SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   Ship Nationality. Any way to determine? (https://www.subsim.com/radioroom/showthread.php?t=182807)

FFIF 04-20-11 10:32 PM

Quote:

Originally Posted by Fish In The Water (Post 1647045)
GWX Contact Color Mod:

http://www.gamefront.com/files/13913...ntact_Color_7z

Don't leave home without it! ;)

GWX contact color has a conflict with MFM mod...and when i go ahead and enable contact color anyways then MFM gets greyed out on the activated mods side of jgsme...is this bad news or is everything still ok?

thebigJ_A 04-20-11 11:02 PM

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.

reignofdeath 04-21-11 05:53 AM

Quote:

Originally Posted by frau kaleun (Post 1647629)
The Merchant Fleet Mod is set up to do something like this... it has a great number of ships that are modeled to be "neutral" in appearance, but which have their .cfg files added to the rosters of Allied nations (as well as neutral ones). So a ship may have, for instance, no flag flying from any masthead, but wear a skin that identifies it as a ship from a neutral country. But if it spawned in that instance from an Allied roster, it will behave like an Allied ship and the game will count it as an enemy kill if you sink it.

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.

Id really like to run that merchant fleet mod.. but I get CTD's :(

FFIF 04-21-11 09:12 AM

Quote:

Originally Posted by USNSRCaseySmith (Post 1647850)
Id really like to run that merchant fleet mod.. but I get CTD's :(

I bet after you use the 4gb patch the Merch fleet mod will run

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.

frau kaleun 04-21-11 09:53 AM

Quote:

Originally Posted by FFIF (Post 1647679)
GWX contact color has a conflict with MFM mod...and when i go ahead and enable contact color anyways then MFM gets greyed out on the activated mods side of jgsme...is this bad news or is everything still ok?

As noted above, if you can post which files you are getting the alert about, it will be easier to tell you if there's a problem.

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.

Herr-Berbunch 04-21-11 10:00 AM

Quote:

Originally Posted by frau kaleun (Post 1647629)
The Merchant Fleet Mod is set up to do something like this... it has a great number of ships that are modeled to be "neutral" in appearance, but which have their .cfg files added to the rosters of Allied nations (as well as neutral ones). So a ship may have, for instance, no flag flying from any masthead, but wear a skin that identifies it as a ship from a neutral country. But if it spawned in that instance from an Allied roster, it will behave like an Allied ship and the game will count it as an enemy kill if you sink it.

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.

During the Malta Convoys '40-'42 quite a few single ships took on the guise of neutral vessels approaching the North African Coast/Strait of Sicily, painting spanish markings was quite common (once well away from Gibraltar). Don't think they'd be lit up like a christmas tree though!

reignofdeath 04-21-11 10:20 AM

Quote:

Originally Posted by FFIF (Post 1647962)
I bet after you use the 4gb patch the Merch fleet mod will run

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.

But all I have is 4GB of ram, wont that like crash my computer because all of the ram will need to be used on one operation??

frau kaleun 04-21-11 10:25 AM

Quote:

Originally Posted by USNSRCaseySmith (Post 1648004)
But all I have is 4GB of ram, wont that like crash my computer because all of the ram will need to be used on one operation??

The patch makes it possible for the game to use up to 4 gigs RAM *if* the RAM is available.

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.

reignofdeath 04-21-11 11:24 AM

Quote:

Originally Posted by frau kaleun (Post 1648015)
The patch makes it possible for the game to use up to 4 gigs RAM *if* the RAM is available.

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.

Windows 7 64 Bit I believe

frau kaleun 04-21-11 11:28 AM

Quote:

Originally Posted by USNSRCaseySmith (Post 1648054)
Windows 7 64 Bit I believe

Then my first piece of advice would be to get some more RAM as soon as you can afford it. Worth every penny on a 64-bit system and would make the 4GB patch even more effective. :yeah:

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:

Jimbuna 04-21-11 12:29 PM

My latest system is W7 64bit with 8gigs of RAM and I've encountered nothing yet that won't run.

I'd strongly advise you to go to at least 6gig (finances allowing).

Howard313 04-21-11 02:40 PM

Quote:

Originally Posted by FFIF (Post 1647962)
I bet after you use the 4gb patch the Merch fleet mod will run

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.

Any way to get that 4gb patch to working with the steam version? I tried and it said I had an unknown version of the game.

FFIF 04-21-11 05:44 PM

i am unsure about the steam version, i am using a cd version, but being that the 4gb patch modifies the exe, i can imagine there may be problems using it with the steam version.

reignofdeath 04-21-11 05:56 PM

Quote:

Originally Posted by frau kaleun (Post 1648057)
Then my first piece of advice would be to get some more RAM as soon as you can afford it. Worth every penny on a 64-bit system and would make the 4GB patch even more effective. :yeah:

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:

Well I installed i with H.sie's hardocde fixes (Apparently it comes with it any ways) and then installed MFM and too my delight (Besides a much much noticeably longer load time) it works without a hitch, yet I only played in game for about 5 minutes. But its also good to note that I seem to have less FPS drops when I kick up the time compression too now too.! Thanks for the help all of ya!

frau kaleun 04-21-11 06:10 PM

The MFM will definitely increase your load times, in fact I'm pretty sure that if you were going to have a memory-related CTD because of adding the MFM it would do it while loading. That's what always happened to me, anyway. Once everything loads, with more RAM and the patch my game runs better than it ever did. :yeah:

reignofdeath 04-21-11 07:33 PM

Quote:

Originally Posted by frau kaleun (Post 1648343)
The MFM will definitely increase your load times, in fact I'm pretty sure that if you were going to have a memory-related CTD because of adding the MFM it would do it while loading. That's what always happened to me, anyway. Once everything loads, with more RAM and the patch my game runs better than it ever did. :yeah:

Same here!! Now If I could just fix the darned water reflections Id be super happy:O:


All times are GMT -5. The time now is 02:15 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.