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

Anvar1061 09-07-17 01:22 PM

Quote:

Originally Posted by HW3 (Post 2511066)
That is the same as I have Jim. It is also the same as MFM 3.0. I also have the MFM-Lite-Beta 4.1, MFM v3 skin packs, and MFM 3.0 and Lite 4.1 displacement mods as well. Nothing I have has anything more than just the 4 T15B .tga files though.

http://www.subsim.com/radioroom/imag...n_Confused.gifhttp://www.subsim.com/radioroom/imag...n_Confused.gifhttp://www.subsim.com/radioroom/imag...n_Confused.gif

Fubar2Niner 09-07-17 02:59 PM

Ditto same here chaps.

Jimbuna 09-08-17 05:11 AM

So for the purposes of clarity, what precisely is wanted?

Anvar1061 09-08-17 05:28 AM

Quote:

Originally Posted by Jimbuna (Post 2511178)
So for the purposes of clarity, what precisely is wanted?

Cfg dat sns val eqp zon txt...

Jimbuna 09-08-17 05:46 AM

Quote:

Originally Posted by Anvar1061 (Post 2511184)
Cfg dat sns val eqp zon txt...

Ah, right and does anybody know where those are located or in what version?

HW3 09-08-17 09:58 AM

No idea Jim, I looked in CCoM 11.1 and didn't find it. I looked through Thomson's files as he did some work on the ships displacement, and just found an empty folder for the T15B, while the others had a .sim file in them. :06:

Doolar 10-08-17 11:53 PM

Quick Question
 
I have searched this thread for an hour and could not find what I was looking for. The other day I was reading something about the "MFM3.2 Displacement Correction Mod". Sorry I can't find it but, I kinda got the idea that it's not used. My question is : should I use "MFM3.2 Displacement Correction Mod" ?

HW3 10-09-17 01:05 AM

Doolar Semler, is this what you were looking for?

Quote:

Originally Posted by Fubar2Niner
Hi IABL

I hope you are well, I have a quick question if I may. This has already been asked in the MFM thread but I guess you overlooked it. With MFM-Improved are myself and Martin James correct in assuming there is no need to run the Displacement Correction Mod? Many thanks for your continued great works.

Respect and kind regards.
-----------------------------------------------------------------------------------
Fubar2Niner

TBH I have never downloaded or used that mod. The displacements for many ships in the latest version were tweaked to correct seakeeping & keep ships on station in convoy, so I would just install the new MFM with no older mods above it.

Note that displacement in the rec manual may not match the displacement in the ship's .sim file. I did my best to stop ships from bobbing, but the problem cannot be resolved 100% in SH3.
Sounds to me like the Displacement Correction Mod 3.2 is no longer needed.

Doolar 10-09-17 07:22 AM

should have mentioned, I'm using MFM 3.2

HW3 10-09-17 11:50 AM

I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.

Doolar 10-09-17 01:01 PM

Thanx,
 
Thanx that was it. I searched and searched and couldn't find those post. I was going back too far, again thanx

rudewarrior 10-09-17 05:21 PM

Quote:

Originally Posted by HW3 (Post 2517728)
I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.

To clarify, I used the Displacement Correction Mod with 3.2. I could not find an effect, if any. What it did was updated all of the .sim values to match the displacements listed for the ships. The best I can determine by the conversations, is this actually interfered with IABL's intent. He would tweak the hidden values to make the ships do what he wanted, but they wouldn't necessarily reflect real life and/or what the player saw.

Best I can explain it: if the ship needed to perform like it had a tonnage of 50ktons, but in real life was only 8ktons, then he would alter the hidden data. Then the ship would perform like a 50kton ship, but when you sank it you would get credit for 8kton. The correction mod would now edit the ship to be 8kton and it would perform like an 8kton ship, which IABL may not have been trying to do. Thus it would alter the mod to act in a different way than IABL intended. Therefore I elected not to use it and I wouldn't recommend it.

Doolar 10-09-17 06:05 PM

thanx guys
 
Thanx guys for the help. HW3 and rudewarrior, if ya get in the Baltimore area, CA45, I owe ya some beers :Kaleun_Cheers: I have decided to remove this when I return to Lorient.

HW3 10-09-17 06:31 PM

Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.

3catcircus 10-14-17 12:10 PM

Quote:

Originally Posted by HW3 (Post 2517778)
Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.

Is there a turns per knot chart for MFM to allow determination of speed based upon blade count and rpm?


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