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Old 07-21-24, 10:14 PM   #1561
Doolar
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I played GWX3 for a long while, then, I couldn't make it 1 day out of La Spezia without a CTD. So I removed all mods and added 1 at a time. I had trouble with "TMT v2 with EFS (GWX3 version)". Some disputed that finding, but that's what hosed me. I do still have a GWX3 career active. Here's my mod list with no issues for several years running.

MOD SOUP for GWX3
1. GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
2. MFM Inproved v3.3
3. Q Ship Mod for GWX
4. Thomsen's Sound Pack V3.2cg (Sound Mod)
5. Ultimate Aircraft Soundmod (Sound Mod)
6. Destroyers&Corvette (Sound Mod)
7. Torpedo Explosion (Sound Mod)
8. KB's Diesel Sound Mod (Sound Mod)
9. Anzacmicks Damage Immersion
10. Anzacmicks Damage Immersion - Patch for MFM Improved v3.3
11. TheDarkWraith Ship Plane Fire Damage v1.4 SH3
12. Wooden Lifeboats Mod
13. Waterstream+Exhaust Combi V2.3 for GWX3
14. Torpedo Trail and Wake Fix
15. OLC's Modified Searchlight Beams for GWX3
16. Improved AAA
17. Carotio SH3 Convoy Lanes
18. Crash Dive 50 Metres!
19. RL E v2 standard
20. GWX - No Medals on Crew
21. GWX - Open Hatch Mod
22. Das Boot Clothes
23. CapZapEmblemsPack_Final
24. Conus' Historically Accurate U-boat Emblems 1.0
24 Conus' Historically Accurate U-boat Emblems 1.1
25 Conus' Historically Accurate U-boat Emblems 1.2
27. Conus' Historically Accurate U-boat Emblems 1.3
17. M.E.P v6 - for GWX3
28. M.E.P v6 - FSF
29. M.E.P v6 - ShipVanishingHull
30. Sh3 Volumetric Clouds&Fog v2.2
31. GWX - Alternative Flotillas
32. Nav Maps
33. Supplement to V16B1
35. GWX DFa-Flag&Pens 2010
36. O2-Gauges v2
37. U-BOAT Skin
38. Skins for MFM3.3 - added via Commander
39. Ships Names - added via SHIII / Commander
40. Additional Captain’s Portraits - added via Commander
41. Realistic Depth Charges v4 - added via SHIII
42. Improved Smoke - added via SHIII
43. Additional Songs for the Gramophone - added via SHIII


NOTE: I don't use #31 most of the time
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Old 07-22-24, 07:26 AM   #1562
CIA_MAN
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Quote:
Originally Posted by FUBAR295 View Post
Here's a copy of the readme :


MFM 3.3 (at long last): 06/02/2017

IMPORTANT: This mod is JSGME compatible. It can be installed over old versions, buy I recommend a clean install (see further comments below).

Merchant Fleet Mod Version 3.3

Changes from 3.3:

-Altered damage specs for all cargo ships and tankers so that most will sink after about 2 torpedo hits. Many will sink with 1, and you will rarely need 3, except for large tankers etc.
-Altered buoyancy/weight for certain ships that tended to straggle due to the game's calculation of engine power &c.
-Corrected some weapons nodes that were in the wrong areas of several ships.

Note that this does NOT add new ships; it is simply to make the existing mod more playable.


Changes from 3.1:

-Removed Rose Castle Ore Carrier, Empire Freighter, CAM-Ship, and Improved T-2 to prevent possible CTD's with supermods.
-Recompressed due to reports of corruption.

Changes from 3.0:

-Added the Isherwood Type tanker (T19A) to the American roster and to Data\Sea.
-Removed the Belgian nationality, as this is not included on stock SH3 installations and was causing CTD's.
-Changed unit type for CAM-ship to 100 to avoid CTD's with GWX.
-Removed the roster files for the Rose Castle class, M35B, and M36B to avoid conflicts with GWX installations.


DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX. It contains hundreds of freighters, tankers, small craft, naval auxiliaries, and other surface craft likely to have been encountered in the Atlantic theatre between 1939 and 1945. Over 60 base models and thousands of skins represent vessels from nearly every major maritime nation and dozens of historical shipping companies.

DIRECTIONS:

-Uninstall any prior releases of my ships from your system. This supercedes individual mods like the Arrow Tanker, Auxiliaries Mod, etc - all these ships are bundled in this latest release.

-Download the various skin packs to your mods folder and enable the same way (highly recommended)

-Extract in JSGME's mod folder, and then enable. Ignore any messages about conflicts.

Use the various skin packs to simulate changes in ships' appearance depending on what year you are playing. Ignore any messages about file conflicts. As time goes on, more ships will be camoflaged, and fewer will have civilian funnel markings, company names, etc.



If you use GWX or another supermod, install this mod AFTER the supermod - it contains important updates for ships that I released earlier, such as the Empire Freighter and the CAM-Ship.

This mod should be compatible with virtually all other mods - it simply adds new ships to the game world and does not change game mechanics or environmental files. If you get error messages, try installing this mod on over a new career and/or clean install.


SYSTEM REQUIREMENTS

This enhancement contains high-poly units and detailed skins. Ideally, your computer should exceed SH3's minimum requirements. Computers with at least 2GB of RAM and the equivalent of a NVIDIA 8600 should be fine.


MUSEUM

Because of the new ships, load times will be increased in Museum. However, they will be manageable (3-5 minutes) on most modern PC's. Please note that scrolling too fast amongst the units in museum may cause CTD's. Also, CTD's are likely if you have about 300-400 custom units already installed.

NEUTRAL SHIPPING

Some ships may not fly flags while at sea. Others may only have neutrality markings on the hull, with flags, home ports, etc painted in distinctive colors. These ships may be transporting war materiel or they may be true neutrals. It is up to you as a commander to use your discretion when making attacks. Try examining vessel behavior, deck cargo, and course - ships around British ports, for example, are more likely to be enemy. This simulates the uncertainty that real submarine commanders had to deal with, in a world where belligerents camoflaged their ships and neutrals carried contraband illegally.



Hope this helps.
Sorry I don't understand... 😔
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Old 07-22-24, 08:04 AM   #1563
FUBAR295
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Quote:
Originally Posted by CIA_MAN View Post
Is this merchant fleet mod compatible with the stock SH3 game? I mean are the new ships visible there in the campaign and so on?

And the how does the mod handle the Recon book for periscope?

Thanks!
DESCRIPTION: An optional enhancement for stock SH3 v 1.4 and supermods like GWX.


Yes, the MFM ships do show.


Try here for Recon mod :


https://www.mediafire.com/file_premium/d25k41b897disrx/MFM_v3.3_Silhouettes_by_Izgud.zip/file




Alles klar.
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Old 07-22-24, 01:54 PM   #1564
CIA_MAN
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Okay thanks! I have to see...
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