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04-07-20, 10:03 AM | #1516 | |
Ocean Warrior
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Quote:
Here's a post older than MFM 3.3 from Iambecomelife. https://www.subsim.com/radioroom/sho...14&postcount=6 Also make sure your flags.dat file corresponds to your current install.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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04-07-20, 11:14 AM | #1517 |
Navy Seal
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Reading his post, it was to simulate neutrals carrying cargo to ennemy...
But in fact, even with neutrals painting on hull such as Norway in 1939, they remains ennemies as they are zigzagging and could fire at me if they had cannons! The Greek painted one in 41 fired at me even though Greece was not German ennemy (nor on the map, nor in reality) I sank a Norway painted (by accident ) in 41, and he was counted as ennemy ship sunk. On other side, the ships who have flags (floating on mast) are keeping their real status. They don’t zigzag nor fire at you. So best is to remain hidden with this mod, even with official neutrals painted on hull. If they don’t show flag on any mast, but hull painted, it’s sure it’s an ennemy
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04-07-20, 11:23 AM | #1518 | |
Ocean Warrior
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Quote:
In Blair's books, Greek and Norwegian ships were sunk pretty much at will for various reasons.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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04-07-20, 11:52 AM | #1519 | |
Grey Wolf
Join Date: Sep 2011
Posts: 955
Downloads: 247
Uploads: 0
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Quote:
The only way to be sure is to get close enough to see if they start zig-zagging. If they do, then they are a valid target. If not, then they truly are neutral. I think it adds to the atmosphere to not be 100% certain to the point that you let a "neutral" go by when it might be considered a valid target (or likewise, sinking targets that end up costing you renown in-game). |
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04-07-20, 12:06 PM | #1520 | |
Navy Seal
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I like the way of finding out who is who...reminds me OM mod for SH4, who has same ships of this author...with same incertitude.
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04-07-20, 12:24 PM | #1521 | |
Ocean Warrior
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Quote:
The renown problem can be changed in the basic.cfg is desired.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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04-07-20, 12:55 PM | #1522 |
Officer
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Iambecomelife,
Many thanks for this fantastic mod! To my fellow kaleuns Guta Jadt! KUrtz
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TorpedoTubesFireFinal. https://www.subsim.com/radioroom/dow...o=file&id=2764 2020 SubSim. https://www.youtube.com/watch?v=vWTr8me3JlM |
03-11-21, 10:59 AM | #1523 |
Mate
Join Date: Jun 2014
Location: Nevada
Posts: 57
Downloads: 88
Uploads: 0
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This looks cool as hell.
I really want to install this in my current playthrough. Im a little confused on where in my mod load order where i should put it though. Currently running with GWX gold, and hard coded fixes along with several gui and visual mods to improve the graphics of the game. Is it possible to install this mid career as long as i dock before i install it? Do i need to actually end my patrol first or could i dock with a Tender and then install? Im currently in a Type 9 down by Gibraltar and been on a killing spree totally embarrassing the hell outta the royal navy deck gunning during daylight in the straights, did a harbor raid on Gibraltar and got two cruisers an ASW tug and torped the Nelson but it didn't sink lol. asking so i don't ruin my current run of mayhem of 47,000 and i still got 8 torps left. |
03-11-21, 11:27 AM | #1524 | |
Ocean Warrior
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Quote:
You should have the 4gb patch installed (sounds like you do via H.sie's patch) to run it though and also only install it in your home port between patrols.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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03-11-21, 01:58 PM | #1525 | |
Mate
Join Date: Jun 2014
Location: Nevada
Posts: 57
Downloads: 88
Uploads: 0
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Quote:
Grey Wolves Expansion Sh3 Commander Thomsen's Sound Pack V3.2cg Rbs1_SH4_Effects_GWX_30_71 Rubini´s Underwater dust&plancton v1 M.E.P v6 Optional - ShipVanishingHull for MEP v6 Optional - FSF for MEP v6 TKSS18 German U-Boats Compilation No Eagle German U-Boats Compilation 2 (only VIIB & VIIC models by WISE) FixAllSubGWX ARB WideGui 1920x1080 V3 Adaptation for English & Deutsch Sh3_volumetric_clouds&fog_V2.2 Ricks_GWX_Rec_Man_Final M.E.P v6- VisualSensors for GWX3 H.sie Hard-coded fixes. Unit damage from smoke and/or fires there is a few mods i want to add to this list including MFM. Id like to add in the Torpedo damage mod and TMT v2 + Thomsens Ships - Combimod. but im not sure were in the load order i should put them. or if i should use Thomesens app as well. Last time i tinkered with it i corrupted my save and had to start over. Really dont want to screw that up again because im on a really good run. |
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03-11-21, 02:56 PM | #1526 | |
Ocean Warrior
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Try it out in port and see if you get any overwriting warning messages from JSGME. Regarding adding mods, in general the more you add the higher chance of problems especially ctds.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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03-11-21, 03:31 PM | #1527 | |
Mate
Join Date: Jun 2014
Location: Nevada
Posts: 57
Downloads: 88
Uploads: 0
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Quote:
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03-11-21, 04:05 PM | #1528 |
Ocean Warrior
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Copy your career to a spare folder too. That way you can simply paste it back if problems arise.
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
03-11-21, 05:33 PM | #1529 | |
Admiral
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Quote:
As it is, no need to really do a whole lot of in game saves... best if you can avoid doing so... just My .02 cents worth on that subject... unlike SH4, which does game save housekeeping getting rid of older game saves as they add up until a point in which then the housekeeper comes out & tidies up the folder.. only keeping the most current saves , sadly SH3 doesn't. Hope this info helps. M. M.
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03-11-21, 06:17 PM | #1530 | |
Ocean Warrior
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Quote:
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"Realistic" is not always GAME-GOOD." - Wave Skipper |
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