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Old 08-03-12, 04:37 AM   #1
Magic1111
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Hi Stiebler!

I´ve two questions please...

First question regarding to Surrender/Abandon Option and this from your .pdf Manual:

Quote:
...
If you have been rescued by U-boat, you may legitimately start a new career, to begin after the date you were sunk at sea, even for the Dead-Is-Dead players.
...
Can you please a little more explain, how to start a new career after I became the message, that I´ve been rescued by a U-Boat?

Let us assume, that I´ve been rescued by an U-Boat ingame Date at e.g. 25.02.1941. Then I start a new career at 01.03.1941 with the same captain name?! But when I do this, I loss my medals and renown from my old career, or? I mean, I start a new career after that I´ve been rescued, but without any medals or renown? Is this so correct?

Or can you please more explain the procedere to start a new career after rescue by an U-Boat please?!

And second question regarding to Weather Meter:

When I use this option, I must before I start a patrol enable the "Stealth-Meter" Option on, that is clear! But this has the effect, that my Realism-Percent-Value goes deeper, when you know what I mean?

E.g. before I enable the Stealth-Meter Option I play with, let us say, 91% Realism, after I enable the Option, the Realism-Percent-Value is only by 89% (or similar, I don´t know exactly).

Is there a solution to fix this? I mean, altough I enable the Option my Realism Value remains at 91%!

Best regards and thx in forward,

Magic
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Old 08-03-12, 06:09 AM   #2
Harald_Lange
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3 quick questions:

1. If I patch my exe and add it to the mod folder as instructed in the readme, will that .exe override the main one? I have a desktop shortcut pointing to the 'root' .exe, and I'm wondering which is the correct place to put my .exe file.

2. Instead of editing the command files in the root data/cfg folder, can I duplicate the directory structure inside the mod and put the extended 'Commands_en.cfg' in there instead?

3. Final one:
If I install the stieblers patched exe, do i still need the hsie mod, or does this supercede it?

Thanks, hope these aren't too daft.
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Old 08-03-12, 06:37 AM   #3
VONHARRIS
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Quote:
Originally Posted by Magic1111 View Post
E.g. before I enable the Stealth-Meter Option I play with, let us say, 91% Realism, after I enable the Option, the Realism-Percent-Value is only by 89% (or similar, I don´t know exactly).

Is there a solution to fix this? I mean, altough I enable the Option my Realism Value remains at 91%!

Best regards and thx in forward,

Magic
I can give you a solution to that :

In Data\cfg folder find the GameplaySettings.cfg file.
Open with notepad
In the last block of the file :
[RealismPercentage]
LimitedBatteriesRealismPercentage=5
LimitedCompressedAirRealismPercentage=1
LimitedO2RealismPercentage=6
LimitedFuelRealismPercentage=6
RealisticVulnerabilityRealismPercentage=5
RealisticRepairTimeRealismPercentage=8
RealisticShipSinkingTimeRealismPercentage=2
ManualTargetingSystemRealismPercentage=15
NoMapUpdateRealismPercentage=12
RealisticSensorsRealismPercentage=6
DudTorpedoesRealismPercentage=4
RealisticReloadRealismPercentage=6
NoEventCameraRealismPercentage=3
NoExternalViewRealismPercentage=8
NoStabilizeViewRealismPercentage=5
NoNoiseMeterRealismPercentage=2 <-- change this to 0 and add 2 to any field so that your realism will add up to 91% .
NoWeaponOfficerAssistRealismPercentage=6

Hope that helped.
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Old 08-03-12, 04:46 PM   #4
Stiebler
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@Magic1111:

After use of 'Surrender Option':
If you are rescued by U-boat, then the rules are that you can start a new patrol, even if you play 'Dead-is-dead'.

It is your choice how you start your new patrol, but in real life it must have been with a new U-boat and a partly new crew.
You can adjust your medal status, and your new crew status, to mimick your earlier career, by altering the crew configuration files after starting your new career.

VonHarris has kindly answered your question already about the weather meter already.

@HaraldLange:
1) Yes. The patched sh3.exe will replace the original. Your shortcut will continue to point to it.
2) Yes. In fact your suggestion is the preferred method. Install the revised files command_en(de).cfg with JSGME as part of the Stiebler4B_Addon_for_V16B1 folder.
3) Yes. You *must* first install H.sie's mod.

@Lindly:
Either you are using the wrong version of the Options Selector (use version 1.6a with its associated files HsieContents.txt and StieblerContents.txt).
Or you are are not patching with H.sie's V16B1 patch (maybe with an older version, or have you omitted to use H.sie's patch completely?)

Stiebler.
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Old 08-03-12, 11:37 PM   #5
Lindley
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OK Thanks.

Working.
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Last edited by Lindley; 08-04-12 at 04:21 PM.
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Old 08-04-12, 01:49 PM   #6
Magic1111
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Quote:
Originally Posted by VONHARRIS View Post
I can give you a solution to that :
...
Quote:
Originally Posted by Stiebler View Post
@Magic1111:
After use of 'Surrender Option':
...
Many thx @ VONHARRIS & Stiebler for answer me my questions!

Best regards,
Magic
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Old 08-08-12, 05:28 PM   #7
HEMISENT
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Hi Guys
I posted this question on H'sie's thread and will do the same here.

I have a fresh GWX install and H.sie's patch is working correctly. There are no other mods enabled in JSGME.

Stiebler's Supplement to V16b1 is in the MODS folder and both the messages and campaign_SCR editing have been accomplished.

Per H'sie's instructions I put the patched SH3.exe into the Stiebler's Supplement to V16b1 folder with the 4 dll's

At this point I enable Stiebler's supplent in JSGME.

When I start the game I get a "missing dll's message. (At this time there is no SH3.exe icon in the SH3 folder because it first went to the patch folder then went into Stiebler's folder)

Does anyone have an idea as to what I'm doing wrong? I tried to search both threads but came up blank for this specific problem.
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Old 08-08-12, 06:04 PM   #8
Gammel
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Quote:
Per H'sie's instructions I put the patched SH3.exe into the Stiebler's Supplement to V16b1 folder with the 4 dll's
At this point I enable Stiebler's supplent in JSGME.
didn't you miss applying the Stiebler patch to the h.sie patched exe before enabling the mod?

To get the Stiebler mod working the exe has to be patched again
(Patch_SH3.bat in "V16B1-Patch-Kit" folder after you've copied the h.sie sh3.exe there.

After that and running the options selector move or copy the now duble-patched sh3.exe into the
"Supplement to V16B1 (JSGME)" folder, as well put your modified text files here in the right places.
You have to unpack this folder with 7zip (7zip.org) first.

No copy the folder to your game folder and enable with JSGME
after all other preparations are made:

Check you got the right version of the h.sie patch!
Don't forget to chose, rename and copy the right AISensor.dat to the library folder in "Supplement to V16B1 (JSGME)" before enabling the mod.

At last: If you use GWX delete the "sea" folder according to the manual - i removed the roster entry for the CAM Shipmod as well. Deactivate the CAM Ship mod with the options selector.
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Old 08-09-12, 02:53 AM   #9
Stiebler
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@Hemisent:

As Gammel says above, you must have H.sie's patch installed first with JSGME.
Then you install the Stiebler4_addon folder with JSGME on top of the Hsie patch already present. The Stiebler4_Addon folder must contain its own patched version of SH3.exe, created by patching Hsie's version of SH3.exe.

Furthermore, if your set-up is complaining that four dlls are missing, then clearly you have placed them in the wrong place in the Stiebler4_Addon folder. In fact, it was not necessary to move these dlls from H.sie's original patch folder.

Stiebler.
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Old 08-11-12, 11:55 PM   #10
Rubini
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Hi Stiebler,

Thanks again by this new update of your add on! It is just amazing!

I should like to say few words about the new fido (accoustic torpedo) add on.
I was thinking about it and i guess that it´s possible to change (or just make a new ) a bomb by a "fido" torpedo (i mean: 3d object and its texture) and also adjust it´s "explosion" impact on water to be more like a dropped torpedo hit on water. If all this really works as intend , later we can hook your "fido" routine to this object and them add it to the correct planes. As we already knows, by the hard tries from others modders, the ai torpedo on Sh3 just don´t work, the game don´t have code routines for it ... so, it will be not yet a complete eye candy aerial torpedo neither it will search for the uboat (it will desappear as it hit the water) but with a "fake" torpedo and your code routine we will get very close!

I will look for this when i have some free time, but the idea is open to anyone that want to try it!

Thanks again by your brilliant work!

Here the easy first step. The big problem is to have a plane that could behaviour like a torpedo bomber... well, this is for later work. Sorry to hijack the thread , but the idea of an ai torpedo is just so much good for sh3!
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Last edited by Rubini; 08-12-12 at 12:28 AM.
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