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-   -   Merchant Fleet Mod Progress Thread (https://www.subsim.com/radioroom/showthread.php?t=142285)

iambecomelife 04-02-10 09:07 PM

Let me know the numerical designations of these ships with the bow wake problem, please.

There's been some dramatic progress in recent days - I am now churning out skins for the two types of neutral shipping. This will have a dramatic impact on players' choices and how they play the game.

Basically there will be two types of neutrals: legitimate neutrals and contraband neutrals. Neither type will fly flags (this was actually done on some vessels during wartime) but they WILL have neutrality markings painted on the hull. You will have to pay attention to details like vessel course, behavior, and deck cargo to see if these ships are truly innocent or if they are carrying war materiel. Due to shortages of merchant shipping, Britain often chartered neutral merchants to carry British cargoes - for some owners, the high freight rates were just too much to resist.

You will not be penalized for sinking "true" neutrals, but their renown value will be set to 0. This gives the player an incentive to be careful in targeting without triggering the AI problems of neutral units from all other countries attacking.

The nationality for contraband neutrals will be set to British and other belligerent nations.

The benefits of this approach are as follows:

-Neutrals will appear in convoy and in British waters without modifying the GWX/NYGM campaign layers.

-You will be able to see a more diverse array of shipping than was the case in either stock SH3 or even the supermods.

-It encourages the same type of logical decisionmaking real commanders needed to use when conducting attacks.

-Multiple nationalities can be represented using the same ship model - no huge download files of cloned ships.

The only real drawback is that these ships will not have flags on their masts - however, the neutrality paint schemes will make it obvious what countries they are supposed to represent (see pictures below).

Nations you can expect to see include:

Norway
Sweden
Denmark
Panama
Argentina
Brazil
Ireland
Greece
Holland
Belgium
Spain
Portugal

The United States will not be included because it already has its own cloned ships.

http://uboat.net/allies/ships/photos...le_d_arlon.jpg

http://uboat.net/allies/ships/photos/sp/duero.jpg

http://uboat.net/allies/ships/photos/ir/irish_pine.jpg

iambecomelife 04-04-10 02:52 PM

Well, I got a lot of skins done this weekend - finally got sick of ending up dead or POW in "Over Flanders Fields". :DL

Stiebler 04-05-10 10:46 AM

Concerning IABL ships available with NYGM.

Two users above have stated that they are using some of these ships with GWX and WAC.

Could I draw again to everyone's attention that these ships have been rezoned to fit NYGM's slow-sinking model.

Specifically, the ship .zon files contain numbered entries to zones which are found in NYGM's zones.cfg file, but which do not exist in the zones.cfg files of GWX and WAC. What happens next, when the SH3 program code tries to interpret this error, is hard to guess - but the ship cannot be stable.

And you cannot just replace your zones.cfg with that from NYGM, because GWX and WAC have their own special ships and their zones.cfg entries overlap with those from NYGM. To take just one concrete example, one of the commonest zones used by basic SH3 ships would now point in NYGM's zones.cfg file to a quick-sinking zone. So when these standard ships try to appear, they will sink quickly!

The reason for this complicated behaviour with zones.cfg in NYGM is an attempt to provide individual, tailored, slow-sinking behaviours to different ships, instead of taking the one-size-fits-all method adopted by other modders.

Stiebler.

iambecomelife 04-05-10 12:45 PM

Quote:

Originally Posted by Stiebler (Post 1348247)
Concerning IABL ships available with NYGM.

Two users above have stated that they are using some of these ships with GWX and WAC.

Could I draw again to everyone's attention that these ships have been rezoned to fit NYGM's slow-sinking model.

Specifically, the ship .zon files contain numbered entries to zones which are found in NYGM's zones.cfg file, but which do not exist in the zones.cfg files of GWX and WAC. What happens next, when the SH3 program code tries to interpret this error, is hard to guess - but the ship cannot be stable.

And you cannot just replace your zones.cfg with that from NYGM, because GWX and WAC have their own special ships and their zones.cfg entries overlap with those from NYGM. To take just one concrete example, one of the commonest zones used by basic SH3 ships would now point in NYGM's zones.cfg file to a quick-sinking zone. So when these standard ships try to appear, they will sink quickly!

The reason for this complicated behaviour with zones.cfg in NYGM is an attempt to provide individual, tailored, slow-sinking behaviours to different ships, instead of taking the one-size-fits-all method adopted by other modders.

Stiebler.

Thanks for the hints. However, I personally have never had CTD's while using the mod in either stock SH3 or the latest version of GWX. I think that if the game encounters a zone that is not in the game's zones.cfg file it simply ignores it. Hardly ideal, but not a game breaker either.

Also, some of the newer ships were created using stock Silent Hunter 3 vessels, and not ships modified by GWX/NYGM.

I think most crashes are caused by:

1) Installing the mod while on patrol
2) Installing during an existing career
3) Inadequate RAM and/or graphics cards
4) Placing text entries in enlishnames.cfg in the wrong place

Hellraiser 04-07-10 03:02 PM

Quote:

Originally Posted by iambecomelife (Post 1348344)
I think most crashes are caused by:

1) Installing the mod while on patrol
2) Installing during an existing career
3) Inadequate RAM and/or graphics cards
4) Placing text entries in enlishnames.cfg in the wrong place

IABL, could you please explain what you mean about point #4 above? How is it possible to place something in the wrong place in the 'Englishnames.cfg? I'm confused

Thanks in advance.

iambecomelife 04-08-10 10:03 AM

Quote:

Originally Posted by Hellraiser (Post 1351297)
IABL, could you please explain what you mean about point #4 above? How is it possible to place something in the wrong place in the 'Englishnames.cfg? I'm confused

Thanks in advance.

If you are running GWX and you place the entries amongst the inactive units (separated by a semicolon) it might cause problems. At least in my experience this seemed to correspond to CTD's.

geosub1978 04-08-10 11:00 AM

I know the risk about using these ships, however I have encountered all of my installed ships and haven't noticed any problem yet. :DL

I have also noticed that the AKs of the Auxiliary Mod ships need too much punishment to go down. 3 hits-time 32x for 30minutes - not sinking - 4th hit - time 32x for 30 minutes- not sinking- gunfire for 20 shots and finally sunk!
I don't remember the running depth, but some where under keel and some max 2meters above keel.

@Iambecome, I will inform you tomorrow or on Saturday about the ships with the "strange" bow wave. Give a good chance to the whale factory!!:yeah:

For me its a RAM issue. I had 2Gigs in WinXP and were not enough. Now 4Gigs in Win7-64bit and everything fine with the ships that I mentioned.

Hellraiser 04-08-10 05:39 PM

Quote:

Originally Posted by iambecomelife (Post 1352196)
If you are running GWX and you place the entries amongst the inactive units (separated by a semicolon) it might cause problems. At least in my experience this seemed to correspond to CTD's.

Ah I see, Thanks.

I've done a completely fresh re-install with minimal other mods enabled and....I still cannot get it to work.

I can see all of the MFM ships in the museum (it loads fine) but when I load a new career....CTD everytime

Anyone have an idea what I can try?

Uber Gruber 04-09-10 02:55 AM

@HellRaiser

I haven't been following this thread but I went through a period of CTDs when installing object heavy mods. I solved it by increasing the RAM from 2GB to 4GB and installing Windows 7 64bit.

You may have already answered this but how much ram do you have ?

Hellraiser 04-09-10 09:06 AM

Running Windows XP with 4GB of RAM installed...I know it doesn't really recognize above about 2.5GB.

I did have it working for almost a year and them made some changes, added mods etc. and corrupted my install.

I just can't figure out how to get it working again.

geosub1978 04-09-10 01:30 PM

L01B
 
Iambecome, check this unit for the bow wave L01B.

iambecomelife 04-11-10 11:24 AM

I checked L01B in a convoy mission - her bow wave seems fine to me. Thanks for the tip though.

iambecomelife 04-11-10 12:27 PM

The belligerent neutral cargo ships have all been skinned - now I am on the tankers. I have created several new types of deck cargo for the ships so far. More news later. As always, if you know something about your country's merchant fleet, especially WRT paint schemes & funnels, please let me know.

Hitman 04-11-10 12:44 PM

IABL, is the set of skins you did for the original in-game ships available somewhere? I fail to locate a download link, and it is the perfect complement to the merchant fleet. In fact, seeing this gorgeous new ships together with the standard ones without your skins, makes the old ones look crappy :hmmm:

iambecomelife 04-11-10 01:18 PM

Quote:

Originally Posted by Hitman (Post 1356067)
IABL, is the set of skins you did for the original in-game ships available somewhere? I fail to locate a download link, and it is the perfect complement to the merchant fleet. In fact, seeing this gorgeous new ships together with the standard ones without your skins, makes the old ones look crappy :hmmm:


Unfortunately, no - I have completely rebuilt my computer in the interim and that file got lost in all the confusion. I will scan my computer for it and upload it if I find it, but I think it's been deleted or corrupted.


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