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Old 05-14-11, 04:53 PM   #1306
bojan811
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Can i use this patch with my current mod setup and my career save game?
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Old 05-14-11, 04:59 PM   #1307
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Small update V15F3 for beta testing available.

Changes:

  • Bugfix: In "Follow nearest contact" mode, the Sonar Operator continues to report the nearest contact even if hydrophones are switched off (this was a stock sh3 bug). Thanks to KarlKoch for reporting that issue.
  • New optional gauges for Oxygen supply by SqareSteelBar. Thanks, SSB.
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Last edited by h.sie; 05-14-11 at 05:26 PM.
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Old 05-14-11, 05:35 PM   #1308
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It's also a very good idea to put the patched sh3.exe into the Supplement-Mod (same directory where the DLLs are). Then one can activate/deactivate the whole packet using JSGME without risking to harm the sh3 - installation.

Thanks to frau_kaleun for that idea.
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Old 05-14-11, 07:32 PM   #1309
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"And on the Seventh day HE rested!"
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Old 05-14-11, 08:04 PM   #1310
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Quote:
Originally Posted by h.sie View Post
Small update V15F3 for beta testing available.

Changes:

  • Bugfix: In "Follow nearest contact" mode, the Sonar Operator continues to report the nearest contact even if hydrophones are switched off (this was a stock sh3 bug). Thanks to KarlKoch for reporting that issue.
  • New optional gauges for Oxygen supply by SqareSteelBar. Thanks, SSB.
h.sie
Downloading and testing now...

Many thanks

Fitzcarraldo
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Old 05-14-11, 11:42 PM   #1311
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Quote:
Originally Posted by makman94 View Post
hello Rubini,

there is no problem with CameraBehavior.act
look at your cameras.dat ....you are ,just, using a cameras.dat that has the blur effect at the node for free camera.
go at the node for free camera and in there find and delete the ''CameraEffects'' and all its child nodes...then save and you are ready to go

bye

Markman

What is the path to this "cameras.dat" file so that I can amend it too? I assume I can do it through explorer, yes?
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Old 05-15-11, 02:37 AM   #1312
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Quote:
Originally Posted by h.sie View Post
@zj1985: Reduction to 1,28MB is as desired. Some unecessary memory filled with zeroes are removed.

You must also install the "Supplement to V15xxz" mod via JSGME.
I do install the supplement mod,and do all the readme says.I also use different versions and they are all oxcoooooo5 wrong.So I doubt my PC OS,I use winxp sp3 chinese simplified.DO I need to insall something netframe work3,4 etc.Or someone can send me the files they work on other PC?

Last edited by zj1985; 05-15-11 at 02:50 AM.
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Old 05-16-11, 04:06 AM   #1313
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@zj1985: Please send me your sh3.exe for me to find the reasons for your problems.
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Old 05-16-11, 04:11 AM   #1314
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Default Modelling random diesel damages when on flank speed

Weeks ago, LGN1 inspired me to model random diesel damages when on flank speed for longer time periods. I like that idea very much, and my own idea was to also add some warnings from the LI like "diesels running hot, we must slow down" or similar.

Does anyone have historical information, how long diesels were able to do flank speed, or more concretely:

How long must diesels do flank speed to have a probability of 50% for some damage?

Thanks.
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Old 05-16-11, 01:00 PM   #1315
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I imagine that this sort of specific info will be hard to come by.

Perhaps you could make it so there is a 1% chance/ hr. at start with a 2%/ hr. after the engines get "hot" (say 2 hrs.). I don't think the warning makes sense though. There really is no way to predict exactly when any engine would break down.

This is certainly a great idea though; after all submarines were noted for being very high maintainance weapons systems.
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Old 05-16-11, 02:27 PM   #1316
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@TorpX: Thanks for your answer. The warnings were for "ear-candy" only and not really necessary.

I think the probabilities for engine damages should highly depend on the speed.

slow - standard: low (maybe avg. 1 damage per 3 missions) ???
full: medium (maybe 1 damage per 1 mission) ???
flank: very high (maybe 1 damage per day) ???

these values can of course be converted into chance per hour.
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Old 05-16-11, 03:22 PM   #1317
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Quote:
The warnings were for "ear-candy" only and not really necessary.
Ok, I misunderstood.



Quote:
I think the probabilities for engine damages should highly depend on the speed.

I didn't know you intended to model breakdowns for anything other than 'flank'. Of course, speed should be very important. As far as flank speed is concerned, I presume we would be talking hours instead of days. No one would be going flank for days, would they?
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Old 05-16-11, 03:47 PM   #1318
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Hi h.sie,

I found these old threads about the diesels:

http://uboat.net/forums/read.php?20,...1260#msg-61260

http://uboat.net/forums/read.php?20,...1000#msg-61000

Both are about the diesels in the IX, but I think most things apply also to the VII boats.

In both threads it's mentioned that the highest possible power output was restricted to 0.5hours (I guess the '24hrs' means once per day ) and the second highest power output to 2hours. Unfortunately, the texts do not mention the corresponding max. speed. In addition, SH3 does not include these settings (the values in the sim files are a weird mixture)

Maybe a rough guide could be:

Flank => hour time scale
Full => day time scale
Rest => patrol time scale

Cheers, LGN1
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Old 05-16-11, 03:49 PM   #1319
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@TorpX: I had in mind to also model random damages for speeds lower than flank, but I did not mention it so far (sorry!) because flank is the most important one. my problem now is the fine-adjusting of probabilities - depending on speed. instead of assumptions I would prefer historical exact empirical data, but I must agree with you, that it will be hard to find some. But maybe we have luck, since here are guys around with a huge historical knowledge. If we don't have luck, I have to use some acceptable assumptions (we have to discuss about) as basis for the programming.
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Old 05-16-11, 04:57 PM   #1320
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@bojan: the patches should be compatible with 99% of the mods.

regarding old savegames look here:

http://www.subsim.com/radioroom/show...postcount=1185
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