![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Loader
![]() Join Date: Apr 2009
Location: Valladolid (Spain)
Posts: 90
Downloads: 1404
Uploads: 0
|
![]()
Hello friends, I would like to know if the mod Fled Merchant Mod 3.2 is compatible with the campaign manager SH3 Commander 3.2 and if so how to have no problems.
Thank you very much comrades. |
![]() |
![]() |
![]() |
#2 |
Eternal Patrol
![]() |
![]()
SH3 Commander is not a mod, so it is compatible with pretty much anything. It's also not a campaign manager, but a device that allows you to control certain parameters of the game.
Yes, they work perfectly together.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#3 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
|
![]()
I would respectfully like to comment that they almost work perfectly together. Certain files need to be altered in order to make them work perfectly. I only recently discovered that the information that must be added to files in SH3 Commander to work with the Merchant Fleet Mod is not included in the download. However, it is included in the Merchant Fleet Mod Interim Beta. It deals specifically with how to get the ship names feature in SH3 Commander working properly with the Merchant Fleet Mod. If you don't include certain edits in the EnglishNames.cfg file, then the ships you sink won't get names. Start by checking posts in the Merchant Fleet Mod thread around this post. Hope this helps.
|
![]() |
![]() |
![]() |
#4 | |
Rear Admiral
![]() |
![]() Quote:
You can also use Commander to enable/disable the MFM skin packs during the appropriate date range in the war. ![]() |
|
![]() |
![]() |
![]() |
|
|