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Old 07-06-10, 12:53 AM   #271
melnibonian
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Quote:
Originally Posted by iambecomelife View Post
This mod requires you as commander to decide if a neutral is a legitimate target. this parallels the situation they were faced with in real life. A Swedish freighter might operate under German escort in an iron ore convoy from Narvik to Germany - it might well later be used to transport military supplies from Canada to the UK in a British convoy. If you check uboat.net you will find that dozens if not hundreds of neutral ships were sunk by the U-Boats because they were carrying contraband, sailing in British convoys, or operating around the British Isles.
That's the best part of the Mod for me. Top quality stuff
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Old 07-08-10, 12:34 AM   #272
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Heya mates,
I'm currently running SH3 GWX with MFM Light, due to some comflicts with other mods. Everything runs fine, there are some issues, but nothing important - missing ship shape tga, things like that, easy to fix on place. I just have two issues I'm not sure about:
  • MFM Light produces more ships on the route? I mean, I'll meet more merchants than in stock or GWX SH3? Because I'm in 1939 and it looks like I came across too many ships (or it's just me).
  • How do I apply the skins packs? There are noted by time - year, month (19390110) - shall I activate it every pack, one by one, as time goes by in game?

Thank you.
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Old 07-08-10, 09:24 AM   #273
Seminole
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QUOTE:
This mod requires you as commander to decide if a neutral is a legitimate target.

That was my point...the truth is, the mod doesn't really require you to decide anything. The mod provides neutrals marked by the game engine as enemy vessels.Sink em and you get added renown...don't sink 'em...no problem with BDU...


But like I said ....don't bother me none.....I'm having fun with this mod and consider it one of theall time great SHIII additions.
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Old 07-08-10, 09:31 AM   #274
Seminole
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Quote:
Originally Posted by vigilante View Post
Heya mates,

I'm currently running SH3 GWX with MFM Light, due to some comflicts with other mods. Everything runs fine, there are some issues, but nothing important - missing ship shape tga, things like that, easy to fix on place. I just have two issues I'm not sure about:
  • MFM Light produces more ships on the route? I mean, I'll meet more merchants than in stock or GWX SH3? Because I'm in 1939 and it looks like I came across too many ships (or it's just me).
  • How do I apply the skins packs? There are noted by time - year, month (19390110) - shall I activate it every pack, one by one, as time goes by in game?
Thank you.

As far as I know...for the skins packs...apply them with JSGME and they are automatically updated as the game progresses.

That is my understanding at least and also the way things seem to be shaping up in my current career. BUT I have not -played past early 1940 yet so I can't say for certain.

A definitive answer would be nice.
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Old 07-08-10, 04:05 PM   #275
Seminole
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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)











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Old 07-08-10, 09:12 PM   #276
Reece
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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!
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Old 07-09-10, 12:50 AM   #277
Chevelless
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Hey MAN!!! I have to admit that this is such a GREAT EXCELLENT AMAZING F**KING NICE mod!!!!!

but excuse me please ,after I load this mod with JSGME, the game crashed once I enter the museum (I want to have a summary of all these great mod ships!). My version is 1.4, How can I enter into the museum without gamecrash??

My other mods are SH5 water effects and RBS SH4 new effects(smoke and explosion and fire).

Any one can help me with the problem please??

Or can I replace original ships with this mod directly?
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Old 07-09-10, 08:00 AM   #278
Reece
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Quote:
Originally Posted by Chevelless View Post
Hey MAN!!! I have to admit that this is such a GREAT EXCELLENT AMAZING F**KING NICE mod!!!!!

but excuse me please ,after I load this mod with JSGME, the game crashed once I enter the museum (I want to have a summary of all these great mod ships!). My version is 1.4, How can I enter into the museum without gamecrash??

My other mods are SH5 water effects and RBS SH4 new effects(smoke and explosion and fire).

Any one can help me with the problem please??

Or can I replace original ships with this mod directly?
Welcome to Subsim Chevelless!
What operating system are you running? if it is a 32 bit system then most likely it will be a memory issue, all these latest mods are memory hungry!
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Old 07-09-10, 09:57 AM   #279
iambecomelife
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Quote:
Originally Posted by Seminole View Post
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)











It you're up to doing it yourself, try increasing the damage values in data\library\torpedo.zon using S3ditor. Setting the minimum effect to 250 and the max effect to 450/500 should result in faster sinkings. I don't recall which entries are for which torpedoes but there are only about 10 different types, so it only takes about 2 minutes to mod.
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Old 07-09-10, 10:34 AM   #280
Chevelless
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Quote:
Originally Posted by Reece View Post
Welcome to Subsim Chevelless!
What operating system are you running? if it is a 32 bit system then most likely it will be a memory issue, all these latest mods are memory hungry!
My system is Win7 Ultimate (64 bit).
When i manage to enter museum, game crashes while the loading status leave ( ), about 1.5cm rest....

What a pity if I can not enjoy such a great mod!!
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Old 07-09-10, 11:16 AM   #281
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Quote:
Originally Posted by Seminole View Post








Visual damage ? Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?
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Old 07-09-10, 02:24 PM   #282
slipper
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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

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Old 07-09-10, 03:31 PM   #283
melnibonian
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Quote:
Originally Posted by McHibbins View Post
Visual damage ? Is that a mod ? Did I pass something ? The new ships once didn´t show it, or am I wrong ?
There is an extra mod that adds visual damage to ships http://www.subsim.com/radioroom/down...do=file&id=962
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Old 07-09-10, 04:24 PM   #284
Dani
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On the pics ,I think, is Damage Texture Mod from Vikinger.
You can find it here :http://www.filefront.com/user/hennings
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Old 07-09-10, 05:06 PM   #285
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Thanks guys. Then it might be also work for the OMEGU-ships in SH4....hm...
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