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cant find the merchant ship mod-help
can any kind soul please send me the link to the msm mod,the light one will be fine.
many thanks |
Then you didn't really search :03:
It's stickied in the Mods Workshop. http://www.subsim.com/radioroom/showthread.php?t=170741 :salute: |
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http://www.gamefront.com/files/16730...nterim-Beta.7z If not try here: ftp://hartmuthaas.no-ip.org/Volume_1...3COMMUNITYMODS username: Maik password: Woelfe Look under IAMBECOMELIFE, the file you want is MFM-Interim-Beta.7z :up: |
nope!
all i can see is pages of conversation about it, but no option to download it,
have i gone mad? |
Got it
thanks alot:yeah:
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There are links to the downloads at the bottom of the first post in the thread. They're easy to miss, with all the pictures loading in that post. :DL
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Just joking, glad you're sorted! :sunny: |
Oh man, that looks sweet! Why did no one tell me about it? I demand to be told all things that might possibly be of interest to me at some point in the future from here on out!
It says it's compatible with GWX, but what about OLC Gold, ACM Reloaded for OLC + Lite Map, WBNN, and TMT? (The stuff I'm running atm.) I assume TMT would be the least likely to work with it. I also assume it's a bit of a resource hog. |
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http://www.subsim.com/radioroom/showthread.php?t=170090 |
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In that case I shall be sure to warm up my crystal ball! ;) |
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Ahem. Now I demand to be given enough money to never have to work again! This is gonna be so awesome.... But back to the real world. Does anyone know if this mod is incompatible with any of the ones I listed below? And would I have to start a new campaign, or would installing it while in port be ok? (I really don't want to start anew. I just had my very first successful, full-realism patrol and I want to see this skipper through to the end. Just shy of 40,000 tons sunk, every torp programmed by hand. I'm so proud of myself!:arrgh!:) |
The Merchant Fleet Mod(s) basically just adds a wider variety of merchant ships to your game, and they don't have to be specially scripted into campaign files or anything. So unless your supermod has done something really crazy with the way the data\Sea and data\Roster folders and files work, I don't think there would be a problem. :hmmm:
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The trick is to disable their propulsion and then board with a raiding party so as to avoid sending all the booty to the bottom! :O: |
I just downloaded it. In the readme it talks about neutrals carrying contraband, not having flags, etc., and that "It is up to you as a commander to use your discretion when making attacks".
Now, I'm a newbie skipper, so my discretion isn't worth much. It says ships around British ports are more likely to be enemy. Does that mean I can sink a neutral sailing to/from a Brit port and not take a renown hit? Can someone give me an idea what to look for when deciding who to sink in this mod? Also, I DLd the two skin packs. I presume I apply the US+UK skin folder that's closest to the date I'm at, but what about neutrals? There's only one neutral folder and it's just dated 1940. Does that mean I should wait till January of '40 (I'm at the end of September '39 atm) to apply it, then leave it for the rest of the war? |
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If they spawned from an enemy roster, MFM ships should behave just like any other enemy ship - if they see you, they may start zigzagging or take other evasive action, and I assume that if they're armed they may fire on you. (Haven't played enough with the MFM in place yet to have experienced a lot of this, I'm just going on general principles and what others have said.) More than likely they will appear in the game where any other ship from an enemy roster is likely to appear, so yes it may be obvious that they are heading into or out of an enemy port. BUT - true neutrals may also be found in some of those places, so location is not always a 100% guaranteed way of making that determination. Whether or not you take the renown hit for sinking what appears to be a neutral ship will be determined by what roster it spawned from, and only by that. If it spawned from a neutral country's roster it's not going to matter that it was sailing directly into a British port when you sank it. However if it spawned as a true neutral, presumably it won't behave like an enemy ship if it spots you. The downside to this, obviously, is that you have to be spotted in order to provoke a response (or lack thereof). Or maybe you can see some of the cargo on deck, and it's clearly war materiel. They are arming your enemy, they are fair game in my book. It does make things a lot trickier if you still have a renown hit for sinking neutrals. So, you can either leave it that way and take the risk or edit the basic.cfg to remove the renown hit. One thing is, early in the war, it's much easier and safer to approach a ship - at least a lone ship - and be spotted to see what response you get before initiating an attack. As for ships in convoy, any ship sailing in a convoy with an armed escort is fair game - they've forfeited any presumed right to sail unmolested. For that reason, I've actually edited the basic.cfg to give me renown for sinking neutrals, and then I have to exercise the discipline required to attack presumed neutrals only when the circumstances justify doing so. |
Thank you. Hmm, seems tricky. Just so I'm clear, did you mean that any ships with war material on their decks (tanks and such), or that are in allied convoys, will be spawned from the allied roster? I don't want to turn off the renown hit, because I want consequences for my mistakes, so I want to know under what circumstances a ship is definitely an enemy. I rather like the idea of uncertainty, but knowing when to be uncertain (if that makes sense) is ideal.
Any thoughts on my question regarding the Neutral folder? Edit: Oh sweet, my picture changed to Popeye! |
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If you are using the Contact Color mod, MFM ships that are *definitely* enemies will be colored red. If you don't use Contact Color, then you're kinda on your own, you'll have to judge by flags, markings, and behavior. With MFM ships, you might not have a flag, and you might have markings that are deceptive, so you have to go on observation of other things. That's really the whole point of having ships that look neutral spawn from enemy rosters - to make that part of the game more difficult and more risk-intensive if you are still taking a hit from sinking neutrals... just like in real life. :DL I don't know about external cargo, I would assume if it's carrying war materiel then it's not really neutral, but then I don't take a hit for sinking neutrals, I just wouldn't sink one unless I thought it was justified. So I wouldn't worry about it, I'd just sink it if it was sailing into England with war cargo in plain view. Best advice if you're still taking the hit is, if you're not sure, don't attack it. With regard to the skins, personally I have the 1940 neutral pack set to enable on or after 01/01/1940 and stay there for the duration. I don't know if that's correct or not but since there's no other neutral pack that supercedes it at a later date, I just leave it in there. |
Again, I thank you.
One last thing. I read through a bit of the thread for the mod, and people were talking about a file called englishnames.cfg (or something like that) that isn't in MFM. I guess it has something to do with what name shows up when you identify a ship or somesuch. (I opened the file in my install, and it has things like "M14B=Medium Merchant" in it.) Does this mean the new ships added won't have names in the periscope view, or perhaps the recognition book? I haven't read the whole thread, since it's some 50 or so pages long, so idk if someone posted a new version of that file or anything. And do the skinpacks go in the sh3 MODS folder, or into Commander? |
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