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

pickinthebanjo 06-20-10 11:14 AM

Quote:

Originally Posted by Stormfly (Post 1422993)
here you go -> http://ntcore.com/4gb_patch.php

for 32 bit systems (WIN XP) here is my current boot.ini:

[boot loader]
timeout=10
default=multi(0)disk(0)rdisk(0)partition(1)\WINDOW S
[operating systems]
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Micro soft Windows XP Professional" /noexecute=optin /fastdetect
multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Micro soft Windows XP Professional /3GB" /noexecute=optin /fastdetect /3GB /USERVA=2990
C:\CMDCONS\BOOTSECT.DAT="Microsoft Windows XP-Wiederherstellungskonsole" /cmdcons


! dont copy and paste this text into your boot.ini, i dont know why but this text displaying above in this forum have some additional blanks in words "WINDOWS" & "Microsoft" !

only important for you are this options:
/3GB /USERVA=2990

...i would follow the example above and add a second boot choise entry, copying your first entry below it and add above parameters (/3GB /USERVA=2990)

.../USERVA=1660 found to be also good working :sunny:


Now I'm no expert here, but is USERVA=**** the amount of Ram being used by SH3? Also I would imagine overclocking could help produce some more results

pickinthebanjo 06-20-10 11:19 AM

http://img88.imageshack.us/img88/7163/69108791.png

Works just fine with ACM reloaded, it crashed when I went to lower the scope but I'm pretty sure it was to do with my sound mod (wrong format maybe)

http://img153.imageshack.us/img153/636/86361378.png
Found "This" Aswell

=FI=Ghost 06-20-10 11:26 AM

Just 5 more days until my exams are over. I cannot wait to try this out...:)

Hunter 06-20-10 02:52 PM

Quote:

MERCHANT FLEET MOD - INITIAL RELEASE INFO
iambecomelife, let me ask if HMAS Perth is still following release of your great mode. I'am still waiting for her.:yeah:

Stormfly 06-20-10 05:20 PM

Quote:

Originally Posted by pickinthebanjo (Post 1423735)
Now I'm no expert here, but is USERVA=**** the amount of Ram being used by SH3? Also I would imagine overclocking could help produce some more results

the /3GB switch allows 32bit winXP systems to address more memory as 2GB, it allows to address a maximum of 2.96GB virtual memory, this can be ram or pagefile. ( ive set my pagefile to a fixed size of 4GB).

the /USERVA switch is restricting this for applications, /USERVA=2990 means that 2990 Mbytes are allowed for applications, the differential amount is reserved for the OS (for things like PCI mapping and so on).

...overclocking can help for performance and destruction, but never for stability

Royale-Adio 06-21-10 03:38 AM

Are there any mods like yours for warships?

JC1959 06-23-10 03:27 AM

IABL Mod
 
Hello all,
Downloaded and installed this long awaited mod onto a clean install via JSGME and put the skin-pack 1 in there as well. During gameplay I can encounter single ships in all their different liveries but every time I come into contact with a convoy it is the stock SH3 one, ie the boring C2`s and C3`s etc.
The museum loads up and runs OK, and I can see all IABL`s ships in there.
I`ve tried juggling the files around, and at the moment I have manually copied the files from the Library,Roster and Sea folders that comprised the Mod (version 3.2 by the way), and stuck them in the corresponding folders in the data folder in the games main directory, but still no joy with the convoys, and throughout all this I have had no CTD`s (despite expecting the contrary). Any suggestions anyone?
The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...
So just out of interest have the damage and sinking properties been altered in the mod or are we talking about a minor bug here?
Anyway any help re getting varied convoys instead of the stock one would be appreciated, and to close I would like to pass on my regards and best wishes to IABL for what looks like a wonderful piece of work - can`t wait to see his ships in convoy. Congratulations.:salute:

JC

Reece 06-23-10 04:47 AM

The convoys are generated within the mission (mis) files and mostly predetermined, so unlikely to find any there. You could always edit the scr and rnd files to include them.:yep: Lone ships are randomly generated and some of the ships within convoys are but not all, however I could be partially wrong, maybe if you start a new campaign some might show!:hmmm:

pickinthebanjo 06-23-10 10:22 PM

http://img16.imageshack.us/img16/3593/mods1.png

jahsavage 06-24-10 12:27 AM

Quote:

Originally Posted by Stormfly (Post 1424046)
the /3GB switch allows 32bit winXP systems to address more memory as 2GB, it allows to address a maximum of 2.96GB virtual memory, this can be ram or pagefile. ( ive set my pagefile to a fixed size of 4GB).

the /USERVA switch is restricting this for applications, /USERVA=2990 means that 2990 Mbytes are allowed for applications, the differential amount is reserved for the OS (for things like PCI mapping and so on).

...overclocking can help for performance and destruction, but never for stability

Be aware the /3GB switch is only valid from Service Pack 3, if you have just SP1 expect some bad times - don't do it!

=FI=Ghost 06-24-10 04:22 AM

Quote:

Originally Posted by jahsavage (Post 1426961)
Be aware the /3GB switch is only valid from Service Pack 3, if you have just SP1 expect some bad times - don't do it!

What about XP SP2?

Freakwave 06-24-10 04:41 AM

Quote:

Originally Posted by pickinthebanjo (Post 1426914)

I didnt know TMT is compatible with MFM?

pickinthebanjo 06-24-10 08:15 AM

Quote:

Originally Posted by Freakwave (Post 1427060)
I didnt know TMT is compatible with MFM?

yeah everything in that list except the new locks are compatable ( for the new locks I deleted afew folders to make it compatable with FM's New interiors.)

iambecomelife 06-25-10 11:26 AM

Quote:

Originally Posted by JC1959 (Post 1426051)
Hello all,
Downloaded and installed this long awaited mod onto a clean install via JSGME and put the skin-pack 1 in there as well. During gameplay I can encounter single ships in all their different liveries but every time I come into contact with a convoy it is the stock SH3 one, ie the boring C2`s and C3`s etc.
The museum loads up and runs OK, and I can see all IABL`s ships in there.
I`ve tried juggling the files around, and at the moment I have manually copied the files from the Library,Roster and Sea folders that comprised the Mod (version 3.2 by the way), and stuck them in the corresponding folders in the data folder in the games main directory, but still no joy with the convoys, and throughout all this I have had no CTD`s (despite expecting the contrary). Any suggestions anyone?
The only other niggle I have at the moment is the amount of punishment these single ships can take as and when I meet them - Medium Merchants are taking multiple torpedo hits to sink them, if at all. One took four torpedoes and almost all my gun ammunition and it still would`nt go down! I gave it up as a bad job in the end and just carried on with the patrol...
So just out of interest have the damage and sinking properties been altered in the mod or are we talking about a minor bug here?
Anyway any help re getting varied convoys instead of the stock one would be appreciated, and to close I would like to pass on my regards and best wishes to IABL for what looks like a wonderful piece of work - can`t wait to see his ships in convoy. Congratulations.:salute:

JC

You are probably using sotck Sh3 or a mod that doesn't give the campaign many randomly - generated merchants. Try opening your campaign file's random layer with the mission editor, select the different convoy groups, and replace the C2's etc with the designation "Generic Cargo". It takes a long time to replace them, but it's worth it.

I find that in GWX 3.0 the ships tend to sink after about 2 torpedoes, and 1 if they are carrying explosives or oil. Try increasing the damage values in data\library\torpedo.zon using S3ditor (I highly recommend it - very easy to use even if you've never modded before). Setting the minimum effect to 250 and the max effect to 450/500 should result in faster sinkings.


Get S3ditor here:

http://www.subsim.com/radioroom/showthread.php?t=119571

pickinthebanjo 06-25-10 01:02 PM

Yeah it's a hell of a mod but now and then when I sink one of your ships I get a crash, keep in mind this laptop is running to the hilt, way above ideal temperatures so that could be the problem in itself but it never happened before. (could also be caused by the fact MFM probably eats up the little memory I got left) anyway, has anyone encountered this problem before?


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