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Old 02-11-10, 10:30 PM   #211
buckeyedude2007
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Default can some hone help please???

I am a new simmer and recently bought SH3 at a garage sale. Playing the game i love it. I downloaded this MOD and can only play as the Leipzeg, and the Gunboat and type 34 destroyer. Can someone tell me where ive gone wrong? Or how to Properly install this mod. it looks amazing and i really want to play as Bismark and Scharnhorst
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Old 02-11-10, 10:49 PM   #212
audessy
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Quote:
Originally Posted by buckeyedude2007 View Post
I am a new simmer and recently bought SH3 at a garage sale. Playing the game i love it. I downloaded this MOD and can only play as the Leipzeg, and the Gunboat and type 34 destroyer. Can someone tell me where ive gone wrong? Or how to Properly install this mod. it looks amazing and i really want to play as Bismark and Scharnhorst

1. First get a fresh install. Uninstall sh3 and install it again. We need to make sure nothing is in the wrong place.

2. Make sure to download the 1.4b patch for silent hunter III.

3. Install the Warship Mod for stock sh3. The file is WSM3.0SH3V1.4.rar. If you have WSM3.0GWX3.0.rar you downloaded the wrong one. That's for GWX. GWX is a great but very large mod. I'd recommend trying stock first. Make sure you move the MODS, JSGME.exe, and readme.txt to your game directory from the .rar file.

4. Run JSGME.exe from your game directory. Enable WSM3.0. Close JSGME and open it again. Now enable Ge1, GeII, GeIII, whichever you like. See the first page of this thread for details on the ships contained. Remember... Only 1 though.

I hope this helps.
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Old 02-11-10, 11:22 PM   #213
audessy
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Originally Posted by DirtyACE View Post
Thanks, that's what I was getting at, if the campaign can be played with capital ships exclusively. Well now that I know, I'm really excited. I really love GWX and now this mod in addition to it would just be amazing. As much as I like commanding a Uboat, commanding a huge capital ship is just a whole different game.

Can you tell me what kind of fixes are planning on making? Does it have to do with some bugs in the mod?
At this very minute I'm trying to find a way to make the guns fire gradually. For some reason my star shells will on the 11 inch deutschland triples but not with any other shell. I'm confused. I'm trying to set a recoil effect of 1 second so they fire like the Iowa in this video.



So far what I've done is:

-Changed the large caliber gunfire to sound more like the Iowa in that video... but a nice rolling thunder effect afterwards.

-Re-enabled all shell types for all usable guns.

-Changed the way ALL capital ships handle being damaged. When I sink I decide when I'm dead. Not some crappy you're dead screen. Screenies here:
http://www.subsim.com/radioroom/showthread.php?t=161336
I recently had a battle with the HMS Hood in a Scharnhorst. My bow was nearly underwater, and half of my crew dead (literally) yet I managed to fight the flooding for another 10 minutes. Meanwhile HMS Hood had a 20 degree list to starboard and sinking, only 1 of her main batteries still firing. In the end we killed each other. A glorious battle.

-Made the AI very accurate. Unfortunately I'm still trying to figure out how to fix my own accuracy. I had a renown still scoring hits on me from 20km+ away as an example.

-Added many patrolling random task forces. Unrealistic yes. But since DD's are just really annoying now and sinking merchants with huge guns gets old I figure I'd better put some antagonists in. I stumbled upon 2 hoods guarded by a southampton and 5 destroyers. I RAN LIKE HELL! Attacking at night is the main strategy in WSM but now it's actually quite frightening.

-Reduced the total amount of sailors on board. I did this because there's no way 1000+ sailors are going to fit on the uboat menu. More or less they're like symbols of many sailors to me. Sort of like Navy Field. This also makes the impact of crew death devastating. Losing an machinist or a repair man in battle may mean you're not coming back. I lose at least 2 sailors per mission with 2 medics btw.

-Flooding speed is much higher and the time to repair it is balanced. Even with a veteran crew you'll come within minutes of death. Sometimes you're a minute too late. More than one large caliber shell to the same compartment means you're in some serious trouble.



I'm hoping to share some of this with Chinese U-47 and see if he wants to use it in his next release. He's so darn elusive though!
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Old 02-12-10, 11:19 AM   #214
buckeyedude2007
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Default Thanx

Thanx audessy, everything is working great now. Cant belive i found the game at a yard sale! Thanks again!
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Old 02-12-10, 01:32 PM   #215
preussen
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@audessy

ahh right so you aint got it solved yourself yet. i seem to have missed that you posted a change for AI accuracy. i was wondering how i was never hit when i went into gibralta or dover. changed it to your settings and i gotta say, its more fun when you limp home on fire and all batterd lol, i might have to tinker with the flooding thing too. sounds like a good addition.

but a look into the files of the wsm 3 german ships 1 mod file could be worth an idea, since if i go the scharenhorst the tripple guns get on target after 2-3 rounds. but as i aint got the slightest of clues on how to mod or change any cfg or other files.

Last edited by preussen; 02-12-10 at 03:48 PM.
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Old 02-13-10, 05:19 AM   #216
audessy
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Originally Posted by preussen View Post
@audessy

ahh right so you aint got it solved yourself yet. i seem to have missed that you posted a change for AI accuracy. i was wondering how i was never hit when i went into gibralta or dover. changed it to your settings and i gotta say, its more fun when you limp home on fire and all batterd lol, i might have to tinker with the flooding thing too. sounds like a good addition.

but a look into the files of the wsm 3 german ships 1 mod file could be worth an idea, since if i go the scharenhorst the tripple guns get on target after 2-3 rounds. but as i aint got the slightest of clues on how to mod or change any cfg or other files.

The problem is with the players gunners AI which seems to be hard coded. There is a way around it but it destroys realism. Example, making the guns elevate and traverse at very high speed helps the AI however seeing a big 11 inch turret "twitch" and point at the target kinda sucks. I think I may have got the shell dispersion lower though. At 10km the spread on the 11 inch triples is just unacceptable for being 1/4th of it's total range.

I was hoping gradual fire of each barrel 1 second apart from each other might help but there's no practical way of doing this. If I make the guns fire this way the AI cannot use them in 2 of the methods I came up with.

I'm really tempted to release what I've finished as a mod to be used on top of this one. I had a nice battle today against a Renown.
Engaged at 11pm.
Struck her with 2 torpedos from my Deutschland.
3 of her escort DD's spotted me and charged.
Returned fire at Renown while running away.
Took casualties, went to flank speed and engaged the DD's instead.
Sunk 2 dd's and crippled 1. Renown lost sight and disengaged at 12pm.
Shadowed and repaired for about 3 hours.
Engaged again, more flooding. Renown starting to list to starboard at 10 deg.
Retreated for repairs, sunk the remaining DD.
Engaged for the last time at 5am at a 6km firing distance. Renown's engines stopped due to flooding.
Realized I was low on ammo and flooding.
Suicide attempt knowing I wouldn't make the retreat this time I decided to ram her.
Controlled the A turret manually while speeding at her going 30kts.
Took 2 more shells making more flooding.
Continued to make good waterline hits until we collided.
Now at a flood time of 1:30 I was in trouble.
The watch notified me that she was finally sinking now at a 30 degree list.
Quickly assigned repair crews and managed to control the flooding.
Limped back to port missing most of my equipment, 2 seaman and many more wounded.

If it wasn't for those 2 torpedo's I hit her with I would've been a midnight snack.
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Old 02-13-10, 02:41 PM   #217
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thats a good point, i would not like to see the bismarcks big guns twitch, or move to fast, after 2-3 volleys my main guns now manage to get on target, and i aint got a clue what i changed, i was playing around with so many things i lost track lol. but then again with manuel aiming i can hit most targets up to about 10km. but will never try my luck againt my Hunt II (or as i thought it was, turned out it was the hood followed by 3 other destroyers. needless to say i didnt have much of a chance, managed to damage the hood in a way that she didnt fire back and took out 2 destroyers, thought id go in for the kill, and then got sunk by mutiple bombers.

and now im gonna do the changes you have done, to make the ship list. sound and looks a good addition to this mod here.

Quote:
Originally Posted by audessy View Post
The problem is with the players gunners AI which seems to be hard coded. There is a way around it but it destroys realism. Example, making the guns elevate and traverse at very high speed helps the AI however seeing a big 11 inch turret "twitch" and point at the target kinda sucks. I think I may have got the shell dispersion lower though. At 10km the spread on the 11 inch triples is just unacceptable for being 1/4th of it's total range.

I was hoping gradual fire of each barrel 1 second apart from each other might help but there's no practical way of doing this. If I make the guns fire this way the AI cannot use them in 2 of the methods I came up with.

I'm really tempted to release what I've finished as a mod to be used on top of this one. I had a nice battle today against a Renown.
Engaged at 11pm.
Struck her with 2 torpedos from my Deutschland.
3 of her escort DD's spotted me and charged.
Returned fire at Renown while running away.
Took casualties, went to flank speed and engaged the DD's instead.
Sunk 2 dd's and crippled 1. Renown lost sight and disengaged at 12pm.
Shadowed and repaired for about 3 hours.
Engaged again, more flooding. Renown starting to list to starboard at 10 deg.
Retreated for repairs, sunk the remaining DD.
Engaged for the last time at 5am at a 6km firing distance. Renown's engines stopped due to flooding.
Realized I was low on ammo and flooding.
Suicide attempt knowing I wouldn't make the retreat this time I decided to ram her.
Controlled the A turret manually while speeding at her going 30kts.
Took 2 more shells making more flooding.
Continued to make good waterline hits until we collided.
Now at a flood time of 1:30 I was in trouble.
The watch notified me that she was finally sinking now at a 30 degree list.
Quickly assigned repair crews and managed to control the flooding.
Limped back to port missing most of my equipment, 2 seaman and many more wounded.

If it wasn't for those 2 torpedo's I hit her with I would've been a midnight snack.
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Old 02-13-10, 04:58 PM   #218
audessy
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What year? I rarely get attacked by bombers in 1939/40 and it's kind of disappointing. I'm hoping the RN and RAF gets mad at me eventually
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Old 02-13-10, 06:44 PM   #219
preussen
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i was in 1943, well i was lol, back to 1939 it is now hehehe.

i dont have a hull damage procentage so i cant see how damaged it is and it kinda makes it hard to judge when i should pull out of a battle. but then again 2 red compartments and burning flak guns and 30 dead should have been a goog hint.

and for some reason my ship dont list to the side, shame really, i like what i have seen in ur pics, but i must have done somthing wrong. back to the drawing board it is then. and figure out what i did wrong.



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What year? I rarely get attacked by bombers in 1939/40 and it's kind of disappointing. I'm hoping the RN and RAF gets mad at me eventually
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Old 02-14-10, 11:01 PM   #220
audessy
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There's 4 ways in the game it will give you the instant death screen.

1. A compartment is destroyed.
2. The compartment is completely flooded.
3. Your ship took too many overall hitpoints set in the .zon file of the ship.
4. Crushed by pressure.

I'd prefer crushed by pressure every time. However the flaw with my method of giving equipment flotability is that you can never correct the list. Somewhat realistic but I am now using a balance. It works amazing most of the time. However sometimes I stop the flooding with my deck awash. Strange seeing a scharnhorst at periscope depth.

I just assume I'm dead when this happens.
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Old 02-15-10, 01:27 PM   #221
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Will you have my kids!?

This mod.. whew man its hard to take in what this mod does..
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Old 02-15-10, 07:29 PM   #222
audessy
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Looking around through the game mechanics I noticed a huge problem that I'm going to test. I noticed that most or all DD's have 25cm(9.8 inches). Looks like someone wanted it to be impossible for Uboat deck guns to sink dd's. Battleships have 90cm(35.4 inches) . I'm going to balance everything and test this. I noticed there was a problem while testing a Bismarck against and air raid and I took 8 bombs with minimal damage.
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Old 02-16-10, 07:48 AM   #223
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lol i had that prob seeing my bissy at periscope depth, but i changed the the crush depth to 22mtr, shes 10 mtr under anyways and i figured that another 12 mtr would be enough to sink her in real life.

but it does look so cool when she lists to one side, and is my indication to get the hell outta there and head home.

the main ones giving me a headache are those pesky torpedo boats, takes me ages to destroy them, and i hate the lil pests.



Quote:
Originally Posted by audessy View Post
There's 4 ways in the game it will give you the instant death screen.

1. A compartment is destroyed.
2. The compartment is completely flooded.
3. Your ship took too many overall hitpoints set in the .zon file of the ship.
4. Crushed by pressure.

I'd prefer crushed by pressure every time. However the flaw with my method of giving equipment flotability is that you can never correct the list. Somewhat realistic but I am now using a balance. It works amazing most of the time. However sometimes I stop the flooding with my deck awash. Strange seeing a scharnhorst at periscope depth.

I just assume I'm dead when this happens.
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Old 02-16-10, 09:31 AM   #224
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I just installed this mod, and it is FANTASTIC! Thanks so much to U-47! Nothing like the Bismarck to blow up stuff.
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Old 02-17-10, 12:46 PM   #225
audessy
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@preussen

I haven't tested it. But maybe a larger radius on some shells could give them splash damage for our torpedo boat problem? In reality I'm sure if a 15 inch shell explodes not even 5 feet from a torpedo boats hull it would hurl the boat over.

When all else fails you can ram them. The AI is quite dumb and will try to ram anything. It just takes a long time.
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