![]() |
Quote:
Quote:
Quote:
Quote:
Quote:
|
Quote:
|
Another aid in determining nationality can be looking at the GWX order of battle in the manual. Not all countries have all ships: for example, an Empire Freighter is never going to be neutral.
While I never like the renown hit when I (very rarely) sink a neutral, I like the hoops I have to go through: Ok, it's a small merchant... BE29, hmm... but heading north... 1940... no lights. Close to 1000, periscope depth, set the torp and I will make the final call then. |
Don't know if this has been discussed already but is there any way to have countries label their ships as neutral but their really not in game? (Like by lighting them up or something of the sort) I thought about editing my renown files so I don't get a hit for neutrals that way when I see a neutral (Like USA merchant early war) and its heading for say Britain, I could make the logical call to go ahead and sink it.
|
Quote:
That's different than what happens if you sink a "suspicious" ship that spawned from a neutral roster, though - it might seem to be heading for an Allied port but if the game spawned it as a neutral and you sink it you'll take whatever renown hit comes with it, unless you've edited the basic.cfg to remove the hit for neutrals. You can even change it so you get credit for sinking a neutral. Then it's all up to you to exercise the necessary self-control so that you're not just sinking everything you find in order to get more renown for spurious kills. I don't know how to go about making an enemy ship run with its lights on, and I don't think doing it would be very realistic anyway... all that would do in RL is make them more visible to the enemy, easier to spot and track and easier to ID once they came to investigate. |
Quote:
|
The graying-out is normal when one mod overwrites part of another, even if it's just one file. It doesn't necessarily mean they aren't compatible. For example, when I apply the OLC MkIId update it grays out OLC MkIIc, even though it's essentially just a patch for the mod.
It does mean that there's a potential conflict, though. Not having used the mods you are, IDK whether or not there is one in your case. But I'm just a newbie. Maybe if you post which files conflict, the veterans can let you know. |
Quote:
|
Quote:
http://www.subsim.com/radioroom/down...o=file&id=2888 i have a quadcore with 6 gigs of ddr3 ram and a 1gb vid card and i couldnt get the MFM mod to run until i used the 4gb patch. All it does is change the amount of memory the sh3.exe uses from 2gb to 4gb, which is essential if you say want to run GWX and MFM at the same time. |
Quote:
I'd say that a real problem is unlikely, I used to get alerts when using Contact Color with other mods that also added some different ships to the game. If it's just .tga files that are getting overwritten, I don't think it will bork your game. And if you are using the full MFM, I would recommend not using Contact Color anyway and weaning yourself off of reliance on color-coded icons. The MFM puts ships that look neutral in Allied rosters - meaning that you may come across a ship that is not flying enemy colors but will still behave (and be counted by the game) as a legit enemy target. Other ships that look exactly the same may be true neutrals. You must figure out which is which and act accordingly. But if you have Contact Color enabled, more often than not just looking at the map will tell you whether that just-reported contact is truly neutral or secretly carrying cargo for your enemies. It kind of defeats the purpose of having the MFM set up the way it is. |
Quote:
|
Quote:
|
Quote:
Without the patch, the most it will ever use is 2 gigs - even if you've got 4 onboard and 3 gigs of it is sitting around doing nothing. It won't make the game take RAM away from your OS or other necessary functions, it will just make it use more of whatever RAM is free at the moment. I assume you're running a 32-bit OS, even so you could still see an improvement with the patch - especially if you shut down any unnecessary functions while you run the game, thus freeing up as much RAM for it as possible. |
Quote:
|
Quote:
The patch is still worth a try even if you don't add RAM. It will let the game use as much RAM as you have available, it will always be under 4 gigs if that's you system total but still something more than the 2 gig limit without the patch. Every little bit helps. :yep: |
All times are GMT -5. The time now is 12:38 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.