SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-01-22, 06:55 PM   #1
Archive1
Commander
 
Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 464
Downloads: 26
Uploads: 0
Default

Blackswan:
Just got this and have a PM reply to you (I hope it attached to yours).
Will follow advice. V2c is in proper place in Documents. by the way, with all proper names.
New version of SH3 downloaded and opens properly.
Will give the advised route a shot and see how it goes.
Very bizarre situation since everything was doing well before normal shut down.
Appreciate the assistance.
-=Archive1=-
Archive1 is offline   Reply With Quote
Old 12-03-22, 06:00 PM   #2
CaptBones
The Old Man
 
CaptBones's Avatar
 
Join Date: Nov 2010
Location: Rockton, IL
Posts: 274
Downloads: 208
Uploads: 0


Default Gridxxxx

For those who, like myself, keep a detailed KTB and want to record events in a more accurate Grid area, this information will put the "Gridxxxx" overlay by Tycho in the correct position on the Nav Chart.

After you paste the layout data in Data/Menu/menu_1024_768.ini, it should be labeled as "G31 I32" and the position line should be changed to read "Pos=350,1975,714,922".

You will find the pull-down tab at the top of the Nav Chart, just to the right of the "Depth Thingy".

Good Hunting!
CaptBones is offline   Reply With Quote
Old 12-08-22, 11:51 PM   #3
Archive1
Commander
 
Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 464
Downloads: 26
Uploads: 0
Default

Blackswan and all:
Am now back in the Game. Dunno why or how. Yes, I did download and install a new version of SH3 but the one I had already installed was the same as the one I installed from Blackswan. But thanks for the download, ...swan.
In any case, many thanks for the support as always.

May I ask a question that is not related?
I am making sorties around March 1940, but there is never any (I mean no) shipping around the British Isles, the passage 'tween Orkney/Shetlands, along the French coast or in the Channel for many, many days (like weeks) while I am in transit to my assigned area. I have purposely expanded my God's Eye view widely via some Data alterations, but still...nada. That was not true in earlier versions. Yes, I can live with the delay, but it seems quite unrealistic to have the seas totally empty of any shipping at this date and time.
Am I missing something here? Or was this purposefully programmed?

So, back in action with the usual swagger of an early war Kaleun, but one that is aware of what is coming in the future.
Archive1
Archive1 is offline   Reply With Quote
Old 12-09-22, 04:40 AM   #4
blackswan40
LSH-2022 Liaison Officer
 
blackswan40's Avatar
 
Join Date: Mar 2008
Location: IN THE STEEL SHARKS VIRTUAL OCEAN
Posts: 2,517
Downloads: 589
Uploads: 30


Default Adding Ship and Convoy to the Random Leyer

Adding Ships and Convoys to the Random Leyer

Hi Archive1 you could add ships and convoys to LSH2022 but you would need a LSH2020 install to do the Campaign editing due to the Higher Restolution of LSH2022 the mission editor is unresponsive but it works using LSH2020 then just copy and paste your amended RND Leyer file to your LSH2022 install data campaigns/campaign folder i am in the process of writing a LSH2022 Campaign for the Steel Sharks Clan.


1. fire up the mission editor in LSH2020 then open the RND Leyer all the yellow diamonds are ship and convoy spawn start points.




2.Add random generated group right click then box pops up click add random generated group.



3. Give Convoy or ship a name (East Coast Convoy)



4. Set Convoy entry start date and end date convoy speed



5. Add ships to convoy if you are adding Escorts to convoy ensure you tick box position as escort
on destroyers and corvets ect set spacing and number of columns on first ship in convoy as that ship is convoy leader that should be set to 100% spawn propobility other ships can be set to different spawn probobility 25%-75% so convoys are random in size same for escorts.



6. The green circle on image below is East Coast Convoy spawning every 150 hours so it isnt spawning every six days at same time also at each waypoint along its route/course from southend to firth of fourth you can put radius circles so when convoy reaches that circle the convoy will spawn anywhere within that circle 30-40-50 kms in diameter and continue on its way to next way point so convoys/ships have a more random track along convoy or ship route.
Hope this helps you some to get more enjoyment from the LSH2022 Campaign



if you need any more help adding ships convoys to your campaign just add to this post Sir










Last edited by blackswan40; 12-10-22 at 05:26 AM.
blackswan40 is online   Reply With Quote
Old 12-11-22, 11:24 AM   #5
Hans benker
Nub
 
Join Date: Mar 2014
Posts: 2
Downloads: 15
Uploads: 0
Default SILENT HUNTER III need help

I bought the game silent hunter 3 to remember the moments from years ago when I played this game.
Unfortunately, the game was for old versions of Windows XP or whist
I have a laptop with windows 10 and unfortunately, the game does not start on this windows
I am looking for a professional who will guide me step by step to success and I will be able to run the game on windows 10
On this server, I tried to run SH3 but also without success
PLEASE HELP
contact on email or FB
bbrown.m@googlemail.com
Marcin Brown - facebook
Hans benker is offline   Reply With Quote
Old 01-13-23, 08:50 AM   #6
a-kermit
A-ganger
 
Join Date: May 2011
Posts: 71
Downloads: 66
Uploads: 0
Default

Moin ...
... here is my 1st version of the animated rudder walker (SRG) ... for testing.
... simply as always ... Unpack the 7z archive into the mod folder and activate it with the JSGME.
... when a new version of LSH-2022 is released, I will have to adjust it ... I think.
... now it is not so "static" anymore ... more alive ... the used animations ... if someone finds better ... find better ones, please let me know.

https://www.mediafire.com/file/excqo...H+2022.7z/file

My thanks to "Stoertbeker" for his post-texturing work and his little black ship (cape).

mfG Kermit-68

Edit: ... this SRG is not compatible with Wurmonkel's type 7 interior mod ...
... based on the interior of LSH V 2022
... either WO builds this in or gives his permission that I can do it.
a-kermit is offline   Reply With Quote
Old 01-14-23, 10:43 PM   #7
Archive1
Commander
 
Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 464
Downloads: 26
Uploads: 0
Default No convoys

Blackswan:
Greetings for the New Year. I wanted to follow-up on the strange lack of distant convoys that appear on the nav map deep into the war years. I tried to upload to you a photo of my empty map screen, I think sometime in 1940 when there would be a great deal of shipping around the British Isles...but none appear on the nav map. I have no idea if you were able to open it.

As a test I created a newby Kaleun and sent him and his sub on multiple patrols starting all over again. The same thing - A few neutral and friendly ships appear in the near waters of Germany deep into 1940, but nothing around the British Isles. Actually there is always an enemy convoy in the East Channel. But that is all.

It seems to make no difference what changes I make to the Data/Contacts settings - whether near or far. Random, rare attackable targets do appear here and there as the game progresses. I am sure I had some type of God's Eye View adjustment with SH3 and GWX, but cannot find how that was possible. Certainly I agree with you: lots of British Isle ships are designed into the program, but do not seem to appear on the nav map unless they are in a decent reach of the player's sub for possible a attack.

Is a puzzlement.
Archive1
Archive1 is offline   Reply With Quote
Old 01-14-23, 10:48 PM   #8
Archive1
Commander
 
Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 464
Downloads: 26
Uploads: 0
Default

a-kermit:

Mea culpa, but what is an "animated rudder walker (SRG)"?
Archive1
Archive1 is offline   Reply With Quote
Old 01-15-23, 08:49 AM   #9
blueduck
Commander
 
Join Date: Sep 2008
Location: LSH3-DEV-Team, Germany
Posts: 444
Downloads: 59
Uploads: 0
Default

Quote:
Originally Posted by Archive1 View Post
a-kermit:

Mea culpa, but what is an "animated rudder walker (SRG)"?
Archive1

Hi Archive1,


I guess he means the helmsman/steersman...


Regards
Blueduck
blueduck is offline   Reply With Quote
Old 01-15-23, 09:13 AM   #10
blueduck
Commander
 
Join Date: Sep 2008
Location: LSH3-DEV-Team, Germany
Posts: 444
Downloads: 59
Uploads: 0
Default

Quote:
Originally Posted by Archive1 View Post
Blackswan:
Greetings for the New Year. I wanted to follow-up on the strange lack of distant convoys that appear on the nav map deep into the war years. I tried to upload to you a photo of my empty map screen, I think sometime in 1940 when there would be a great deal of shipping around the British Isles...but none appear on the nav map. I have no idea if you were able to open it.

As a test I created a newby Kaleun and sent him and his sub on multiple patrols starting all over again. The same thing - A few neutral and friendly ships appear in the near waters of Germany deep into 1940, but nothing around the British Isles. Actually there is always an enemy convoy in the East Channel. But that is all.

It seems to make no difference what changes I make to the Data/Contacts settings - whether near or far. Random, rare attackable targets do appear here and there as the game progresses. I am sure I had some type of God's Eye View adjustment with SH3 and GWX, but cannot find how that was possible. Certainly I agree with you: lots of British Isle ships are designed into the program, but do not seem to appear on the nav map unless they are in a decent reach of the player's sub for possible a attack.

Is a puzzlement.
Archive1

Hi Archive1,


guess I found the "problem".
Using mission editor to have a look into the random layer, choosing and right clicking on a convoy you can read the values for "Contact automatic report (Min)" and "Probability (%)". If the first is set to -1 there will be no report. If the percentage is less than 100%, there might be a e.g. 50% chance for a report.



For the convoys through the channel CAR is set to 1440 or 2160 which means the contact report will be "repeated" within 24 or 36 hours. I guess this long time for the channel convoys is set to not interrupt time compression too often, when you are traveling through the channel.
Convoys crossing the Atlantic are e.g. set to CAR=600 which will report them every 10 hours maybe simulating a sub chasing that convoy.



When leaving from the french harbours you might rush out of the detection window before the repeat time is reached.


Regards
Blueduck
blueduck is offline   Reply With Quote
Old 01-15-23, 11:47 PM   #11
Archive1
Commander
 
Join Date: Jul 2006
Location: Washington State south of Tacoma
Posts: 464
Downloads: 26
Uploads: 0
Default Convoys

Blueduck
Great reply. From this I gather that the programming crew decided to keep the wide view of the convoys 'hidden' until they were in contact with a nearby sub. Or at least not permit them to be displayed under some God's Eye View. So I will defer to the designer team...a bit unhappily,,,but with respect. There is no way, of course, that I would use the Mission Editor to change the contact values for each convoy. I admit that this is more realistic than having the wide view of the entire territory, seen by each centralized Admiralty command, available to the individual sub commander.

Not sure how or why the "helmsman/steersman" needs to be redesigned...or even exactly which character/image that constitutes - the guy in the command room watching the dials? Yes, I guess the current image is rather stilted and repetitive, but I don't spend much time in the command room while at sea. I let my imaginary First Officer do that, along with crew assignments to relieve fatigue.
Thanks again, Archive1
Archive1 is offline   Reply With Quote
Old 01-16-23, 05:20 AM   #12
a-kermit
A-ganger
 
Join Date: May 2011
Posts: 71
Downloads: 66
Uploads: 0
Default

Moin ... Archive1
... until now a "ghost" in the control center operated the engine telegraph and the rudder.
I have now changed that with an animated helmsman.
In addition, there is an animated crew member who will be to the left of the torpedo computer and is bent over the uboot scheme map.
Comes a little "life" in the center.
... with the depth rudder crew ...there is only changed, that they are not on station during overwater travel ... only from dive command / underwater travel.
I will create this for all ubots types / headquarters.
Who does not like it ... does not have to use it js.
mfG Kermit
a-kermit is offline   Reply With Quote
Old 04-09-23, 05:03 PM   #13
Splug
Nub
 
Join Date: Jan 2017
Location: United Kingdom
Posts: 2
Downloads: 85
Uploads: 0
Default

Hi all!


I hope this finds you all safe and well. This is my first post, so I hope I am in the right place.



I have very recently install the brilliant LSH3_2022 Mod, and having completed the Training I was really looking forward to working through the 40 Missions. To my dismay there isn't a Mission to be seen.


As per the Installation Guide, there are two seperate installations of LSH£, one for Careers, and another for Single Missions. The licensed Steam version is located in the 'steam library' folder, whilst both LSH3 iterations are on the same drive, but not in the Steam folder. Te drive is a PCSI SSD, not containing the operating system. LSH3 installed without a hitch, and played flawlessly.


'LSH3-2022_Single-&OnlineMultiMissions_NoCareer' was installed using the included 'LSH3 Mod Archive Manager - and of course activated.


I am at a loss here (not the first time ... probably), so any help would be very much appreciated.


Many thanks in advance,
Mike.
Splug is offline   Reply With Quote
Old 04-10-23, 09:30 AM   #14
blackswan40
LSH-2022 Liaison Officer
 
blackswan40's Avatar
 
Join Date: Mar 2008
Location: IN THE STEEL SHARKS VIRTUAL OCEAN
Posts: 2,517
Downloads: 589
Uploads: 30


Default

Hi Splug after six year silent run the Steam version of SH3 is ok for stock but if you have other steam games in your steam games folder then it causes problems with SH3 but no worries help is at hand Sir
Your Steam version of SH3 is now longer needed I installed SH3 from dvd then i zipped it up with 7zip and uploaded to my mediafire site

ive sent you a PM with download link

Last edited by blackswan40; 04-12-23 at 03:10 AM.
blackswan40 is online   Reply With Quote
Old 04-12-23, 07:04 AM   #15
SamJoDo
Watch
 
Join Date: Feb 2021
Posts: 21
Downloads: 24
Uploads: 0
Default Ships do not have nation flags?

Is this normal or am I missing something? None of the ships in game have a country flag (at least that I can actually see).
SamJoDo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:55 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.