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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1276 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
Uploads: 0
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My answer is more ram. When I have "Silent Hunter III has stopped working" prompt ( gwx 3.0 with rb's sh4 effects MFM 3.2 thompsons sound pack a mod I made called Frogs Ships all in one and FM new interior 2.1d AI U boat collection, u-boat compilation, mepv5 pro ) and many more.. I start task manager and see SH3.exe 32* is pegged at 3.8gb of ram. Then I show all users and find twenty scvehost apps running take up to 2gb of ram also. My current 8gb not enough to satisfy my system NOT SH3. Windows reserves ram for its crash log too. One must take into account system will crash a game before allocation to itself. My 1gb graphics doesn't help either making a game look less than it's potential. Take the minimum ram to run big mods 8gb and add for system allocation so you never have low memory resources the system wants. To repeat Open Task manager show applications by all users 3.8gb for Sh3.exe32* and start adding up everything else you get to the 2gb reserve threshold for Windows and CTD. By 4 or 8 gb more ram. That is all.
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#1277 |
Grey Wolf
![]() Join Date: Apr 2004
Posts: 786
Downloads: 254
Uploads: 0
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wait a minute, I have the V16B1 patch, doesn't that include the 4gb patch? I thought I wouldn't have to install that because I already installed the V16B1 patch?
Is this not true? |
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#1278 |
The Old Man
![]() Join Date: Oct 2012
Location: Pleven,BG
Posts: 1,577
Downloads: 901
Uploads: 0
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its true
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#1279 |
Grey Wolf
![]() Join Date: Apr 2004
Posts: 786
Downloads: 254
Uploads: 0
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ok, so then I have the patch, why is this mod crashing on me? am I putting it in the wrong spot? what else can I try
Thanks |
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#1280 |
Sea Lord
![]() Join Date: Jul 2012
Posts: 1,690
Downloads: 30
Uploads: 0
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Have you tried running the game with only MFM, or alternatively MFM+GWX mods to see if there is a conflict with other mods or if it's an MFM issue?
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#1281 |
Sea Lord
![]() Join Date: Jul 2012
Posts: 1,690
Downloads: 30
Uploads: 0
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Came across a few issues with the ships' data.
It appers that for some ships, at least, the data given in the rec manual is way off and can not be used in the game. Mast height, draft, those are two that I doubt. For the rest, I have to doubt them and now I'm in the situation that there is no way to tell what the real data are for all ships. This is bad news making targeting these ships a matter of luck and wishes. Example: A ship was identified as the M24B (no cross linking of ships in my cfg files). Draft given to be 7.3m. 2 torpedos set at 8 meters bounced off. Reloaded the game, looked up M24X with a draft given to be 9 m. Set the same torpedos to 9.5m. They both hit. Is there a complete set of correct data for all MFM ships that match what we encounter in game? |
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#1282 |
Bosun
![]() Join Date: Apr 2015
Location: Depth charged 180m below
Posts: 62
Downloads: 207
Uploads: 0
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Link's broken, does anyone have another link?
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#1283 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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I haven't so many problem with data of mfm, I think there's a fix for some data. But anyway half meter should be enough to torpedo impact with magnetic, may degrade damage but no miss.
I have a question in relation with GWX Combined Skin Pack, did it overwrite any mfm? Order doesn't matter?
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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#1284 |
Seasoned Skipper
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ftp://Maik:Woelfe@hartmuthaas.no-ip....IAMBECOMELIFE/
ftp://Maik:Woelfe@diskstation.gn7vmw...IAMBECOMELIFE/ ftp://Maik:Woelfe@diskstation.fritz....IAMBECOMELIFE/ Use MS Internet Explorer,Firefox or FTP Client for Download!!! So Long Maik |
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#1285 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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#1286 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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Due to the fact that some of these post are old, I though I better ask first. I have read on many post in this thread that the " Englishnames " do not have to be added in order for MFM 3.2 to work, but I would like to add them anyway. In post #63 of this thread, is a list of entry's to be added to the " Englishnames.cfg " file. My question is : Is this list current, For MFM 3.2 ? If not could someone be so kind as to point me in the direction of an up-dated list. Thanx Jerry CA45 ( Baltimore Md. )
Dumb question alert ! is version MFM 3.2 the latest Last edited by Doolar; 05-20-16 at 06:08 PM. |
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#1287 |
Eternal Patrol
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Englishnames.cfg controls how they appear in the Recognition Manual. Without it, the Manual will identify them as M24B etc. With PvtGodfrey's version the ships will all be identified as Medium Merchant, Tanker, and so on.
You can also try my version, which assigns class names so they look like real ship types. Of course it also helps if you use my Ship Names mod, which gives historical names to each ship you sink. http://www.subsim.com/radioroom/down...o=file&id=4671
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“Never do anything you can't take back.” —Rocky Russo |
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#1288 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
Uploads: 0
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Thanx man , that's cool
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#1289 |
Commander
![]() Join Date: Apr 2013
Location: Buenos Aires
Posts: 456
Downloads: 159
Uploads: 0
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Hi, i have a little question about this. i use it for some years. As i saw the skins covers the mx and tx models. But a normal ship in convoys is the well known grosser cargo and c4. As far i saw this skins dont cover this units. (mybe im wrong, if its cover i have to look better :P)
Someone have a more complette version of skins (more changes by date in deed, thats the idea of skins here and i love it) thanks for the impresive work
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Having a HARD TIME with CONSOLIDATE GRANMA MOD... |
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#1290 |
Watch
![]() Join Date: Mar 2013
Posts: 30
Downloads: 40
Uploads: 0
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Where can I download the mod + skin pack?
The links are broken... |
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