4GB Patch is absolutely necessary for Merchant Fleet Mod, of course with minimum 4GB RAM onboard.
Sailor Steve
06-24-15 08:43 AM
Quote:
Originally Posted by Narf
(Post 2323608)
Were they old rustbuckets or new ships? Did you have other mods enabled which might have changed things? As bstanko6 already said that might been a big game changer in how much firepower you needed. Did you have critical hits that I don't seem to get anymore (the first encounter log, if you didn't exaggerate things, seems to indicate so)?
Now I'm embarrassed. I don't know the answer to either of those, even though it was me who set my game up. I didn't pay attention to the apparent age of the ships, and the only screenshot I took is too far away to tell.
As for critical hits, I don't know how to change that, so I don't have an answer there either.
On your comment about the 4-Gig Patch, I don't know how you're running the MFM without it. My brand-new PC continually crashed until I installed the patch.
Narf
06-24-15 09:18 AM
Quote:
Originally Posted by jaxa
(Post 2323702)
4GB Patch is absolutely necessary for Merchant Fleet Mod, of course with minimum 4GB RAM onboard.
Quote:
Originally Posted by Sailor Steve
(Post 2323713)
On your comment about the 4-Gig Patch, I don't know how you're running the MFM without it. My brand-new PC continually crashed until I installed the patch.
Well, somehow, I can do without, evidently. Magic?
But really, I don't know WHY it works, but it does. The PC is on the old side, but it does have 8 gigs of RAM, so it shouldn't actually work. I have no explanation besides the above.
jaxa
06-24-15 10:05 AM
Car with 3 wheels can drive, but why do it if with all 4 wheels drives faster and better?
With 4GB Patch your gameplay will be faster, loading time will be faster and probably it will be less possible CTDs than without it.
It's your choice.
hauangua
06-24-15 10:25 AM
i narf and welcome in subsim
I am puzzled by what you said but what are the characteristics of your PC? and what Operating System ... 32 or 64 bit
Narf
06-24-15 10:27 AM
Quote:
Originally Posted by jaxa
(Post 2323749)
Car with 3 wheels can drive, but why do it if with all 4 wheels drives faster and better?
With 4GB Patch your gameplay will be faster, loading time will be faster and probably it will be less possible CTDs than without it.
It's your choice.
I have no CTDs at all, my loading times are short (for HDD-based game, short meaning under a minute) and my game is running smoothly even at more than 1024x. So really, when I say everything runs perfectly fine, I mean perfectly fine and not some makeshift BS on crutches.
Quote:
Originally Posted by hauangua
(Post 2323755)
i narf and welcome in subsim
I am puzzled by what you said but what are the characteristics of your PC? and what Operating System ... 32 or 64 bit
Thank you!
The short version of my PC's characteristics:
AMD Phenom II x4 965 BE
8GB RAM
Win 7 64bit
Radeon HD 5770
In case you need more data that I didn't mention here's the full dxdiag:
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System Information
------------------
Time of this report: 6/24/2015, 17:30:15
Machine name: GLN7
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.150525-0603)
Language: German (Regional Setting: German)
System Manufacturer: MICRO-STAR INTERNATIONAL CO.,LTD
System Model: MS-7599
BIOS: Default System BIOS
Processor: AMD Phenom(tm) II X4 965 Processor (4 CPUs), ~3.4GHz
Memory: 8192MB RAM
Available OS Memory: 8192MB RAM
Page File: 3401MB used, 12978MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 64bit Unicode
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DxDiag Notes
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Display Tab 1: No problems found.
Sound Tab 1: The file ctaud2k.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer.
Sound Tab 2: No problems found.
Sound Tab 3: The file ctaud2k.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer.
Input Tab: No problems found.
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Sound Devices
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Description: Lautsprecher (Creative SB X-Fi)
Default Sound Playback: Yes
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Static/Strm HW Mix Bufs: 1, 0
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Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
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Description: SPDIF-Out (Creative SB X-Fi)
Default Sound Playback: No
Default Voice Playback: No
Hardware ID: PCI\VEN_1102&DEV_0005&SUBSYS_00311102&REV_00
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Product ID: 100
Type: WDM
Driver Name: ctaud2k.sys
Driver Version: 6.00.0230.0004 (English)
Driver Attributes: Final Retail
WHQL Logo'd: No
Date and Size: 3/1/2014 03:55:20, 689048 bytes
Other Files:
Driver Provider: Creative
HW Accel Level: Basic
Cap Flags: 0xF1F
Min/Max Sample Rate: 100, 200000
Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
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Sound Capture Devices
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Description: Mikrofon (Creative SB X-Fi)
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jaxa
06-24-15 11:55 AM
If everything runs well without 4GB Patch I can say only one - congratulations :)
iambecomelife
06-24-15 04:50 PM
Quote:
Originally Posted by Narf
(Post 2323585)
So, I recently decided to reinstall SH3 and it only took me two patrols to get tired of encountering only the same half dozen of merchies again and again. So I went ahead and installed your mod. So far, so good. No problems installing and running the game with the mod, the ships show up just fine (although I wish the recog manual had a search function - scrolling through all the ships takes quite long, so I have to tab out and look in the actual mod files to find out what running depth I should set my eels to) and they certainly are one amazing sight to behold. Great work, really!
However, it didn't take to long to notice that the mod also granted all ships an armor plating that is beyond silly. Before installing it, I was able to sink C2's with 7000+ tons in one or two good torpedo hits, in the worst case I had to add another ~20 keel line shots with the 88mm after I screwed up my first eel. Now even a measly 5000 ton freighter will eat 3-4 torpedos (no duds) midships before it even considers sinking, which is a tad too unrealistic for my taste. The cannon has become a pea shooter, too - after hitting one of said freighters with two eels I decided to end it with the cannon, and it took me over 100 shots(!), nearly all water line, before it was destroyed. And even then it just stayed afloat despite being "destroyed". I could understand if it was a hulk after being burned out,the deck shot to pieces and the ship abandoned, but after the hull at and below the water line is turned into swiss cheese?
The critical hit rate has also turned (close to) zero - where I before encountered the occasional nice surprise explosion and breaking-apart of a ship after a single lucky eel or a few shots, now I don't see any of that anymore.
Lastly, the engines are now either made of wet papers, or the AI decides to stop the ship instantly after getting hit. Because any hit now results in the ship stopping in over 90% of the encounters. In one of them I actually hit the bow with the 88mm three times and the ship stopped.
It cannot be an interference of another mod, since it also occurs when this one is the only one active. All of the above is sadly impacting the game to such a degree that I had to turn it off again - I'd rather only encounter the same ships again and again than having all the great ships of the mod but being able to sink only 3-5 of them before the ammunition runs out.
I was a bit surprised to see nobody else noticing this while browsing the thread. Granted, I did not read everything, but at least on the first and last dozen pages I saw nothing of the sort. Is it just me? Perhaps just very odd coincidences? If not and the problems persist, is there a way for me to fix it? Like tuning down the ship's armor or hp, or increasing the damage of my weapons if the the armor changes are across the board?
Fair complaints. - The MFM ships are, in part, the "children" of modified vessels from certain supermods in which the sinking model was adjusted. As a result, some may be hard to destroy.
If you open the Torpedo.zon file with S3ditor, you can increase the damage hitpoints and damage radius of the torpedoes as compensation.
As for shell damage, I feel like taking about 50-100 shells to sink a merchant ship is about right - See the following reports:
As for shell damage, I feel like taking about 50-100 shells to sink a merchant ship is about right
Oh, I totally agree with you there - if we were talking about using only the cannon to sink a ship with non-explosive cargo and without scoring a lucky hit. However, 2 Torpedoes and then 100+ shells is a bit too much for a 5000-tonner.
Thank you for your answer, I will certainly try to find a good balance for the Torpedoes so that they are neither OP nor feel like throwing cheesecake against the bulkhead.
Narf
06-26-15 08:09 PM
Another question:
I just finished a patrol in which I hit my first convoy, and a big one at that. Half the convoy was marked neutral, but since they were in an ONS, clearly bound for Britain (wasn't far off the coast either) and they started zig-zagging after my first attack hit one of the hostile ships, I considered them valid targets. Since the convoy was only escorted by two ships, a corvette and a destroyer who ran in front and aft of the convoy I was easily able to sneak up from the side and have a field day, sinking most of the large ships after several attack runs - only that one T3 tanker was one hell of a lucky bastard, escaping destruction because everything fired on it turned out to be duds.
Having returned to port after destruction of more than 60k tons of ships, I expected one hell of a reputation boost from that patrol, only to be awarded my lowest rep turnout I have gotten yet. Those neutrals were clearly considered invalid targets and deducted from the rep count by the game.
So are there any other criteria from which I can deduct whether a neutral is valid or invalid prey?
Sailor Steve
06-26-15 08:21 PM
No, there aren't. Neutrals will always bring a minus to your renown.
You can, however, change that yourself. Open your SH3 folder and select Data/Cfg, and open Basic.cfg. You'll find the following right at the top.
You can change those values to anything you want. I changed AXIS to -1, since no U-boat captain was ever convicted of a crime for sinking his own merchants, which were usually disguised as Allied ships. I changed Neutral to 0, because while I didn't think I should be penalized for sinking a neutral I also didn't want to make them easy targets.
Narf
06-26-15 08:37 PM
Quote:
Originally Posted by Sailor Steve
(Post 2324485)
No, there aren't. Neutrals will always bring a minus to your renown.
You can, however, change that yourself. Open your SH3 folder and select Data/Cfg, and open Basic.cfg. You'll find the following right at the top.
You can change those values to anything you want. I changed AXIS to -1, since no U-boat captain was ever convicted of a crime for sinking his own merchants, which were usually disguised as Allied ships. I changed Neutral to 0, because while I didn't think I should be penalized for sinking a neutral I also didn't want to make them easy targets.
Hm, that sucks :(
When a neutral is Britain-bound and even part of a convoy, it should always be a valid target. Anything carrying contraband to the Island apes has to go to the bottom of the sea! :stare:
I could understand if there was a ban on attacking US vessels to not make them join the war (I'm still in 1940), but anything else should be fair game if encountered in hostile waters.
I guess I'll heed your advise and edit the file. Thank you for the help!
bstanko6
06-26-15 08:46 PM
Iambecomelife is correct on the many rounds it took to sink ships. Otto Kretchmer was a legend in surface night attacks, it took him over 80 rounds to knock out a tanker that was already torped!
Narf
06-26-15 08:54 PM
Quote:
Originally Posted by bstanko6
(Post 2324493)
Iambecomelife is correct on the many rounds it took to sink ships. Otto Kretchmer was a legend in surface night attacks, it took him over 80 rounds to knock out a tanker that was already torped!
Somehow I doubt that those were two clean torpedo hits midships, and that the tanker was as small as 5000 tons if it can soak up that many hits. Also one has to differ between a singular exception and a general trend. And the general trend I experienced was, as said above, 3-4 torpedoes per ship or two torpedoes and over 100 shots, all of both the torpedoes and shells very good hits, were needed to get a mere 5000 ton freighter to sink. And that, in my opinion, is too much.
desertstriker
06-27-15 01:32 AM
I could actually see that for a tanker if only because the way they are designed. After all we are talking about a ship that is designed to carry liquids.