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-   -   [REL] Merchant Fleet Mod for Silent Hunter 3 (https://www.subsim.com/radioroom/showthread.php?t=170741)

fitzcarraldo 01-12-11 10:21 AM

Quote:

Originally Posted by Robin40 (Post 1572690)
Mod enabled

It works fine

However there is an issue in SH3Commander

Info of a ship sunk before enabling mod
Ship sunk! SS Santa Luisa (Medium Cargo), 5076 tons. Cargo: Foodstuffs. Crew: 46. Crew lost: 17

Info of a ship sunk after enabling mod
Ship sunk! M09X, 3186 tons

Maybe there is some modification to apply to EnglishNames.cfg?

Install the mod via JSGME, plus add in EnglishNames.cfg, the ships (see the readme.txt; there is a txt file with the text to add, simply copy-paste).

Regards.

Fitzcarraldo :salute:

Robin40 01-12-11 11:00 AM

Quote:

Originally Posted by fitzcarraldo (Post 1572711)
Install the mod via JSGME, plus add in EnglishNames.cfg, the ships (see the readme.txt; there is a txt file with the text to add, simply copy-paste).

Regards.

Fitzcarraldo :salute:

I cannot find this ships list

I used the list in post #63

ooppsss...it was in the Interim Beta

I'm using the other mod Merchant_Fleet_Mod_3.2

Is the list in the Interim Beta working also with Merchant_Fleet_Mod_3.2?

frau kaleun 01-12-11 12:16 PM

Quote:

Originally Posted by Robin40 (Post 1572749)
I cannot find this ships list

I used the list in post #63

ooppsss...it was in the Interim Beta

I'm using the other mod Merchant_Fleet_Mod_3.2

Is the list in the Interim Beta working also with Merchant_Fleet_Mod_3.2?

I have been playing around with both these mods lately, the Interim Beta has fewer ships (no neutrals, only US/UK) so the names for the neutral classes in MFM 3.2 are not included with the add'l EnglishNames text that the smaller mod provides.

I just put together an updated EnglishNames.cfg for the bigger mod last night, when I get home I will paste the extra text here if nobody else gets to it first.

Robin40 01-12-11 01:03 PM

Quote:

Originally Posted by frau kaleun (Post 1572798)
I have been playing around with both these mods lately, the Interim Beta has fewer ships (no neutrals, only US/UK) so the names for the neutral classes in MFM 3.2 are not included with the add'l EnglishNames text that the smaller mod provides.

I just put together an updated EnglishNames.cfg for the bigger mod last night, when I get home I will paste the extra text here if nobody else gets to it first.

sure you will be the first:DL

being forward to get this cfg file

thus

I enabled MFM 3.2

I disabled MFM 3.2

I enabled the Interim Beta

I will disable the Interim Beta

I will enable MFM 3.2


I think I can do all this in mid-patrol...no ship sunk till now

I tried to sink a cargo...but after hitting it with a torp I realized it was a neutral Netherland one

frau kaleun 01-12-11 01:22 PM

Quote:

Originally Posted by Robin40 (Post 1572841)
sure you will be the first:DL

being forward to get this cfg file

thus

I enabled MFM 3.2

I disabled MFM 3.2

I enabled the Interim Beta

I will disable the Interim Beta

I will enable MFM 3.2


I think I can do all this in mid-patrol...no ship sunk till now

I tried to sink a cargo...but after hitting it with a torp I realized it was a neutral Netherland one

I have to be out for a couple of hours this evening, so if I forget and haven't posted it by tomorrow, PM me and remind me.

FWIW, the only "testing" I've done with it (or either of the mods) is to enable them and start a test career just to see if it would load without crashing, and then sail out into the harbor a bit. So once you have the text I would double-check it against the files in the mod's data\Sea folder and make sure there's a name on it for each class folder. Altho I checked it pretty carefully myself and counted and it all matched up as far as I could tell. I'm not sure lacking one would even be a problem, however, I think you would just end up with the class name in your log instead of "Medium Merchant" or whatever its display name was supposed to be.

I wouldn't risk disabling/enabling mods in mid-patrol, though, I would wait until you get back to base or just scrap the patrol and start over from base again once you have your mods set up the way you want.

Robin40 01-12-11 01:51 PM

Quote:

Originally Posted by frau kaleun (Post 1572855)
I have to be out for a couple of hours this evening, so if I forget and haven't posted it by tomorrow, PM me and remind me.

FWIW, the only "testing" I've done with it (or either of the mods) is to enable them and start a test career just to see if it would load without crashing, and then sail out into the harbor a bit. So once you have the text I would double-check it against the files in the mod's data\Sea folder and make sure there's a name on it for each class folder. Altho I checked it pretty carefully myself and counted and it all matched up as far as I could tell. I'm not sure lacking one would even be a problem, however, I think you would just end up with the class name in your log instead of "Medium Merchant" or whatever its display name was supposed to be.

I wouldn't risk disabling/enabling mods in mid-patrol, though, I would wait until you get back to base or just scrap the patrol and start over from base again once you have your mods set up the way you want.

OK...I will enable it when I return to base

Anyway I enabled MFM 3.2 in midpatrol and with the GWX EnglishName.cfg

No CTD...only SH3Commander without info

frau kaleun 01-12-11 02:00 PM

Quote:

Originally Posted by Robin40 (Post 1572874)
OK...I will enable it when I return to base

Anyway I enabled MFM 3.2 in midpatrol and with the GWX EnglishName.cfg

No CTD...only SH3Commander without info

Yeah, I think the only thing that happens without the additions to the EnglishNames.cfg is that there's no Display Name to use for a ship in your logs, either in the game or in Commander. So you just end up with 'Ship Sunk! M01B" in your logs instead of it telling you what kind of ship it was. It's just missing info it could use for display purposes, but not something that would crash the game.

Robin40 01-12-11 03:13 PM

Quote:

Originally Posted by frau kaleun (Post 1572884)
Yeah, I think the only thing that happens without the additions to the EnglishNames.cfg is that there's no Display Name to use for a ship in your logs, either in the game or in Commander. So you just end up with 'Ship Sunk! M01B" in your logs instead of it telling you what kind of ship it was. It's just missing info it could use for display purposes, but not something that would crash the game.

uhmmm...I'm not sure that only the addition to the EnglishNames.cfg is enough to get the complete info in SH3Commander

I think it is necessary to add the new class to the [CLASSMAP] of the Ship Names cfg file of SH3Commander

Anyway I enable the EnglishNames.cfg via JSGME for every configuration: GWX, MFM 3.2, Interim Beta

frau kaleun 01-12-11 03:22 PM

Quote:

Originally Posted by Robin40 (Post 1572928)
uhmmm...I'm not sure that only the addition to the EnglishNames.cfg is enough to get the complete info in SH3Commander

I think it is necessary to add the new class to the [CLASSMAP] of the Ship Names cfg file of SH3Commander

To get an actual ship name, yes, there would have to be names for that class included in Commander's Shipnames.cfg file. But if you have a Display Name in the game's EnglishNames.cfg, I think Commander will still give you the Display Name ("Fleet Oiler," "Medium Merchant," "Tanker," etc.) that was specified for a particular class. :hmmm:

Robin40 01-12-11 03:36 PM

Quote:

Originally Posted by frau kaleun (Post 1572938)
To get an actual ship name, yes, there would have to be names for that class included in Commander's Shipnames.cfg file.

Nope....if you edit the [CLASSMAP] of SH3Commander to GenericMerchantsAndTankers and the ClassName of the added ship

For instance
data/Sea/M25B.cfg
ClassName=M25B

SH3Commander/cfg/Ship Names.cfg
M25B=GenericMerchantsAndTankers

frau kaleun 01-12-11 04:28 PM

Quote:

Originally Posted by Robin40 (Post 1572952)
Nope....if you edit the [CLASSMAP] of SH3Commander to GenericMerchantsAndTankers and the ClassName of the added ship

For instance
data/Sea/M25B.cfg
ClassName=M25B

SH3Commander/cfg/Ship Names.cfg
M25B=GenericMerchantsAndTankers

If you're talking about something other than Commander's Real Ship Names feature, then it's something I haven't looked into yet. :DL

Robin40 01-12-11 04:53 PM

Quote:

Originally Posted by frau kaleun (Post 1572980)
If you're talking about something other than Commander's Real Ship Names feature, then it's something I haven't looked into yet. :DL

This file SH3Commander/cfg/Ship Names.cfg
contains
Real Ship Names

according to CLASSMAP

Try to look into it

frau kaleun 01-12-11 05:13 PM

Quote:

Originally Posted by Robin40 (Post 1572997)
This file SH3Commander/cfg/Ship Names.cfg
contains
Real Ship Names

according to CLASSMAP

Try to look into it

Okay, right, that is the file I'm talking about, I hadn't looked into the [CLASSMAP] block yet as all I'm doing with it right now is tinkering with the actual ship names.

Anyway, here is a list of display names for all the ships included in MFM 3.2 except for class LL=Liberty Cargo, as a version of that class is included in GWX3 and should already be listed somewhere in your EnglishNames.cfg file. Also some of these ships are included in other mods, so I'd recommend going over the list and comparing it to your existing one to make sure there aren't any unnecessary or conflicting duplicates. Just copy and paste what you need of it at the bottom of your existing file and save the new version to your data\Sea folder. AND BACK UP THE OLD VERSION FIRST! :DL

And please note that I make no guarantees of success with using this list, I haven't done anything but load a patrol and sail a few meters into the harbor with it and the MFM mod enabled. :D I haven't encountered any of the ships in the game, much less sunk one to have it show up anywhere in the logs. I haven't gone into the Museum either to look at any of them there.

AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=Fleet Oiler
AO02A=Fleet Oiler
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=Hog Islander
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
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
O01B=Ore Freighter
O02A=Ore Freighter
Q01B=Medium Merchant
SLaunch01=Steam Launch
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 CAM-Ship
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker

fitzcarraldo 01-12-11 08:18 PM

Quote:

Originally Posted by frau kaleun (Post 1573003)
Okay, right, that is the file I'm talking about, I hadn't looked into the [CLASSMAP] block yet as all I'm doing with it right now is tinkering with the actual ship names.

Anyway, here is a list of display names for all the ships included in MFM 3.2 except for class LL=Liberty Cargo, as a version of that class is included in GWX3 and should already be listed somewhere in your EnglishNames.cfg file. Also some of these ships are included in other mods, so I'd recommend going over the list and comparing it to your existing one to make sure there aren't any unnecessary or conflicting duplicates. Just copy and paste what you need of it at the bottom of your existing file and save the new version to your data\Sea folder. AND BACK UP THE OLD VERSION FIRST! :DL

And please note that I make no guarantees of success with using this list, I haven't done anything but load a patrol and sail a few meters into the harbor with it and the MFM mod enabled. :D I haven't encountered any of the ships in the game, much less sunk one to have it show up anywhere in the logs. I haven't gone into the Museum either to look at any of them there.

AK01A=Naval Cargo Ship
AK02A=Naval Cargo Ship
AK03A=Naval Cargo Ship
AM01A=Ammunition Ship
AO01A=Fleet Oiler
AO02A=Fleet Oiler
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=Hog Islander
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
MLaunchB1=Motor Launch
MLaunchB2=Motor Launch
O01B=Ore Freighter
O02A=Ore Freighter
Q01B=Medium Merchant
SLaunch01=Steam Launch
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 CAM-Ship
T15B=Tanker
T16A=Tanker
T16B=Tanker
T16X=Tanker
T17A=Tanker
T17X=Tanker
T18A=Tanker
T18B=Tanker
T18X=Tanker
T19A=Tanker

I donīt understand how this ships are added to GWX campaign. The folders inside the mod donīt contain any "mis" file. The campaign layers of GWX arenīt touched in any way. How this ships appears in campaign? I see the new ships in museum, but in campaign, there arenīt...

Regards.

Fitzcarraldo :salute:

Sailor Steve 01-13-11 12:24 AM

All the classes from the MFM are represented in the Ship Names cfg, except the neutrals (all the ones ending with X). This is because the Ship Names Classes were created long before IABL added them in. In fact I had a major nightmare several years ago because he had sent me a preliminary copy that I worked from for a long time, and then when he released the latest version they were all changed around, so I had to start over almost from scratch.

1. A ship class only has to be listed on the [CLASSMAP] if it needs to be connected to a different class. The name I have listed for, say, M01B are the names of real ships that look like that model, or close to it. If someone creates a new class it either needs to be connected to a different class in [CLASSMAP] or names need to be applied to it, which I'm always glad to do once the class is inserted into the game.

2. This includes the 'X' classes. They can be mapped to M40X can be mapped to M40A or M40B, or to GenericMerchantsAndTankers (but not for long, as I'm struggling to eliminate that category altogether). Ideally it shouldn't matter, because you shouldn't be sinking neutral ships.


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