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Old 05-24-12, 04:24 AM   #3406
SquareSteelBar
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Quote:
Originally Posted by AndyW View Post
...I***8217;m still not sure if I have to patch up the vanilla SH3.exe to patch 1.4b before patching to V16B1? The manual is a bit unclear here...
Precondition for h.sie's V16B1 is a v1.4b sh3.exe !
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Old 05-24-12, 08:04 AM   #3407
h.sie
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At the german marinesims.de forum, a user posted a combined convoy attack, consisting of aircraft and AI-subs from the Wolfpack-Mod.

http://www.marinesims.de/wbb2/thread...223#post251223
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Last edited by h.sie; 05-24-12 at 01:07 PM.
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Old 05-24-12, 08:39 AM   #3408
Myxale
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Quote:
Originally Posted by h.sie View Post
At the german marinesims.de forum, a used posted a combined convoy attack, consisting of aircraft and AI-subs from the Wolfpack-Mod.

http://www.marinesims.de/wbb2/thread...223#post251223
Some great action. A cool read. Thanx.
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Old 05-24-12, 08:54 AM   #3409
Vince82
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@Andy

GWX gold
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Aces' Radio Room Postcards
Aces' Modified Headphones
New Uboat Guns 1.2
MaGui 3.4 (take a look at the mod folder, to make sure you install the right folder)
New_Hydrophones_layersV1.1a
h.sie V1.6
Stieblers addon for V1.6
(Take a look at the manual u got to add some stuff manually, easy tho)

Very easy just search, download and install, everything is compatible. Don't install GWX integrated orders tho and V1.6 you got to read the whole manual.

http://www.subsim.com/radioroom/showthread.php?t=171019

To answer your question I patched 1.4 aswell.

@h.sie
awesome, where can we download this?
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Old 05-24-12, 09:22 AM   #3410
h.sie
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Quote:
Originally Posted by Vince82 View Post
@h.sie
awesome, where can we download this?
download what? The Wolfpack Mod? It's part of the V16B hardcode patch. The aircraft attack after a contact report is stock sh3 behavior.
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Old 05-24-12, 09:35 AM   #3411
Vince82
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Quote:
The aircraft attack after a contact report is stock sh3 behavior.
hehe so lucky, thought he added aircraft to the wolfpack mod. Never mind.
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Old 05-24-12, 04:34 PM   #3412
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Quote:
@CaptainMark:Glad you like it. Regarding visual sensor settings:

I don't know the "final truth". The optimum settings seem also to depend on some other settings in sensors.dat, thus I cannot give a general solution.

Try the following: Set

- Visual range factor = 0.5
- Visual fog factor = 1.02

as fixed values and only vary

Visual light factor between 0.5 and 5.0 and investigate its influence on detection at day and night and choose a value that fits your personal taste.
Thank you h.sie for your reply. I will give it a try and run a few tests till it fits.

It's like they say: "All you need is good men". And good men this community has!
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Old 05-25-12, 02:17 AM   #3413
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First of all H.sie, great work on the hardcode fixes. Question, i have FM interior v1.0 and St.naz,wilhemhaven, etc v6 working together after your patch and it will load all the way to the end and then ctd.When i run them seperate, no problems.I see no conflict between the two files, except sound, but i think maybe the hardcode fix won't allow the two to work together. What do you think?
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Old 05-25-12, 02:24 AM   #3414
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@SquareSteelBar and Vince82

Thanks for the help!

Regards,
Andy
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TOTAL: 11 careers, 47 patrols, 1,033 days at sea, 633,585 tons sunk
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Old 05-25-12, 04:25 AM   #3415
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Glad to be of help, Andy. This is usefull aswell (in case u forgot): http://www.subsim.com/radioroom/show...ge#post1461174


Now I've got a question on my own about V16. I'm planning to use the stock renown reward for reaching and patrolling the assigned grid. Now when you use the request new grid option in the patch... Will you get the renown reward twice?

Last edited by Vince82; 05-25-12 at 03:05 PM.
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Old 05-25-12, 08:15 PM   #3416
Captain Mark
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Quote:
Originally Posted by Vince82 View Post
@Andy

Don't install GWX integrated orders tho and V1.6 you got to read the whole manual.
Does this mean GWX integrated orders is not compatible with h.sie's V16B1 patch?
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Old 05-26-12, 03:02 AM   #3417
Olamagato
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GWX integrated orders is not compatible with any GUI mod (menu_1024_768.ini) and FM Interior (commands_xx.cfg).
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Old 05-26-12, 04:50 AM   #3418
h.sie
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you can make it compatible by following the instructions in the manual
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Old 05-27-12, 12:26 PM   #3419
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H.Sie I apologize if this has been discussed before, but I was wondering if in the future it was possible to make the AI "sneakier" through use of this patch. Make it do things like sit on the surface with their engines off waiting for you to come back up without taking a look around with your scope first and ambush you. Or you could have them go away for a little while making you think the escorts have left and have them suddenly return to the area to see if you got comfortable while they were away, and catch you on the surface or making a lot of noise reloading torps or making repairs. I haven't played for awhile but as usual your patch keeps bringing me back. It keeps getting better. Thank you and everyone involved for your work.
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Old 05-27-12, 01:15 PM   #3420
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@Stoli: Good point, but unfortunately, I was (so far) not able to directly manipulate AI behavior (except for some dirty tricks that indirecly change the AI, but with very restricted effect).
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