![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1426 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
("As always, just insert this into the SH3 Commander/CFG
folder and overwrite the old one.) I removed and saved the original "Ship Names.cfg" folder and then inserted the mods' "Ship Names.cfg" folder into Commander's CFG directory. Sorry, but this did not work for me. Where did I go wrong? Should I have left the original "Ship Names.cfg" folder alone and just inserted the mod folder into the CFG directory? Would these two folders have combined data maybe and worked? Please be more specific; thanks. Also, where is there a skins mod to go into Commander that will make the MFM ships change as the years progress? I've heard of one but can't seem to find it. |
![]() |
![]() |
#1427 |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
|
![]()
Von Zelda,
Go to the forum thread listed below...the third post gives you three FTP links. Click on one of the links and then scroll down until you see "IAMBECOMELIFE" click on his name and you will see the MFM skins mod you want to download. http://www.subsim.com/radioroom/show...171019&page=26 I think I understand where you might be confused on Steve's Ships Names mod. Frist, in the readme included with Steve's mod is a list of additional ship classes that you can copy and insert into the existing EnglishNames.cfg file in your SH3 Data/Sea folder. You just need to remove, as Steve points out, any class type that he has changed from the original EnglishNames.cfg. for example in the original cfg file you have L01B = Heavy Merchant 01 you delete it because you are replacing it with L01B = Glennapp Class Merchant. The other new class names he provides you simply paste into the correct position within the EnglishNames.cfg list. Then in game when you spot and identify or sink a ship you will see for example a Bamora class merchant or African Monarch class merchant rather then seeing the same old "medium merchant" over and over again. Second, The Ships Names.cfg file that Steve provides, you copy over the existing cfg file in SH3 Commander.Then after a patrol when SH3 Commander generates a patrol report it will use real ships names to identify your victims ![]() Ship sunk! |Grid BE 82| Sea Snapper (Old Tranp steamer), 3829 GRT/ts| Cargo: Explosives. Crew: 60. Crew lost: 42 Make sure you have "Use Real Ships Names" option checked in SH3 Commander options. Hope this answers your questions....I am running out of typing energy..it sucks getting old ![]() Kelly621 Last edited by Kelly621; 09-26-18 at 01:21 PM. |
![]() |
![]() |
![]() |
#1428 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Thanks Kelly, I think I understand. Found skin pack as directed, hope I can install.
|
![]() |
![]() |
#1429 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
|
![]()
Here I am , asking for your help.
I know there is a fix for the MFM that stops ships from lagging behind the convoy after the torpedo hits , or after the first deck gun shell fired. I have this problem now and it is annoying. Enemy tanker doing 10 kts and when I fire the first shell , suddenly her speed drops to 5 kts even before the shell hits (successfully or not) Anyway , I can not find the fix. Can I please have some instructions where to find it? Thanks a lot in advance |
![]() |
![]() |
![]() |
#1430 |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
|
![]()
I think you are talking about the MFM3.2 displacement correction mod. The problems you are experiencing are talked about around page 91 plus or minus a page or two of this thread. I got the impression that that mod did not fix the issue. Read through that section is the best answer I can give you.
Kelly621 Last edited by Kelly621; 10-13-18 at 03:57 AM. |
![]() |
![]() |
![]() |
#1431 |
Eternal Patrol
![]() |
![]()
Sorry I can't help. I don't recall ever encountering that problem. More likely I did and just didn't notice it. Anyway, I have no idea how to fix it.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#1432 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
After a long break fancied a game or two .
Fresh install of SH3 and GWX and on patrol 13 in current career, then i came across this mod. Cant resist a good ship mod so DL 3.3 and installed. It CTDs with last 10% to load which indicates a ship issue to me, probably one already in GWX thats been rejigged to fit SH3s folder names. I did start to read all of this thread but gave up lol. Any clues ppl ? Will go back to reading the thread in the hope of finding a reason or will have to wind the mind back a few years ![]() |
![]() |
![]() |
![]() |
#1433 | |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
|
![]() Quote:
That's what I am looking for. |
|
![]() |
![]() |
![]() |
#1434 |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
|
![]()
Bigboywooly,
If I remember correctly one cause of CTD's with the Merchant Fleet mood was not having the 4GB patch applied to SH3. This is a memory hungry mod. Have you created a new captain and check to see if the new career will load? The only other thing that comes to mind is a conflict with another mod. Kelly621 |
![]() |
![]() |
![]() |
#1435 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]() Quote:
![]() Started after that. Now to add some other mods :hmmm Edit Have my GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 added in with a couple of tweaks https://www.mediafire.com/file/68356...ips_V7.7z/file Last edited by bigboywooly; 10-13-18 at 12:15 PM. |
|
![]() |
![]() |
![]() |
#1436 |
Officer
![]() Join Date: Dec 2012
Location: North Carolina
Posts: 237
Downloads: 336
Uploads: 0
|
![]()
Glad it was an easy fix. A bit off topic but I have found the thread linked below to be a great source for thinking about what mods to add to GWX.
http://www.subsim.com/radioroom/show...creen+for+nygm |
![]() |
![]() |
![]() |
#1437 |
GLOBAL MODDING TERRORIST
|
![]()
Holy Ghost from the past!
Good to see you BBW! ![]() |
![]() |
![]() |
![]() |
#1438 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
Ah Jeff, indeed a spectre.
Thought best sample the fruits of our work ![]() |
![]() |
![]() |
![]() |
#1439 |
Navy Seal
![]() |
![]()
Good to see you around here again BBW!!!
__________________
"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
![]() |
![]() |
![]() |
#1440 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
Thanx HW,
Glad to see a few old faces Only ships I encountered on last patrol were from MFM ![]() Cheers Iambecome ![]() |
![]() |
![]() |
![]() |
|
|