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

mikey117us 04-26-16 12:54 PM

My answer is more ram. When I have "Silent Hunter III has stopped working" prompt ( gwx 3.0 with rb's sh4 effects MFM 3.2 thompsons sound pack a mod I made called Frogs Ships all in one and FM new interior 2.1d AI U boat collection, u-boat compilation, mepv5 pro ) and many more.. I start task manager and see SH3.exe 32* is pegged at 3.8gb of ram. Then I show all users and find twenty scvehost apps running take up to 2gb of ram also. My current 8gb not enough to satisfy my system NOT SH3. Windows reserves ram for its crash log too. One must take into account system will crash a game before allocation to itself. My 1gb graphics doesn't help either making a game look less than it's potential. Take the minimum ram to run big mods 8gb and add for system allocation so you never have low memory resources the system wants. To repeat Open Task manager show applications by all users 3.8gb for Sh3.exe32* and start adding up everything else you get to the 2gb reserve threshold for Windows and CTD. By 4 or 8 gb more ram. That is all.

fastfed 04-26-16 01:21 PM

wait a minute, I have the V16B1 patch, doesn't that include the 4gb patch? I thought I wouldn't have to install that because I already installed the V16B1 patch?

Is this not true?

ivanov.ruslan 04-26-16 04:09 PM

its true http://www.subsim.com/radioroom/images/icons/icon14.png If you choose option at the top

fastfed 04-26-16 09:52 PM

ok, so then I have the patch, why is this mod crashing on me? am I putting it in the wrong spot? what else can I try

Thanks

Von Due 04-26-16 11:43 PM

Zitat:

Zitat von fastfed (Beitrag 2400236)
ok, so then I have the patch, why is this mod crashing on me? am I putting it in the wrong spot? what else can I try

Thanks

Have you tried running the game with only MFM, or alternatively MFM+GWX mods to see if there is a conflict with other mods or if it's an MFM issue?

Von Due 04-27-16 09:17 AM

Came across a few issues with the ships' data.

It appers that for some ships, at least, the data given in the rec manual is way off and can not be used in the game.

Mast height, draft, those are two that I doubt. For the rest, I have to doubt them and now I'm in the situation that there is no way to tell what the real data are for all ships. This is bad news making targeting these ships a matter of luck and wishes.

Example:
A ship was identified as the M24B (no cross linking of ships in my cfg files). Draft given to be 7.3m.
2 torpedos set at 8 meters bounced off.
Reloaded the game, looked up M24X with a draft given to be 9 m.
Set the same torpedos to 9.5m.
They both hit.

Is there a complete set of correct data for all MFM ships that match what we encounter in game?

flyer102 05-09-16 02:49 PM

Link's broken, does anyone have another link?

Aquelarrefox 05-09-16 03:03 PM

I haven't so many problem with data of mfm, I think there's a fix for some data. But anyway half meter should be enough to torpedo impact with magnetic, may degrade damage but no miss.

I have a question in relation with GWX Combined Skin Pack, did it overwrite any mfm? Order doesn't matter?

Plissken_04 05-09-16 04:29 PM

Zitat:

Zitat von flyer102 (Beitrag 2403268)
Link's broken, does anyone have another link?

ftp://Maik:Woelfe@hartmuthaas.no-ip....IAMBECOMELIFE/

ftp://Maik:Woelfe@diskstation.gn7vmw...IAMBECOMELIFE/

ftp://Maik:Woelfe@diskstation.fritz....IAMBECOMELIFE/

Use MS Internet Explorer,Firefox or FTP Client for Download!!!


So Long

Maik

Aquelarrefox 05-09-16 04:55 PM

or here too

https://www.mediafire.com/?pq6fesgls2il0

Doolar 05-20-16 05:57 PM

Quick Question
 
Due to the fact that some of these post are old, I though I better ask first. I have read on many post in this thread that the " Englishnames " do not have to be added in order for MFM 3.2 to work, but I would like to add them anyway. In post #63 of this thread, is a list of entry's to be added to the " Englishnames.cfg " file. My question is : Is this list current, For MFM 3.2 ? If not could someone be so kind as to point me in the direction of an up-dated list. Thanx Jerry CA45 ( Baltimore Md. )
Dumb question alert ! is version MFM 3.2 the latest

Sailor Steve 05-20-16 11:27 PM

Englishnames.cfg controls how they appear in the Recognition Manual. Without it, the Manual will identify them as M24B etc. With PvtGodfrey's version the ships will all be identified as Medium Merchant, Tanker, and so on.

You can also try my version, which assigns class names so they look like real ship types. Of course it also helps if you use my Ship Names mod, which gives historical names to each ship you sink.
http://www.subsim.com/radioroom/down...o=file&id=4671

Doolar 05-21-16 01:07 AM

Thanx man , that's cool

Aquelarrefox 05-31-16 05:38 AM

Hi, i have a little question about this. i use it for some years. As i saw the skins covers the mx and tx models. But a normal ship in convoys is the well known grosser cargo and c4. As far i saw this skins dont cover this units. (mybe im wrong, if its cover i have to look better :P)

Someone have a more complette version of skins (more changes by date in deed, thats the idea of skins here and i love it)

thanks for the impresive work

Solyom2 06-11-16 12:11 PM

Where can I download the mod + skin pack?

The links are broken...


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