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-   -   [REL] SH3 Log Mod; Beta testers required. (https://www.subsim.com/radioroom/showthread.php?t=205223)

LGN1 03-03-15 02:56 PM

Thanks for testing, sublynx & BigWalleye! :up:

I guess it's fine now.

Concerning Norton AV: You can do bad things with such scripts, however, everybody can check my scripts if he wants. Just open the executable with, e.g., 7-zip, and extract the script. Together with a perl tutorial it's quite easy to check what the script does.

Regards, LGN1

BigWalleye 03-04-15 10:26 AM

Quote:

Originally Posted by LGN1 (Post 2293393)
Thanks for testing, sublynx & BigWalleye! :up:

I guess it's fine now.

Concerning Norton AV: You can do bad things with such scripts, however, everybody can check my scripts if he wants. Just open the executable with, e.g., 7-zip, and extract the script. Together with a perl tutorial it's quite easy to check what the script does.

Regards, LGN1

Oh, I know your stuff is good! Norton just has an itchy trigger finger.:D

sublynx 03-15-15 12:26 AM

Just got back from my patrol. Reported two ships sunk. I underreported the other one - I have two identical looking tankers with different tonnages - but again BdU had other sources of information and I got credited more than I actually reported.

I love this mod! I'll never have another career without it (well, that's how I feel now, but let's see how I'll feel when I get FAT's and LUT's hitting something I never even saw...).

I'm guessing me being happy with the added tonnage, and eventually being frustrated with some non-accepted tonnage, might resemble the feelings some of the actual U-boat commanders felt when reading BdU's commentaries on their reports :)

Anyways the mod works as intended now. No difference between English language used, German, 1st patrol reported, 2nd patrol, German characters like ä ö etc used, everything's working.

Do give this mod a try guys, words can't convey how much this mod changes and adds to the game!

ninja turtle 03-31-15 09:28 AM

Hi LGN1

I've been trying this mod for a couple of days tweaking it where necessary, but am a little stuck with using it with SH3 Commander. I think I've followed the instructions correctly where using the ship names is concerned (which is working) but I still don't get any cargo or crew loss information when I open the personnel file.

Hope you can help.

So far I'm liking the idea of your mod, and in the process of trying to take away any unrealistic hints that a ship has sunk.

:up:

Sailor Steve 03-31-15 10:47 AM

Are you still in the patrol? Commander doesn't generate the names until after the patrol is finished, at which time it creates the report.

ninja turtle 03-31-15 11:27 AM

Hi Sailor Steve.

I'm presently just using a 'testing' kaleun in a IIA boat at the start of the war in Danzig / Helo. As soon as I sink a Polish anchored merchant I dock in Pilau / Danzig (once it's allied) and then submit my patrol results. Before I installed this log mod SH3 Commander worked fine. I quite liked the generated ship name, cargo and crew casualty numbers so I'm rather missing this added immersion.

LGN1 03-31-15 02:30 PM

Hi ninja turtle,

have you done what is written in point 6:

"6.) Players who use the ship-name feature in SH3 Commander should open the file 'Ship names.cfg' (located in the cfg folder in their SH3 Commander installation) and use the following parameters:

[SETTINGS]
...
AddText=1

[TEXT]
AddAsNewLine=1

If only ship names should be added (and no cargo information and losses), set 'AddText=0'. In case of 'AddText=1' always choose 'AddAsNewLine=1'.

For the ship-name feature to work properly it is neccessary to use exactly the same name for the type as in the EnglishNames.cfg/GermanNames.cfg in the Sea folder of the SH3 installation. I recommend to put a copy of the EnglishNames.cfg/GermanNames.cfg into the same folder as the executable. The log executable will read this file and offer all the names in a drop-down menu (the included EnglishNames.cfg/GermanNames.cfg is from GWX)."

If yes, have you checked whether the ship type is defined in "Ship names.cfg"?

Regards, LGN1


ninja turtle 04-02-15 06:21 AM

1 Attachment(s)
Hi LGN1

Thanks for the reply and apologies for not getting back sooner. I've been tweaking a lot with the game yesterday to try and remove unrealistic notifications. Some work, some work if I have the discipline not to check, and some unfortunately don't. So far I've removed the sunk ship icon on the map, the 'K' key, ship hit by torpedo music, and I'm trying to change the patrol status so that only position and number of torpedoes are available (unfortunately once I sink a ship the patrol status won't update).

Anyway. Here's my current setting for ship names: SH3 Commander-Cfg-Ship names.cfg:

[SETTINGS]
RepeatWhenAllUsed=0
AddText=1

[TEXT]
AddAsNewLine=1
CargoTxt_en=Cargo:
CargoTxt_de=Fracht:
CargoTxt_fr=marchandise :
CrewTxt_en=Crew:
CrewTxt_de=Mannschaft:
CrewTxt_fr=équipage :
CrewLostTxt_en=Crew lost:
CrewLostTxt_de=Mannschaftsverluste:
CrewLostTxt_fr=équipage disparu :
CargoTyps_en=Coal,Timber,General Cargo,Grain,Iron Ore,Foodstuffs,Steel,Scrap Metal,Paper Products,Sulfur,Phosphates,Military Vehicles,Trucks,Aircraft,Explosives,Military Stores,Copper Ore,Sugar,Machinery,Bauxite,Coffee,Textiles,Mail/Packages,Tobacco,Wine/Spirits,Crude Oil,Gasoline,Aviation Fuel,Passengers,Troops
CargoTyps_de=Kohle,Holz,Fracht allgemein,Getreide,Eisenerz,Nahrungsmittel,Stahl,S chrott,Papierprodukte,Schwefel,Phosphate,Militärfa hrzeuge,Lastwagen,Flugzeuge,Sprengstoff,Militäraus rüstung,Kupfererz,Zucker,Maschinen,Bauxit,Kaffee,T extilien,Post/Pakete,Tabak,Wein/Spirituosen,Rohöl,Benzin,Flugbenzin,Passagiere,Tru ppen
CargoTyps_fr=charbon,bois,marchandise principale,grain,minerai de fer,denrées alimentaires,acier,ferraille,produits papiers,soufre,phosphates,véhicules militaires,camions,avions,explosifs,réserves militaires,minerai de cuivre,sucre,machines,bauxite,café,textiles,lettre s/colis,tabac,vins/spiritueux,huile brute,essence,carburant d'avion,passagers,troupes


I've also changed the ship names to what you suggest as per thumbnail. I'm assuming that I don't need to put the German version in as well? The drop down menu works but not the cargo / crew lost on SH3 Commander Personnel file and patrol log.

"For the ship-name feature to work properly it is neccessary to use exactly the same name for the type as in the EnglishNames.cfg/GermanNames.cfg in the Sea folder of the SH3 installation. I recommend to put a copy of the EnglishNames.cfg/GermanNames.cfg into the same folder as the executable. The log executable will read this file and offer all the names in a drop-down menu (the included EnglishNames.cfg/GermanNames.cfg is from GWX)."

Many thanks for putting some excellent ideas into my mind to make the game more realistic and immersive and to have the information to try and have a go.

:subsim:

ninja turtle 04-02-15 06:31 AM

Hi LGN1

I think I've found what I was doing wrong for the ship cargo and crew losses not appearing in my Personnel file. I've just looked at the SH3 options in SH3 Commander start up and didn't have the "Career options-use real ship names in patrol logs" ticked. I've now done that and the previous ships sunk now have the information in my patrol logs. So once I'm back at sea and sink another ship I'll double check that it works.

Best regards

:subsim:

Sailor Steve 04-02-15 08:48 AM

:rotfl2:

It's always the little things that come back to bite us. I wish I had a dollar for every time I've asked about a problem and then found it was something small I forgot to do.

"Is it plugged in?"

Anyway, I hope that fixes it for you. :sunny:

LGN1 04-06-15 01:03 PM

Hi ninja turtle,

does it work now?

Regards, LGN1

ninja turtle 04-07-15 03:46 AM

Quote:

Originally Posted by LGN1 (Post 2304295)
Hi ninja turtle,

does it work now?

Regards, LGN1

Hi LGN1,

I'm been away from my U-Boat for the past few days and my daughter is visiting this week so I've not been able to double check with everything but I'm feeling hopeful that it works okay (due to an error on my part):

Quote:

I think I've found what I was doing wrong for the ship cargo and crew losses not appearing in my Personnel file. I've just looked at the SH3 options in SH3 Commander start up and didn't have the "Career options-use real ship names in patrol logs" ticked. I've now done that and the previous ships sunk now have the information in my patrol logs. So once I'm back at sea and sink another ship I'll double check that it works.
So with a few more tweaks with my mods this weekend I'll hopefully be able to start a new career next week and report back to you, Sir.

:salute:

:subsim:

BigWalleye 05-20-17 05:04 PM

Hey, LGN1! Been enjoying SH3 Log for quite a few patrols. Just finished a patrol, opened SH3 Log v1.0 and oops! SH3 Log v1.0 won't create entry boxes. Seems to have some problem linking to my browser. SH3 Log v0.5 still works fine. Any idea what I am doing wrong? Do you need additional information?

Thanks in advance.

UPDATE: Fixed the problem. For some reason, I had gotten an older version of SH3Log1.exe in the relevant /cfg folder. Put in the correct verson, dated 3/1/15, and all is good. SH3 Log is really a cool addition to the game. Thanks for putting it together.

I think Peter Norton has been "helping" me again.

Tycho 04-14-18 05:51 PM

Hi, LGN1
I'm still very annoyed about the Navigation officer report of sinking ships.
No matter how you cover it, it still most of the time give me the fact of the sinking of the ship. And that spoils the whole idea!
So, I go in sh3.exe and found a way to stop that completely.
Then, I continue and made the captain's log, to not write about the sunken ships. Will continue to write about destroyed aircraft. This is about the ".clg" file. Now no needs to block access to the captain's log in game!
In "Log_#.cfg" the entry "Patrol results"will write corectly the number of sunken ships and the "Patrol tonage", so work great with your program.
Have a interest about this?

LGN1 04-16-18 02:05 PM

Hi Tycho,

that's great news! :yeah:

I'm definitely interested in your work!

Cheers, LGN1

Tycho 04-16-18 03:24 PM

Ok, will add this to my patch.
If you are hurry, I'll send this to you on PM.

Stiebler 04-16-18 03:54 PM

SH3 Log Tool - Essential tool for realism
 
What a brilliant addition to SH3, is this one by LGN1! I don’t know how I missed it previously.
It’s easy to install into NYGM (but you have to modify-by-hand the latest NYGM files according to the Log Tool instructions; the files supplied with the mod as a package for NYGM are now out-of-date.)

It all works exactly as stated. As stated clearly in the Readme, the player must observe which ships sink and their tonnage. In fact, it is essential to note the type of ship sunk in general terms (eg medium merchant, large tanker, escort carrier) and especially the date, position (eg AL32) and your estimate of the tonnage.

For me, accustomed to firing salvos of four long-range (air) torpedoes into a convoy from medium distances while the U-boat is sheltered by darkness, thick fog and high winds, it will now be impossible to claim anything except by guesswork. However, you still get a report of ‘torpedo impact’ when a torpedo hits, which is realistic.

There is one obvious weakness - that cannot be easily fixed - namely that no matter how great or small the tonnage may be that you claim sunk, crew decorations are handed out on the basis of the real sinkings, not your claimed sinkings. You have yet to report your sinkings.

LGN1 expresses puzzlement as to why so realistic a mod has been little adopted. The answers, I think, are these:
1. The need to use an executable file which LGN1 supplies. But LGN1 has created this .exe file using another package of unknown origin. This executable file created in March 2015 was passed by my 2018 malware-checker without query.
2. The need to keep modifying files with each update (eg super-mod updates) of these key files:
en(de)_menu.txt
menu_1024_768.ini
commands_en(de).cfg (optional).
These files are all likely to be updated with each new release of a super-mod, or of many other popular mods. For this reason, I cannot include this mod with the NYGM package (since not everyone will want it), although definitely I recommend it to all users of NYGM. These users should replace the Englishnames.cfg/Germannames.cfg files supplied with the mod (from GWX) with the NYGM equivalents found in folder SH3\data\sea. Also, those who update stock SH3 with the H.sie and also the Stiebler hardware patches will have to make the same changes again to the same key files.

But this mod is essential, for anyone who wants realism in SH3!
(And I hope Tycho's addition will improve things further.)

Stiebler.

LGN1 04-18-18 02:25 PM

Hi Stiebler,

thanks for your kind words! I'm happy that you like the mod.

You are correct about the medals for the crew. I have never thought about it :oops: But I neither have a good idea how to fix this :hmmm:

I must confess I'm a bit lazy keeping my mods up-to-date for all the different supermods. I assume most users of my mods are experienced players who have their own mod soup and can adapt the mods themselves.

Concerning the executable: It was created using pp (http://search.cpan.org/~autrijus/PAR-0.85_01/script/pp) in order to avoid a perl installation for users. If someone has doubts about the mod he can extract the script from the executable using, e.g., 7-zip, and then check the script and use it with his own perl installation.

I'm also looking forward to any improvements by Tycho! The ultimate goal would be to directly include it in SH3 :D

Best, LGN1

schlechter pfennig 04-18-18 03:54 PM

I have no idea how I've missed this little gem before. I've just started using it, and it does make things more, ah . . . interesting. :D

I'm not worried too much about awarding crew medals, as I can always do that via SH3Commander. Same with regards to promotions. And since I run with a "no fatigue" settings (that feels lame at times to me but I've little choice since I play WAC, and TC of 32 or less for hours is not uncommon) medals serve little actual game play purpose for me.

I still get indications of when a ship is sunk (close range, at any rate) though, but I don't see ways of avoiding that: The crew cheers; I get the message of "Following plotted course!"; any locks --attack periscope, observation periscope, UZO-- immediately unlock, or are unable to relock. Outside of visual range, though, I have no idea if a badly-damaged ship, or aircraft, finally succumbs.

So far, so good! :Kaleun_Salute:

Update: Found out --the hard way, as usual! :D-- that if you use semicolons in the comment section, you lose seeing everything that follows. It's still there in the log(s), but it won't appear visible in-game when viewing the log there.

Tycho 05-27-18 12:48 PM

Quote:

Originally Posted by Tycho (Post 2549695)
Ok, will add this to my patch.
If you are hurry, I'll send this to you on PM.

I promised here something and forgot.
But, now I don't want to update my patch, I have no mood to write readme, descriptions, to update the topic etc.
So, for now I'll quickly post it here!
In future, if I gather new things for my patch, will add this too.

First, the easiest way is to stay with LGN1's editings, and to eliminate only the Navigation Officer report about sunken ships.
It is only one byte change. If you use my patch, you can add this code to the end of the "TychoSh3Patch.map" file and patch the "sh3.exe" file.
If not, you can do it manualy with hex editor.
Code:

#
#
@@@  Without report from NO for sunken ships.
@@ JZ > JMP
00091744: 74 eb
00091745: 77 77



I for myself use a full set, it is:
Code:

#
#
@@@  "Captain log", don't write the aircraft destroyed records.
@@ JL > JMP
@@@0009160D: 7c eb
@@@0009160E: 5a 5a
@@@  "Captain log", don't write the ship sunk records, and without NO report.
@@ JLE 00091692 > 0009168C
00091670: 7e 7e
00091671: 20 1a
@@ JLE 00091692 > 0009168C
0009167A: 7e 7e
0009167B: 16 10
@@ JG > JMP and NOP the rest
0009168C: 0f e9
0009168D: 8f 2c
0009168E: 2b 01
0009168F: 01 00
00091690: 00 00
00091691: 00 90
@@@  "Status Report" don't write ships sunk information.
@@ Tankers sunk, JZ > JMP
000912FC: 74 eb
000912FD: 6e 6e
@@ Cargo ships sunk, JZ > JMP
0009136E: 74 eb
0009136F: 79 79
@@ Warships sunk, JZ > JMP
000913EB: 74 eb
000913EC: 6d 6d
@@ Total tonnage, JZ > JMP and NOP the rest
0009147D: 0f e9
0009147E: 84 7e
0009147F: 7d 00
00091480: 00 00
00091481: 00 00
00091482: 00 90
@@@  "Status Report" - time restriction, was 2 hours between two reports, now is 10 min.
000910B2: 78 0a
@@@  "Mission ended screen", don't write sunken ships tonnage info.
@@ NOP the CALL
00055DE0: ff 90
00055DE1: 15 90
00055DE2: 0c 90
00055DE3: d7 90
00055DE4: 51 90
00055DE5: 00 90

After that, I don't need point 1 and 3 from LGN1 editings.
I only edit the line "582=" to:
"582=Mission ended.||||Crew inspection.|||Starting crew:|Ending crew:"


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