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

Damo 01-29-11 01:17 PM

@Fitzcarraldo:

I was under the impression that some Neutrals are not necessarily 'neutral' in that they are aiding the allies but it is up to you to make a decision whether to attack or not based on their visible deck cargo (trucks, tanks, airplanes), their behaviour (whether they start to zig zag when you close distance to visually check them or not), and their position (are they headed to allied ports loaded with war materials).

I only use the Interim mod but am tempted to see if I can run the full version simply because I like the idea of having to check individual vessels regardless of what flag they fly and make a decision on whether they take a swim or not. From the original post:

http://i33.photobucket.com/albums/d5...e/Neutral1.jpg

This sets off alarm bells, especially if this convoy is headed to England, notice the deck cargo, that'd get an eel from me for sure.

Now if only someone would answer my original question about TMT / Thomsens Ships and Ricks Rec manual.....

frau kaleun 01-29-11 01:44 PM

Quote:

Originally Posted by Damo (Post 1585842)
@Fitzcarraldo:

I was under the impression that some Neutrals are not necessarily 'neutral' in that they are aiding the allies but it is up to you to make a decision whether to attack or not based on their visible deck cargo (trucks, tanks, airplanes), their behaviour (whether they start to zig zag when you close distance to visually check them or not), and their position (are they headed to allied ports loaded with war materials).

I think this is correct as I noticed that the MFM adds some of the "neutral" classes of ship (class names ending in 'X') to the Roster folders of Allied nations... which, if I am understanding this correctly, means that the game will sometimes spawn those ships (with their accompanying "neutral" skins) in places and along routes where it would normally spawn shipping that is clearly flagged/marked as British or American.

fitzcarraldo 01-29-11 03:45 PM

Quote:

Originally Posted by frau kaleun (Post 1585863)
I think this is correct as I noticed that the MFM adds some of the "neutral" classes of ship (class names ending in 'X') to the Roster folders of Allied nations... which, if I am understanding this correctly, means that the game will sometimes spawn those ships (with their accompanying "neutral" skins) in places and along routes where it would normally spawn shipping that is clearly flagged/marked as British or American.

OK, I understand that. If I want to have a merchant of a neutral country, but working for the Allies, the merchant must appears in the roster of the Allies, and in Museum appears in Americans or British.

Many thanks!

Fitzcarraldo :salute:

Gryffon300 01-29-11 07:58 PM

So, looks like it wasn't just my eyes bleeding - it was my brain as well!

Thanks for being polite guys and not calling me an idiot. All I can plead is that I was going into melt down then, having been at it for too many hours, trying to tackle Mt Everest on my first attempt at mountain climbing. What had me chasing my tail was that I had sunk an S-Class and not got a name on the Captain's log in SH3 Commander after updating personnel file - just S-Class (which was a pity, because he was the toughest son-of-a-gun in the Seven Seas.).

Mind you, I can't identify any Subs by class name designator - yet - in the EnglishNames.cfg in the SHIII/Data/Sea folder (or in any of the class sub-folders - and, no, that wasn't meant to be punny). I know they must be there somewhere, I just can't figure where. I know there are listings in the Roster folders under the appropriate country, but I thought we had established the other day that there needed to be a class listing in the Data/Sea/ EnglishNames.cfg file in order for the scope & ESB etc to i.d. it.

I know, I'm going mad. Will someone just shoot me, please? :dead:

Jimbuna 01-29-11 08:11 PM

Quote:

Originally Posted by Sailor Steve (Post 1585293)
So I looked all through the list and didn't spot them. :oops:

Well, I guess I should be happy they're there, whether I'm aware of it or not.

Shame on you :O:

Sailor Steve 01-29-11 08:31 PM

Quote:

Originally Posted by Gryffon300 (Post 1586076)
Thanks for being polite guys and not calling me an idiot.

In case you haven't noticed, I'm a little too busy calling myself an idiot to worry about your petty problems. :O:

Fubar2Niner 01-31-11 01:48 PM

Quote:

Originally Posted by Sailor Steve (Post 1586088)
In case you haven't noticed, I'm a little too busy calling myself an idiot to worry about your petty problems. :O:


:haha: Been there, done that Steve, sooo many times it hurts. When your my age the embarrasment fades after a while :har::har::har:

Best regards.

Fubar2Niner

PS thank god for an o/l dictionary

Gryffon300 01-31-11 05:51 PM

So,Fubar, you are saying that there ARE advantages to Alzheimer's? There's comfort for me yet. I may still have to change my 'handle' to SNAFU, though someone probably has it already!

Sailor Steve 01-31-11 06:16 PM

Quote:

Originally Posted by Fubar2Niner (Post 1587329)
:haha: Been there, done that Steve, sooo many times it hurts. When your my age the embarrasment fades after a while :har::har::har:

One of the advantages of getting old is that you now have an excuse for all the things you could never do anyway. Makes it a lot easier.

Quote:

PS thank god for an o/l dictionary
Unfortunately a dictionary doesn't help your usage skills, especially when you're my age. :O:

Jimbuna 01-31-11 07:19 PM

Quote:

Originally Posted by Sailor Steve (Post 1587607)
One of the advantages of getting old is that you now have an excuse for all the things you could never do anyway. Makes it a lot easier.


Unfortunately a dictionary doesn't help your usage skills, especially when you're my age. :O:

Very true :D

Vermin 02-01-11 08:26 AM

Has anyone managed to get the MFM to work with GWX on a 32bit OS yet?

I can just manage the "lite" version on a clean GWX install with no other GWX "sub mods" running. I can never get the full version to load - always crashes - and apperas to be a memory issue. I have 4G RAM (the absolute practical limit AFAIK) for Win XP /32bit. I am using the 3G switch FWIW.

I Would really like to have a go at investigating all the unknown "neutrals" the full version of MFM offers but it seems to need more RAM than XP will let it access!

Regards

Vermin

Robin40 02-01-11 08:34 AM

Quote:

Originally Posted by Vermin (Post 1588019)
Has anyone managed to get the MFM to work with GWX on a 32bit OS yet?

I can just manage the "lite" version on a clean GWX install with no other GWX "sub mods" running. I can never get the full version to load - always crashes - and apperas to be a memory issue. I have 4G RAM (the absolute practical limit AFAIK) for Win XP /32bit. I am using the 3G switch FWIW.

I Would really like to have a go at investigating all the unknown "neutrals" the full version of MFM offers but it seems to need more RAM than XP will let it access!

Regards

Vermin

I did...it works

Did you edit also the boot.ini file?

Vermin 02-01-11 10:33 AM

I think so - I'lll double check - it gives me the two options of booting up with or without the 3G switch.

BTW can you also accees the ships in the Museum - I think you should be able to no?

Thanks

Vermin

Robin40 02-01-11 11:18 AM

Quote:

Originally Posted by Vermin (Post 1588119)
I think so - I'lll double check - it gives me the two options of booting up with or without the 3G switch.

BTW can you also accees the ships in the Museum - I think you should be able to no?

Thanks

Vermin

yep...I do...using Vista 32bit

Damo 02-01-11 01:26 PM

You also need the patched 4GB .exe that allows SH3 to use more memory, or the 3GB switch has negligible results if I understand it correctly. I use both and am about to attempt to install the full version and see what happens (currently using interim no problems on my 32bit XP). I want those neutrals too.

:arrgh!:


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