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#436 | |
Argentinian Skipper
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Regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#437 | |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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I used the list in post #63 ooppsss...it was in the Interim Beta I'm using the other mod Merchant_Fleet_Mod_3.2 Is the list in the Interim Beta working also with Merchant_Fleet_Mod_3.2? Last edited by Robin40; 01-12-11 at 11:16 AM. |
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#438 | |
Rear Admiral
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I just put together an updated EnglishNames.cfg for the bigger mod last night, when I get home I will paste the extra text here if nobody else gets to it first. |
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#439 | |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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![]() being forward to get this cfg file thus I enabled MFM 3.2 I disabled MFM 3.2 I enabled the Interim Beta I will disable the Interim Beta I will enable MFM 3.2 I think I can do all this in mid-patrol...no ship sunk till now I tried to sink a cargo...but after hitting it with a torp I realized it was a neutral Netherland one |
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#440 | |
Rear Admiral
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FWIW, the only "testing" I've done with it (or either of the mods) is to enable them and start a test career just to see if it would load without crashing, and then sail out into the harbor a bit. So once you have the text I would double-check it against the files in the mod's data\Sea folder and make sure there's a name on it for each class folder. Altho I checked it pretty carefully myself and counted and it all matched up as far as I could tell. I'm not sure lacking one would even be a problem, however, I think you would just end up with the class name in your log instead of "Medium Merchant" or whatever its display name was supposed to be. I wouldn't risk disabling/enabling mods in mid-patrol, though, I would wait until you get back to base or just scrap the patrol and start over from base again once you have your mods set up the way you want. |
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#441 | |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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Anyway I enabled MFM 3.2 in midpatrol and with the GWX EnglishName.cfg No CTD...only SH3Commander without info |
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#442 |
Rear Admiral
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Yeah, I think the only thing that happens without the additions to the EnglishNames.cfg is that there's no Display Name to use for a ship in your logs, either in the game or in Commander. So you just end up with 'Ship Sunk! M01B" in your logs instead of it telling you what kind of ship it was. It's just missing info it could use for display purposes, but not something that would crash the game.
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#443 | |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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I think it is necessary to add the new class to the [CLASSMAP] of the Ship Names cfg file of SH3Commander Anyway I enable the EnglishNames.cfg via JSGME for every configuration: GWX, MFM 3.2, Interim Beta |
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#444 | |
Rear Admiral
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#445 | |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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For instance data/Sea/M25B.cfg ClassName=M25B SH3Commander/cfg/Ship Names.cfg M25B=GenericMerchantsAndTankers |
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#446 | |
Rear Admiral
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#447 |
Chief
![]() Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
Uploads: 0
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#448 | |
Rear Admiral
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Anyway, here is a list of display names for all the ships included in MFM 3.2 except for class LL=Liberty Cargo, as a version of that class is included in GWX3 and should already be listed somewhere in your EnglishNames.cfg file. Also some of these ships are included in other mods, so I'd recommend going over the list and comparing it to your existing one to make sure there aren't any unnecessary or conflicting duplicates. Just copy and paste what you need of it at the bottom of your existing file and save the new version to your data\Sea folder. AND BACK UP THE OLD VERSION FIRST! ![]() And please note that I make no guarantees of success with using this list, I haven't done anything but load a patrol and sail a few meters into the harbor with it and the MFM mod enabled. ![]() AK01A=Naval Cargo Ship AK02A=Naval Cargo Ship AK03A=Naval Cargo Ship AM01A=Ammunition Ship AO01A=Fleet Oiler AO02A=Fleet Oiler L01B=Heavy Merchant M01A=Medium Merchant M01B=Medium Merchant M01X=Medium Merchant M02B=Medium Merchant M02X=Medium Merchant M03A=Medium Merchant M03B=Medium Merchant M03X=Medium Merchant M04B=Medium Merchant M05A=Medium Merchant M06A=Medium Merchant M06B=Medium Merchant M06X=Medium Merchant M07A=Medium Merchant M07B=Medium Merchant M07X=Medium Merchant M08B=Medium Merchant M08X=Medium Merchant M09A=Medium Merchant M09B=Medium Merchant M09X=Medium Merchant M10A=Hog Islander M10B=Medium Merchant M10X=Medium Merchant M11B=Medium Merchant M11X=Medium Merchant M12B=Medium Merchant M12X=Medium Merchant M13A=Medium Merchant M13B=Medium Merchant M13X=Medium Merchant M14B=Medium Merchant M14X=Medium Merchant M15A=Medium Merchant M15B=Medium Merchant M15X=Medium Merchant M16B=Medium Merchant M16X=Medium Merchant M17A=Medium Merchant M17B=Medium Merchant M17X=Medium Merchant M18B=Medium Merchant M18X=Medium Merchant M19B=Medium Merchant M19X=Medium Merchant M20B=Medium Merchant M20X=Medium Merchant M21B=CAM-Ship M22A=Medium Merchant M22B=Medium Merchant M22X=Medium Merchant M23B=Medium Merchant M24B=Medium Merchant M24X=Medium Merchant M25A=Medium Merchant M25B=Medium Merchant M25X=Medium Merchant M26B=Medium Merchant M26X=Medium Merchant M27B=Medium Merchant M28B=Medium Merchant M29B=Medium Merchant M30A=Medium Merchant M30B=Medium Merchant M30X=Medium Merchant M31B=Medium Merchant M31X=Medium Merchant M32B=Medium Merchant M32X=Medium Merchant M33X=Medium Merchant M34A=Medium Merchant M34B=Medium Merchant M34X=Medium Merchant M37B=Medium Merchant M37X=Medium Merchant M38B=Medium Merchant M39A=Medium Merchant M39B=Medium Merchant M39X=Medium Merchant M40A=Medium Merchant M40B=Medium Merchant MLaunchB1=Motor Launch MLaunchB2=Motor Launch O01B=Ore Freighter O02A=Ore Freighter Q01B=Medium Merchant SLaunch01=Steam Launch T01A=Tanker T01B=Tanker T01X=Tanker T02B=Tanker T02X=Tanker T03A=Tanker T03B=Tanker T03X=Tanker T04B=Tanker T04X=Tanker T05B=Tanker T05X=Tanker T07B=Tanker T08B=Tanker T08X=Tanker T09A=Tanker T10A=Tanker T10B=Tanker T10X=Tanker T13A=Tanker T14B=Tanker CAM-Ship T15B=Tanker T16A=Tanker T16B=Tanker T16X=Tanker T17A=Tanker T17X=Tanker T18A=Tanker T18B=Tanker T18X=Tanker T19A=Tanker Last edited by frau kaleun; 01-12-11 at 05:26 PM. |
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#449 | |
Argentinian Skipper
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![]() Quote:
Regards. Fitzcarraldo ![]()
__________________
My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#450 |
Eternal Patrol
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All the classes from the MFM are represented in the Ship Names cfg, except the neutrals (all the ones ending with X). This is because the Ship Names Classes were created long before IABL added them in. In fact I had a major nightmare several years ago because he had sent me a preliminary copy that I worked from for a long time, and then when he released the latest version they were all changed around, so I had to start over almost from scratch.
1. A ship class only has to be listed on the [CLASSMAP] if it needs to be connected to a different class. The name I have listed for, say, M01B are the names of real ships that look like that model, or close to it. If someone creates a new class it either needs to be connected to a different class in [CLASSMAP] or names need to be applied to it, which I'm always glad to do once the class is inserted into the game. 2. This includes the 'X' classes. They can be mapped to M40X can be mapped to M40A or M40B, or to GenericMerchantsAndTankers (but not for long, as I'm struggling to eliminate that category altogether). Ideally it shouldn't matter, because you shouldn't be sinking neutral ships.
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