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Old 10-15-15, 03:30 AM   #31
Fader_Berg
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aero16 has given me a list of found memory locations made by Stiebler (with his permisson of course).

I officially want to thank you both for this contribution. This will speed things up.
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Old 10-15-15, 06:33 AM   #32
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Quote:
Originally Posted by Fader_Berg View Post
latest-patSH3r.zip is for people who just want to play the game. No more files are needed for that.
latest-patSH3r-source.zip is for people who want to see the code, and is interested in how it's done.
SSS
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Old 10-15-15, 06:40 AM   #33
Fader_Berg
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Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
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Old 10-15-15, 08:30 AM   #34
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Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
yes...another annoying bug !!

i am very excited with your thread and your achievements ! hope to have success to this new task too!
(see if you can import Rubini's hydrophone layers-plus Leitender's addition- in your code.would be nice to have all in one if possible:
http://www.subsim.com/radioroom/showthread.php?t=193199)

many thanks to Stiebler for his very valuable sharing

all the best to you guys
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Old 10-16-15, 10:37 AM   #35
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Excellent work, Fader_Berg! h.sie and Stiebler have provided some great enhancements with their executable file patches. Making WO accuracy experience- and qualification-dependent adds another consideration for the Kaleun. And run-time patching will be easier to install, especially for less tech-savvy gamers. I hope you will continue with this implementation approach. Reverse-engineering machine code is labor-intensive and requires great expertise. Thank you for all your effort.

One question: Is there a constraint on implementation of your patch? Before starting a career? Mid-career, but in-port only? Or can it be implemented at any mid-patrol save?
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Old 10-16-15, 10:54 AM   #36
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Quote:
Originally Posted by BigWalleye View Post
One question: Is there a constraint on implementation of your patch? Before starting a career? Mid-career, but in-port only? Or can it be implemented at any mid-patrol save?
Anytime, anywhere.
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Old 10-17-15, 03:35 AM   #37
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Hi Fader_Berg,

first of all thanks for this great new aproach to chnge things in SH3. I#ve d/l your r21 today and i'm testing the WO messages - the German messages. Thre is a little typo mistake which won't give you correct range and bearing.



As underlined in red there is a <LARGE O> istead of a <ZERO> which causes this problem. And by the wy it looks better if you type Sichtkontakt and Peilung - but this has no resultuts on the program.

Greetings
rowi58
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Old 10-17-15, 04:45 AM   #38
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Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58
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Old 10-17-15, 07:58 AM   #39
Fader_Berg
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Quote:
Originally Posted by rowi58 View Post
Hi Fader_Berg,

first of all thanks for this great new aproach to chnge things in SH3. I#ve d/l your r21 today and i'm testing the WO messages - the German messages. Thre is a little typo mistake which won't give you correct range and bearing.

<IMAGE>

As underlined in red there is a <LARGE O> istead of a <ZERO> which causes this problem. And by the wy it looks better if you type Sichtkontakt and Peilung - but this has no resultuts on the program.

Greetings
rowi58
Thanks. I'll fix that in next revision.
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Old 10-17-15, 08:18 AM   #40
Fader_Berg
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Quote:
Originally Posted by rowi58 View Post
Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58
Why do I have to identify a sighted ship within a labyrinth of black hyrolines? I might want to keep track of a warship while plotting an merchant, though.

When it comes to this, I don't have full understanding of the game engine yet. But it sure looks like it would be possible to have them non exclusive with each other.
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Old 10-17-15, 02:38 PM   #41
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A most welcome addition to SH3-
Awesome work.

Kudos
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Old 10-18-15, 09:38 AM   #42
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Could the fact that ASDIC contact was lost after explosions be simulated by your mod?

(Sound of explosion -> ASDIC Range = 0 + some kind of timer for x seconds?)
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Old 10-18-15, 09:43 AM   #43
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Quote:
Originally Posted by sublynx View Post
Could the fact that ASDIC contact was lost after explosions be simulated by your mod?

(Sound of explosion -> ASDIC Range = 0 + some kind of timer for x seconds?)
Maybe... If I find where the logic for it is at.
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Old 10-18-15, 10:11 AM   #44
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Maybe Darkwraith's Depth Charge Water Disturbances mod could be of help in figuring out what to look for:

http://www.subsim.com/radioroom/show...181513&page=11
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Old 10-18-15, 10:12 AM   #45
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r23:
  • Added repair_time_factor

Repair time factor

Lets you set the repair time to something little more realistic and challenging. Not compatible with V16b1. This setting is impossible to enable with a h.sie patched exe, so no worries.
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Last edited by Fader_Berg; 10-18-15 at 10:19 AM.
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