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02-23-12, 02:05 PM | #931 |
Silent Hunter
Join Date: Nov 2002
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@Sittingwolf
Hi mate, as far as I'm aware, there is no future developement planned (unless it's being kept under wraps ) . This is final release. However I'm sure IABL will correct me if I'm wrong Best regards. Fubar2Niner |
02-23-12, 03:27 PM | #932 |
Stowaway
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Thanks mate.
The mod is really very enjoyable to me and I just thought that there were some new versions underway. Last edited by Sittingwolf; 08-10-12 at 10:53 AM. |
03-03-12, 04:11 PM | #933 |
Watch
Join Date: Jan 2011
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Damage help
i really want to thank iambecomelife for this amazing mod! it's one of the best gameplay enhancers out there.
However, i have one serious grouse with this mod and that is it does not include ship damage info in the recognition manual. This makes it extremely difficult to take down some of these ships in smooth waters. In rough waters you don't need a 'hole in one' shot to sink them. I was just playing SH3 a while ago and encountered what i think was an M09X merchant ship with a tonnage of less than 4k and i fired four torpedoes between the command center and the middle of the ship and all it did was come to a halt. The front deck was on fire but the ship was not anywhere near sinking. This is extremely frustrating considering that i am used to blowing up 6 and 7k ton c2's and c3's with one shot. Does anyone have any idea about how to sink the ships in these mods with one shot? is there a manual out there which shows the vulnerable areas like fuel and ammo? |
03-03-12, 08:11 PM | #934 | |
Rear Admiral
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That said, firing at a spot directly below the smokestack(s) is always a good bet if you're looking to cause some major damage. If it's an armed ship, aiming for directly below any gun emplacements may result in hitting an ammo bunker which can also cause more immediate extensive damage. Another good spot is in the bow area, particularly in rough seas where the ship's forward momentum and the higher waves can cause it to scoop a lot of water in through the hole you punched. If you are using GWX, be aware that flooding will be the major cause of damage leading to sinking, and that takes time so unless you hit something that really goes *boom* in a critical way, patience is a must. Aiming below a forward mast may also get you a hit in the spot where a bulkhead separates two holds or compartments, leading to flooding occurring in both, leading to a quicker sinking from fewer hits. |
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03-04-12, 07:06 AM | #935 | |
Argentinian Skipper
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The real U Boat commanders hadn´t all the information of the ships sighted; the same for the american commanders of fleet boats in the Pacific. In many cases, there wasn´t time to look the books, and all the process of targeting and aiming was pure improvisation... Best 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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03-04-12, 05:30 PM | #936 |
Stowaway
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Well guys, you probably changed your mind. That's good. Earlier I asked and got the reply about none version being underway and now look, here we go, A brand new one of that Merchant Fleet Mod is being planned. Cool .
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03-04-12, 06:33 PM | #937 | |
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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03-05-12, 06:14 AM | #938 |
Chief of the Boat
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Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
03-05-12, 12:25 PM | #939 | |
Silent Hunter
Join Date: Nov 2002
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Best regards. Fubar2Niner |
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03-09-12, 10:30 AM | #940 |
Watch
Join Date: Jan 2011
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SH3 unstable with MFM3.2
Hey i have been experiencing a few CTD's in sh3 of late with MFM3.2 installed and in almost every instance it occurred at hight time compressions (512 or 1024) in open seas just before it seemed the game was trying to render some AI ship or something as it would pause momentarily then resume and then crash. The error message points to 'kernel.dll' or very seldom to 'ntdll.dll'.
I didn't have this issue before installing MFM 3.2. Earlier i had used SH3 commander to increase TC for pray and hunter to 256, enemy detected to 32 and 3d to 256. But CTD's always occured at 512 or 1024 in navmap. Haven't witness another CTD since i restored TC to original settings but then i have only done one patrol since. system specs - intel dual core 1.8ghz, 3gb ddr2 pc6400, 1gb graphics card, win xp pro SP3, 1024MB min/max page file. Should i enable the 3GB switch to be able to run MFM 3.2 without any issues? i read somewhere that with my ram configuration i should add '/Userva=2304' to the end of the switch. |
03-09-12, 10:43 AM | #941 |
Sea Lord
Join Date: Dec 2009
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I think, 3 GB is not enough. I had 4GB and had many CTD´s. I bought for my modded SHIII (GWX+many mods+MFM 3.2 and skins) 8GB, 64bit OS and GTX 560 Ti and works fine now.
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U-552 Tiger IDF |
03-09-12, 10:48 AM | #942 | |
Silent Hunter
Join Date: Nov 2002
Location: London. UK
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http://www.subsim.com/radioroom/down...o=file&id=2888 Best regards. Fubar2Niner |
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03-09-12, 12:24 PM | #943 | |
Watch
Join Date: Jan 2011
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As for the 3GB switch, i just don't know the appropriate settings for my system so i don't want to make it unstable. As i said, i have 3GB DDR2 ram, 1GB geforce gfx card and my page file is set 1024MB min/max. Should i increase the pagefile before applying the switch because with it enabled i will need windows to allocate at least 1 GB of virtual memory to kernel, right? Here is a screen of task manager - http://imageshack.us/photo/my-images...oard01bgq.jpg/ |
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03-09-12, 05:29 PM | #944 | |
Silent Hunter
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Hi mate sorry it took a bit, mucho scratching of the head. Here is ( I think ) my original post explaining all this : http://www.subsim.com/radioroom/show...ch#post1473354 Hope this helps mate, if not feel free to keelhaul me Good Luck BTW BACKUP ALL FILES FIRST!!!! Best regards. Fubar2Niner |
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03-09-12, 06:36 PM | #945 | |
Watch
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