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Old 02-02-12, 06:49 AM   #901
Grifo
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Neutrality question

Greetings, Mates!

Installed the game again and started first patrol (MFM included)!

September, 03. Ambushed some large freighter for a several hours of RL only to see it sails under Argentina`s flag. Time to play was over, so I decided to do a training attack on it just for fun and exit the game. Then at the debriefing she was listed like a allied ship. Dont sure if this is ok or not.

So I just like to ask how this works?
1) This is a feature of this mod, so game can create allied ships with neutral countries markings for disguise?
2) I need to observe behavior and cargo to make decision, and sometimes I just have to trow a coin to decide, bcz of uncertainity or leave them alone?
3) This one is more historical:
Is it was a real historical practice to paint these large flags on the sides of ships? Just wondering!

Its a amazing how graphics become better and better and games become more ****ty in the last decade. Bought expensive cool PC only to play SH3 and Battleship Chess on it. (LoL, Skyrim was not so bad, but TES degrading also IMO)

Great job, iambecomelife!
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Old 02-02-12, 04:07 PM   #902
Sepp von Ch.
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By this version 3.2 is not necessary to edit the EnglishNames.cfg and germanNames.cfg in data-sea folder??
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Old 02-12-12, 12:08 PM   #903
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Hi,

I just had a great experience with this mod:

My watch crew spotted a lone freighter at the border of the Celtic Sea heading for the St. George's Channel. Since it was getting dark and the wind speed was 11m/s, I decided to attack on the surface. I shadowed the target for some time and realized that the target was not zigzagging.

I set up a perfect 90°-attack and was just about to release a torpedo when I saw 'EIRE' and the Irish flag on the hull Since I had met similar ships earlier that were British, I had to decide quickly what to do It didn't zigzag so it could well be an Irish vessel. I couldn't see any guns on it so I decided to get close enough to get spotted and see how it would react. And indeed, it didn't start any evasive actions and turned out to be neutral. Fortunately, I didn't attack it

But soon after a British aircraft appeared and I had to dive...



Great work and great idea with the 'neutral' ships, Iambecomelife! It adds a lot when you have to decide whether to attack or not.
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Old 02-17-12, 01:30 PM   #904
Sepp von Ch.
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OK, next week I will upgrade my system to run MFM 3.2 (love this mod!)

I have

Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 9800GTX 512MB Arctic Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz ---- 4GB RAM
640GB SATAII/300
Windows Vista Home 32bit

Next week, I will have:


Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 560 TI 1 GB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
4 x DIMM DDR2 2048 MB 800MHz ---- 8GB RAM
640GB SATAII/300
Windows Vista Home 64bit


I have a large modsoup. But is 8GB enough for MFM 3.3 with all skins? Or more? GWX with all mods work fine by me with the old system (Vista 32bit, 4 GB RAM, 9800GTX 512MB), but with MFM 3.2 I have a CTD.
Now,I would have 8GB RAM, W. Vista 64bit and nVIDIA 560TI 1GB. Is also 8GB RAM enough or I need more?
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Old 02-17-12, 01:38 PM   #905
Fubar2Niner
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Quote:
Originally Posted by Josef von Posorschitz View Post
OK, next week I will upgrade my system to run MFM 3.2 (love this mod!)

I have

Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 9800GTX 512MB Arctic Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz ---- 4GB RAM
640GB SATAII/300
Windows Vista Home 32bit

Next week, I will have:


Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA 560 TI 1 GB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
4 x DIMM DDR2 2048 MB 800MHz ---- 8GB RAM
640GB SATAII/300
Windows Vista Home 64bit


I have a large modsoup. But is 8GB enough for MFM 3.3 with all skins? Or more? GWX with all mods work fine, but with MFM 3.2 I have a CTD with my previous system 4GB RAM, Nvidia 9800GTX 512 MB, W. Vista 32bit. Now,I would have 8GB RAM, W. Vista 64bit and nVIDIA 560TI 1GB. Is also 8GB RAM enough or I need more?
You need the 4GB Patch mate, it makes your OS use more than 2 GB mem by patching the SH3.exe it can be found here;

http://www.subsim.com/radioroom/down...o=file&id=2888

At one point I quite succesfully ran MFM with all skins using 4GB ram, however the patch is a must

Best regards.

Fubar2Niner
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Old 02-17-12, 01:44 PM   #906
Sepp von Ch.
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Hello Fubar, of course, I used the 4GB patch with my 32bit OS, but I can´t run MFM 3.2 with all others mods (large modsoup) on my PC.

The whole modsoup was OK, but with MFM 3.2---- CTD.
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Old 02-17-12, 02:00 PM   #907
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@Josef von Posorschitz

Yipes

Got this running here if it's of any interest to you, and very nicely I may add;

GWX - Captain America's Officer Icons
GWX - Integrated Orders
GWX - VIIC41 Player Sub
LifeBoats&Debris_v4
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Urfischs_ModStrike_Beta1
Waterstream+Exhaust Combi V2.3 for GWX3
New Uboat Guns 1.2
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
WAC4.1 SubPen_animated_18.02.2010
Combat Radio Frequency
Flags_enlighten
Fubars Das boot VIIC
TiefeMkI(German)
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Q Ship mod GWX3.0
konrad krumms type 7c
b25_ConningTower_Mid
Kaleun's Cap
Wooden_Lifeboats_Mod_1.1
Destroyers&Corvette
Derzeitige Tiefe
Materials file for Aces' multi-mod v1.3
DD_VisibleMines_V1.0
Torpedo_HAHD_1024_GWX
GWX3.0 All_Weather_Guns
GWX - Late War Sensors Snorkel Antennas
SH3 Gramophone
Karle's_Crash_Dive_Mod
Merchant_Fleet_Mod_3
Aces' Multimod compatability fix release v1.3 public beta
Aces'_Multimod_Fix_v1.3_Johann_add-on
Aces' Radio Room Postcards
SH-5 Water for GWX 3.0 V0.8 20 Km Atlantic campaign (default)
Sobers_3d_Waves
Subphones
Aces' Super Turms v5.1 GWX Version
Aces' Super Turms v6 for GWX
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
Aces' Super Turms 5.1 FM's Turm 7c2 Lightmaps add on
Aces' Multimod compatability fix FM's Turm 7c2 Lightmaps add on
b25_SF_Grass_Full_V2
WB's Renown Replacement

Using the 4GB patch, win7 64, 12GB ram, i7 920 @ 4.00GHz.

Maybe it's just one mod in the soup thats hosing MFM Good luck mate.

Best regards.

Fubar2Niner
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Old 02-17-12, 02:56 PM   #908
Sepp von Ch.
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12GB RAM?
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Old 02-17-12, 03:03 PM   #909
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Quote:
Originally Posted by Josef von Posorschitz View Post
12GB RAM?
Indeed mate but like I said, I have succesfully run on only 4GB.

Best regards.

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Old 02-17-12, 03:08 PM   #910
Sepp von Ch.
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I hope, that many problems by me would solve new OS 64bit. I will see.

Thanks Fubar
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Old 02-17-12, 03:15 PM   #911
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Best of luck my friend

Best regards.

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Old 02-17-12, 04:04 PM   #912
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Quote:
Originally Posted by Fubar2Niner View Post
Indeed mate but like I said, I have succesfully run on only 4GB.

Best regards.

Fubar2Niner
4GB is more than enought to run anything yet released
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Old 02-17-12, 05:29 PM   #913
Trefoil
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Quote:
I have a large modsoup. But is 8GB enough for MFM 3.3 with all skins? Or more? GWX with all mods work fine by me with the old system (Vista 32bit, 4 GB RAM, 9800GTX 512MB), but with MFM 3.2 I have a CTD.
Now,I would have 8GB RAM, W. Vista 64bit and nVIDIA 560TI 1GB. Is also 8GB RAM enough or I need more?
I can also confirm 4GB of ram plus the 4GB patch should be enough to run the merchant Fleet mod - I use 64 bit Windows 7.

You might try using SH3 Validator to check your games files for errors. It's available here with good advice about correcting any errors you might find.

http://www.subsim.com/radioroom/showthread.php?t=187453

I've found very useful sorting out my own 'Modsoup' problems.
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Old 02-18-12, 10:33 AM   #914
Wuss
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looks like i am one of the unlucky ones who,s system wont run this mod,has the lite version been dropped as i cant find a working link to it.
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Old 02-18-12, 11:15 AM   #915
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I cant get it to load either so working on splitting it into smaller parts and them load those
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