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-   -   [REL] Merchant Fleet mod (Onealex mod version) (https://www.subsim.com/radioroom/showthread.php?t=250819)

kyle9154 11-17-21 07:29 PM

Quote:

Originally Posted by Kal_Maximus_U669 (Post 2779103)
Hey kyle 9154 I tried I have "CtD" must start a career again or something escapes me maybe .. :ping:

On a fresh install of Onealex 1.51 megamod - I just ran a Sept 1939 career start with VIIB 2nd flotilla and went through English channel at x512 tc, even spotted a Tanker 18 a day after hostilities and sunk it without issues. I just saved it and going to try Sept 1940 start base St. Nazaire VIIB with 7th flotilla next and then a June 1941 VIIC start base Brest with 1st Flotilla after that but so far so good on my end Kal, is anyone else having issues with this mod?

CapZap1970 11-17-21 08:51 PM

nope, no issues....
To prevent CTD´s, just make sure to be at least 50 km away from land or any unit, air or sea.... It is a good thing to submerge, make an hydrophone 360° sweep, surface and then exit :yep:

Mad Mardigan 11-17-21 09:58 PM

Quote:

Originally Posted by CapZap1970 (Post 2779147)
nope, no issues....
To prevent CTD´s, just make sure to be at least 50 km away from land or any unit, air or sea.... It is a good thing to submerge, make an hydrophone 360° sweep, surface and then exit :yep:

To add to this...

I'd go so far, as to say... can be... at minimum, 25 nm's from land if using a 20 nm mod... (20, if using the 16 nm version... 10, if the 8 nm version.. I'd reckon, :hmmm: deep water areas are best.... so as to ensure no land beneath you... submerge & do as Capt Zap suggested.. to run a quick & dirty sonar sweep of the area... to ensure no ships about... & preferably, no buzzing buzzards aka aircraft... make sure of at least... 5 minutes (minimum) of being out of High TC (time compression, before some... newb asks... :shucks:) after all that is seen to & insured of, save... & at least, 3 minutes after the save... before exiting. I wait, 5 minutes... before & after doing a save... BUT that's just Me... & this should give you a safe game save point...

NOTE: Do NOT, over write any game save... make a fresh clean save point, as well...

Hope this helps... :shucks:

Gute jagd, ihr Himmelhunde. :arrgh!:

:Kaleun_Salute:

M. M.

CapZap1970 11-17-21 11:41 PM

Quote:

Originally Posted by Mad Mardigan (Post 2779156)
To add to this...

I'd go so far, as to say... can be... at minimum, 25 nm's from land if using a 20 nm mod... (20, if using the 16 nm version... 10, if the 8 nm version.. I'd reckon, :hmmm: deep water areas are best.... so as to ensure no land beneath you... submerge & do as Capt Zap suggested.. to run a quick & dirty sonar sweep of the area... to ensure no ships about... & preferably, no buzzing buzzards aka aircraft... make sure of at least... 5 minutes (minimum) of being out of High TC (time compression, before some... newb asks... :shucks:) after all that is seen to & insured of, save... & at least, 3 minutes after the save... before exiting. I wait, 5 minutes... before & after doing a save... BUT that's just Me... & this should give you a safe game save point...

NOTE: Do NOT, over write any game save... make a fresh clean save point, as well...

Hope this helps... :shucks:

Gute jagd, ihr Himmelhunde. :arrgh!:

:Kaleun_Salute:

M. M.


M.M.
Thanks for that. I see I was too short in my explanation, but what you described is in fact the bible for avoiding CTD´s. Agree with you 100% :yep:

:Kaleun_Salute:

kyle9154 11-18-21 06:37 AM

Yeah I follow the same rules as well when it comes to saves and rarely RARELY have corrupt saves because i got into that routine. I knew this mod worked fine as it has been for me so must be something going on your end Kal.

CapZap1970 11-18-21 06:22 PM

I forgot to mention that it is also a good idea to make a backup of the files in the Documents folder from time to time in case a career save gets corrupted... :03:

Mad Mardigan 11-19-21 12:01 AM

Quote:

Originally Posted by CapZap1970 (Post 2779254)
I forgot to mention that it is also a good idea to make a backup of the files in the Documents folder from time to time in case a career save gets corrupted... :03:

Not alone in that faux pas, Capt. Zap... as did I, in that... mea culpa :oops:

:Kaleun_Salute:

M. M.

kyle9154 12-12-21 07:14 AM

Reuploaded download link

kyle9154 12-17-21 10:05 AM

.....

kyle9154 01-02-22 01:07 PM

DOWNLOAD LINK UPDATE :Kaleun_Wink: https://1drv.ms/u/s!Apf4S8iaE41M8U9V...YuNOg?e=00tTmO

- Added the recognition manual pictures (.sil's) from the MFM Beta 4.1 version because they were better looking and even less size kb wise then the MFM 3.3.

- Added L02B and L03B from NYGM MFM mod pack and renamed them Large fast merchant type 02 & North Sands type cargo.

- Cleaned up a few wrong model files in some folders from original MFM 3.3 mod as well as deleted all the redundant french.log and german.log files as not needed with english text version of game.
Onealex has the french and german log files deleted from all his ships in his mod too as you don't need them when you have english.log file in each ship folder.

- Removed the light merchant 01-04 variants that were from the NYGM MFM pack because found too many of them spawning in convoys and their quite small and hard to hit from outside a convoy.
I only want to sink them as lone or coastal merchants and if they didn't spawn in convoys then i'd keep them, plus Onealex mod has enough light variations of merchants as it is.

- Reorganised recognition model by editing a few ship names, I removed class names such as SS Delhi type as i researched them and no such class of ship existed only the name of one ship. If it was a historical class of ship I kept the name like Hog Island class cargo, Great lakes class freighter, Granville type freighter etc. There was so Kawasaki class oilers in the atlantic as they were japanese line of ships so I made the names more generic or kept the ones that were historical.

Version was tested from all years of the war and with all flotillas/bases. It only adds 1-2 mins to your patrol start up load time, also is even more stable then the last version now.
I look forward to the feedback, good hunting
:Kaleun_Salivating:

Lugermann 01-02-22 02:15 PM

Link broken.

kyle9154 01-02-22 02:19 PM

Quote:

Originally Posted by Lugermann (Post 2785975)
Link broken.


main one on first post is working, i'll fix that one sorry for inconvenience.

All should be working now, thanks for bringing it to my attention.

- reorganised recognition model by editing a few ship names, I removed class names such as SS Delhi type etc as i researched them and no such class of ship existed only the name of one ship with that name. If it was a historical class of ship I kept the name like Liberty type cargo, Victory type cargo, Hog Island type cargo, Great lakes type freighter, Granville type freighter, the T2-A1's etc etc. There was so Kawasaki class oilers (changed to Large oiler) in the Atlantic as they were a Japanese class of tankers in the pacific war so I made the names more generic or kept the ones that were historical for realism purposes, same thing for Haruna class oiler renamed to Small oiler. If people can find common ship class types that were used in the Battle of the Atlantic that's not already included in this mod then i'll change the names of some generic ones provided the historical specifications of the class of ship match the model of the ship in the game.

Doolar 01-02-22 05:30 PM

quick question
 
Just so I'm clear on this :
1 Is the MFM Rec Manual included or is it still a separate mod, added via JSGME as before ? (the 12/21 2021 version)

kyle9154 01-02-22 07:29 PM

Quote:

Originally Posted by Doolar (Post 2786011)
Just so I'm clear on this :
1 Is the MFM Rec Manual included or is it still a separate mod, added via JSGME as before ? (the 12/21 2021 version)

Rec manual is a separate mod and still okay to use if you want to have colour images in your manual but I prefer these black & whites ones as it goes with the rest (only a few of Onealex ships are in colour format inside rec manual) and its less mod weight but only minimal so its really up to you if you want to use it after MFM 3.3 Lite in jsgme.

What I did was get rid of those polygon looking ones from MFM 3.3 original and replaced ones that have texture of ship now, but the colour rec manual is good too just depends on your preference.

Doolar 01-02-22 08:38 PM

Re
 
Kyle your work is much appreciated. Thanx


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