SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-03-15, 10:54 AM | #1201 |
Eternal Patrol
|
Not at all. You can't find stuff out if you don't ask questions.
__________________
“Never do anything you can't take back.” —Rocky Russo |
03-04-15, 01:28 AM | #1202 | |
Machinist's Mate
Join Date: Apr 2005
Location: Canada
Posts: 121
Downloads: 2
Uploads: 0
|
Quote:
Can someone please help me with my query at post number 1184? Thanks. http://www.subsim.com/radioroom/show...postcount=1184
__________________
Core i7 4790K 16GB DDR3 RAM Nvidia GTX 1080Ti |
|
03-04-15, 07:21 AM | #1203 | |
Sea Lord
|
Quote:
|
|
03-05-15, 05:24 PM | #1204 |
Engineer
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
|
Does this include additions to the ship reference book for targeting? Was playing and came across a merchant named "001B" and i couldn't find it under the British section of the booklet.
|
03-05-15, 06:45 PM | #1205 |
Seaman
Join Date: Aug 2011
Location: New York
Posts: 39
Downloads: 297
Uploads: 0
|
Check the Merchants section. Maybe it's in there?
__________________
In the town where I was born Lived a man who sailed to sea And he told us of his life In the land of submarines |
03-05-15, 09:38 PM | #1206 |
Engineer
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
|
Yeah, it is, im a moron. I didn't realize that section is not divided via nation.
|
03-05-15, 10:43 PM | #1207 |
Seaman
Join Date: Aug 2011
Location: New York
Posts: 39
Downloads: 297
Uploads: 0
|
Hey, not to worry. It took me an embarrassing amount of time to realize this myself!
__________________
In the town where I was born Lived a man who sailed to sea And he told us of his life In the land of submarines |
03-06-15, 12:14 AM | #1208 |
Machinist's Mate
Join Date: Apr 2005
Location: Canada
Posts: 121
Downloads: 2
Uploads: 0
|
Well without adding the names to the EnglishNames.cfg, the ships in game and in the museum show up as L01B, or whatever their file names are. Only when i added the names to the .cfg file, I got the Heavy Merchant 01 or similar in game and in museum. The ships show up of course in game and in museum whether or not you add their names to the .cfg file, but its not pleasing looking at T04B and sinking it...
__________________
Core i7 4790K 16GB DDR3 RAM Nvidia GTX 1080Ti |
03-06-15, 07:14 AM | #1209 | |
Sea Lord
|
Quote:
Oh, those names can be found in the Museum? Never looked. Other than that, where "in game" do the MFM names fail to appear? They show up in the Captain's Log in my setup, regardless of what is in the EnglishNames.cfg file. |
|
03-06-15, 09:08 AM | #1210 |
Engineer
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
|
I couldn't find the cfg in the "sea folder" of the main mod so I just created it. I'm not sure it's working though. Can anyone give me the exact directory path and exact format (I copied one from a number of posts back but I'm not sure I have the nomenclature correct). As always I do appreciate the help guys, I really do!
|
03-06-15, 10:13 AM | #1211 |
Elite Spam Hunter
Join Date: Dec 2009
Location: Flensburg / Germany
Posts: 1,141
Downloads: 39
Uploads: 0
|
Sorry, that is not the correct way.
Do not create a new cfg in the mods folder! 1. Navigate to your game's folder \data\sea\ that is where you'll find your EnglishNames.cfg 2. Open that file (back it up, first!) with notepad. 3. Copy those entries you want to add and paste them into your existing .cfg at the end of it. 4. Save that file and you are fine. |
03-06-15, 10:28 AM | #1212 |
Engineer
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
|
Thanks for detailing it out for me. My only other question is am i ADDING the list of names into the cfg or am i replacing everything with the list found here:
http://www.subsim.com/radioroom/show...postcount=1194 Thanks for further clarification. |
03-06-15, 10:37 AM | #1213 | |
Sea Lord
|
Quote:
1. On the desktop, create a folder called Sea. 2. Drag and drop your edited EnglishNames.cfg file into the Sea folder. 3. On the desktop, create a folder called Data. Drag and drop the Sea folder into the Data folder. 4. On the desktop, create a folder called <my mod>. (Name it what ever you like.) Drag and drop the Data folder into the <my mod> folder. 5. Launch JSGME 6. Drag and drop the <my mod> folder into the left pane of JSGME. 7. Activate <my mod> with JSGME. Put it after any other mods you have active. Now JSGME will take care of backing up and restoring files. You will have a safe copy of <my mod> in the JSGME MODS folder. And <my mod> will show up on your JSGME mods list and remind you of the change you have made. Sooner or later, you will find yourself removing and reinstalling SH3. If you have made your changes into mods, it will be much easier to restore them. |
|
03-06-15, 10:43 AM | #1214 |
Engineer
Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
|
Thanks Blitz, thats what i ended up doing
|
03-09-15, 11:56 AM | #1215 |
Electrician's Mate
Join Date: Jul 2007
Location: Malta
Posts: 137
Downloads: 240
Uploads: 0
|
Not 100% sure im doing this correctly lads..
I downloaded the main file and the skin packs, and extracted them to the mods directory in SHIII. Then I simply used JSGME to activate the mod so that the files Merchant_Fleet_Mod_3.2 and MFM_v3_Skin_Packs moved to the right side.. is that correct? I noticed 10 or so directories were created in my main SHIII directory which are MFM-v3-Neutral-Skins-1940 and MFM-v3-US+UK_Skins19390901 as well as other with varying numbers. Do i have to do something with these directories individually or have i installed it correctly? I tried starting a new career in Sept 1939 and i came across a couple of merchants. They appear to have new skins however i noticed most targets appear to be stationary Have i dont something wrong? I tried searching for the problem but havent come up with anything.. Thanks for any help |
|
|