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Old 10-09-17, 07:22 AM   #1
Doolar
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should have mentioned, I'm using MFM 3.2
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Old 10-09-17, 11:50 AM   #2
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I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.
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Old 10-09-17, 01:01 PM   #3
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Thanx that was it. I searched and searched and couldn't find those post. I was going back too far, again thanx
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Old 10-09-17, 05:21 PM   #4
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Quote:
Originally Posted by HW3 View Post
I found what I posted on page 91 of this thread about half way down. The posters were Fubar2Niner and rudewarrior. The consensus was to not use it but, I'm thinking it was in conjunction with MFM 3.3, which I have not tried yet. I did use it with MFM 3.2 & GWX but, it was so long ago I do not remember exactly what effect it had. I think it improved the lagging ship and the tramp steamer sinking itself but, I'm not totally sure.
To clarify, I used the Displacement Correction Mod with 3.2. I could not find an effect, if any. What it did was updated all of the .sim values to match the displacements listed for the ships. The best I can determine by the conversations, is this actually interfered with IABL's intent. He would tweak the hidden values to make the ships do what he wanted, but they wouldn't necessarily reflect real life and/or what the player saw.

Best I can explain it: if the ship needed to perform like it had a tonnage of 50ktons, but in real life was only 8ktons, then he would alter the hidden data. Then the ship would perform like a 50kton ship, but when you sank it you would get credit for 8kton. The correction mod would now edit the ship to be 8kton and it would perform like an 8kton ship, which IABL may not have been trying to do. Thus it would alter the mod to act in a different way than IABL intended. Therefore I elected not to use it and I wouldn't recommend it.
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Old 10-09-17, 06:05 PM   #5
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Default thanx guys

Thanx guys for the help. HW3 and rudewarrior, if ya get in the Baltimore area, CA45, I owe ya some beers I have decided to remove this when I return to Lorient.
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Old 10-09-17, 06:31 PM   #6
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Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.
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Old 10-14-17, 12:10 PM   #7
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Quote:
Originally Posted by HW3 View Post
Thanks for the explanation rudewarrior, it has been a couple of years since I ran SH3 with GWX and the MFM 3.2, and things are starting to get hard to remember. I switched to SH5 with the TWoS mod and like it very much.
Is there a turns per knot chart for MFM to allow determination of speed based upon blade count and rpm?
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Old 10-16-17, 08:35 AM   #8
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Search for magui 3.4+ caws or caws extra, it shows values for 3.2, not sure if it's exactly same calls for mfm 3.3.
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Old 02-18-18, 10:51 AM   #9
Erik Steiner
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Hi everyone it's my first post here.
Anyway i got a problem trying to run MFMV3.3.
I get a CTD everytime i try to open, museum or if i try to start a new patrol.
I got GWX gold installed and SH3 Commander and that's it. I tried to install Iambecomelife's MFM v3 skin packs as well, thinking it was a requirement along with MFM Improved mod but still got crash to desktops.
I enabled MFM in JGSME.
Maybe i need a fresh install?
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Old 02-18-18, 02:29 PM   #10
ivanov.ruslan
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Did you set 4 gb patch?
http://www.subsim.com/radioroom/showthread.php?t=235783
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Old 02-19-18, 04:06 PM   #11
Erik Steiner
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Thanks for the response and I actually tried using H.sie's V16B1 realism mod which has the 4GB patch in it.
After that it worked but what i did noticed that the merchants did not had correct names and nationalities.

For example I sank a M14X boat with a Dutch flag painted on the hull simply because I saw it was doing evasive maneuvres when i was submerged.
Shot it with the deckgun and saw that it was a enemy unit.

The name is not supposed to be M14x neither.

Then when i closed SH3 and restarted it i had CTD's constantly.
Now im wondering wether or not it's MFM acting up or H.sie's patch that is making it happen.

But the 4GB patch definately helped (for a while)
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