SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
07-08-10, 04:05 PM | #1 |
Ace of the Deep
Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
|
One thing about these new ships is that some of them are mighty tough critters.
Last two patrols It took 4 torpedos to sink them and they still took hours to go down. It is a bit unnerving to have to hang around after an attack waiting for the Royal Navy to show up while you sweat it out . Now where did I put that torpedos destruction X2 mod? Take a gander at the massive destruction on this one from today's patrol. 4 hits, any of which ought to have been fatal...still...2 hours to see her head for Davy Jone's Locker. (it is ok though... more uncertainity adds a bit of spice)
__________________
|
07-08-10, 09:12 PM | #2 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 32,803
Downloads: 171
Uploads: 0
|
Yes I have found the same thing, I changed the torpedo zon file so it took only 2 but then I hit a tramp steamer and it basically disintegrated!
So I had to revert back! would be good to know where to edit this, probable in the ship zon files but where!
__________________
Sub captains go down with their ship! |
07-09-10, 09:57 AM | #3 | |
Silent Hunter
|
Quote:
__________________
https://www.facebook.com/WolvesoftheKaiser/ |
|
07-09-10, 11:16 AM | #4 |
Seasoned Skipper
Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
|
Visual damage ? Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?
__________________
|
07-09-10, 02:24 PM | #5 |
Navy Dude
Join Date: Mar 2005
Posts: 174
Downloads: 385
Uploads: 0
|
Can someone please confirm the two filefront links on page 1 for the skins are working please.
i have managed to download MFM_v3_Skin_Packs-1.7z, but cannot download http://www.filefront.com/16699881/MF...in-Packs-2.7z/ cheers slipper |
07-09-10, 03:31 PM | #6 | |
Ocean Warrior
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
|
Quote:
__________________
http://www.thegreywolves.com/ http://wolvesatwar.com/ Download GWX and other goodies: http://hosted.filefront.com/melnibonian |
|
07-21-10, 06:26 PM | #7 |
Medic
Join Date: Apr 2005
Location: Centre
Posts: 161
Downloads: 32
Uploads: 0
|
try so many times and so many way, can't download the files, any idea?
|
07-22-10, 01:59 AM | #8 | |
Navy Seal
|
Quote:
__________________
"Some ships are designed to sink...others require our assistance." Nathan Zelk |
|
07-22-10, 07:56 AM | #9 |
Eternal Patrol
|
@ Seminole: I'm glad it's working properly for you. I wish it was for me, and I assume at this point it's my old computer. I've put so much into including names for those ships, and I may never get to see them.
__________________
“Never do anything you can't take back.” —Rocky Russo |
07-22-10, 08:06 AM | #10 |
Kaiser Bill's batman
Join Date: May 2010
Location: AN72
Posts: 13,203
Downloads: 76
Uploads: 0
|
Doesn't work for me either, and it's not an old computer
Unless anyone can give a foolproof method of getting it to work? Although I've not given up, clean 1.4b + GWX + MFM tonight and a '39 start - we'll see Oh, and we really do appreciate the ships names, even without MFM!!!!
__________________
|
07-22-10, 02:07 PM | #11 | |
Ace of the Deep
Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
|
Quote:
I don't know about foolproof but all I have ever done was extract to JSGME's Mod folder, the ships,then the 1st skin pack, and the second skinpack. Then enabled each one. Only thing I had to pay attention too was making certain each part of the mod had enough time to extract and be enabled. They are huge files and take a few moments to complete. Only downside I have encountered so far is an immensley increased load time for saves. Another thing I did was to install the 4mb SH3.exe to allow the sim to deal with all this extra baggage.
__________________
|
|
07-22-10, 02:12 PM | #12 | |
Ace of the Deep
Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
|
Quote:
...I'm never one to follow rules just for the sake of following rules. As I said or at least meant to imply...was that I expected this to happen. I wanted to start a new career anyway and this was as good an excuse as any. I was only on my 4th patrol in that career. No big loss. But you are right. If you want to protect your career wait until you dock.
__________________
|
|
07-23-10, 07:25 PM | #13 |
Ace of the Deep
Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
Uploads: 0
|
The enhanced explosion effects are not as spectacular on the MFM ships as they are on the "stock" GWX ships.
Is there any chance that a file (or files) from the stock ships could be imported into each of the MFM ships so they will display the enhanced effects? You Know... something not to difficult we could do ourselves...sort of a DYI job for we who are moddingly challenged. After all..I'm seeing more MFM ships than stock ships at a rate of about 3:1.
__________________
|
02-22-11, 06:28 AM | #14 |
Chief
Join Date: Jan 2011
Posts: 328
Downloads: 451
Uploads: 0
|
Is an updated recongintion manule included for this mod???/ Is version4.1 beta taken out the CTD's and compatible with GWX?. If theres no recongintion manule wats the point of adding all the shiops.
__________________
------------------------------------------------------ To die for the people is weighter than Mount Tai But to work for the fascists, and die for the exploiters and oppressors is lighter than a feather -Mao Zedong |
02-22-11, 08:22 AM | #15 |
Rear Admiral
|
It's my understanding that the only thing necessary to put new ships in the recog manual is the inclusion of file(s) used by the game to create a particular ship's page in it. You don't get a new manual when you add ships, the new ships are just added to the existing one. AFAIK the MFM includes the necessary files for all its ships. I've not encountered one that did not have a corresponding page in the manual when I checked.
The mod is compatible with GWX however a few of the ships in the full version may already be included in GWX3, or in some other mods that include additional ships (not sure which, but I know I already had a few of IABL's ships before I added MFM). I don't know that this is an issue except when it comes to making the recommended additions to the EnglishNames.cfg file, as you could end up with duplicate entries for ships that were already in your game. Since the additions have to be done manually anyway, it's easy enough to avoid duplicates just by carefully checking the file to see what needs to be added and what doesn't. The most common cause of CTD with the MFM has nothing to do with the mod per se but is a result of the system resources required to load all the additional ships into the game, especially if you are already using other mods that are demanding in that respect. As a bare minimum, most folks recommend that you have applied the 4GB patch to the SH3.exe file and have enough RAM on board to take advantage of it. Obviously running 64-bit rather than 32-bit Windows also helps, but I don't know that it's required... for 32-bit you would most likely need the 4GB patch for the game plus the /3GB switch for Windows plus the adequate RAM on board to give the game enough to load with MFM enabled. Personally I was never able to use either the full or lite versions of the mod until I switched to 64-bit. |
|
|