?

pickinthebanjo
07-02-10, 05:47 PM
Well in GBP that's about 222 for Upgrade and 278 for full. What are they stinging you over there?

Up in Canada were looking at around $300-$320

BIGREG
07-02-10, 07:01 PM
Hi , in France

I have buy for 169 €uros the W7 64 bit integral version ( OEM ) + a free 4 go usb key :yeah:

Gerald
07-02-10, 11:29 PM
I mean in real money, English pounds, not Aussie Pesos :DL :haha:

geosub1978
07-03-10, 04:05 AM
Is there any whalefactory in these ship? If yes, what is the designation?