SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and 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 04-29-2016, 05:22 AM   #166
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,300
Downloads: 162
Uploads: 7


Default

hello Fader_Berg ,

i hope to get more (and even...more) from your super patch ! Do you have-plan any new goodies ?

all the best
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 05-18-2016, 05:08 AM   #167
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by makman94 View Post
hello Fader_Berg ,

i hope to get more (and even...more) from your super patch ! Do you have-plan any new goodies ?

all the best
Hi Makman94...

I have plans and wishes from community members I want to integrate. But the process has stagnated a bit. Too much World of Tanks, Space Engineers and last but not least, the forced upon me - earn to make a living thing... work. My interest in SH3 comes and goes, so the work will probably continue in the future. I'll let you all know.

/Fader Berg
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 05-18-2016, 05:20 AM   #168
Aquelarrefox
Lieutenant
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 250
Downloads: 138
Uploads: 0
Default

hi, is this compatible with steibler? i saw was compatible wiyh hsie.
I will test it.

I have an idea for a simple but realistic fix, you can't fire nor change pistol (until mid 42) with out 4 sailor or a minimum level of performance( I prefer last). Please considered it for future.

About fatigue,I love it and I'm good with gwx/and charging a little the basic file to change the fatigue proportion in different compartment. I think patch would be the most simple possible, referred to this, I would be pleasure if the patch could drop down performance by a value related to time (counting variable ) , with out floor, so you should left convoy if they are to stressed like in reality.

I have a question related with morale, game uses it? Because employ that concept would be beautiful. Always I have consisted it should increment with destroyed units, a little with send contract, drop down by time (very slow) and that value multiplied by hull integrity, and then multiplied in performance of compartment.

Other things interesting would be, maximum of days in sea by starvation, no water nor food (days counter implement, expanded by docking in supply ship or milk cow, for real navigation replace course plotter by a command to put a Mark in that position with clear sky (more complex could be done to generate random displacement), Another good one is that officer say land spoted, but it can recall continue spoting., and the most important, hydrophone in swipping and radar may say how many contracts are spoted after a complete turning. They are only ideas I hope some one could implement one day.

thanks. We live works like this.

tested no crash, and wo is great really
__________________
from the kaisermarine to the ARA Independencia

yesterday: H.sie v16+Stiebler 4C+gwx3.0+merchantfleet+Real navigation+MaGui WS+caws 1.61 for gwx3

now: H.sie v16+Stiebler 4C+ NYGM & WAC5.0 mix+MFM(part)+vondos+Real navigation+MaGui WS+caws JFO Extra

Last edited by Aquelarrefox; 05-19-2016 at 04:09 AM.
Aquelarrefox is offline   Reply With Quote
Old 05-20-2016, 11:22 PM   #169
drakkhen20
Commodore
 
Join Date: Jun 2010
Location: Mississippi
Posts: 627
Downloads: 312
Uploads: 0
Default

got any new info or an udate on this ? should I patch to Hsie work and then use your patch\ mod or does it matter ?
drakkhen20 is offline   Reply With Quote
Old 05-21-2016, 05:10 PM   #170
Aquelarrefox
Lieutenant
 
Join Date: Apr 2013
Location: Buenos Aires
Posts: 250
Downloads: 138
Uploads: 0
Default

it worked for me with h.sie patch and steibler b (with fido fix no radar fix).
Just copy in folder and it fix on-the fly as readme say.
__________________
from the kaisermarine to the ARA Independencia

yesterday: H.sie v16+Stiebler 4C+gwx3.0+merchantfleet+Real navigation+MaGui WS+caws 1.61 for gwx3

now: H.sie v16+Stiebler 4C+ NYGM & WAC5.0 mix+MFM(part)+vondos+Real navigation+MaGui WS+caws JFO Extra
Aquelarrefox is offline   Reply With Quote
Old 05-24-2016, 12:34 PM   #171
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Hi.

patSH3r is fully compatible with the h.sie patches. Those parts of of patSH3r which isn't, will be auto-disabled with no possibility to override.
Check the readme or #1 for more details.

Regards

Fader Berg
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 12-22-2016, 12:36 AM   #172
P_Funk
Ocean Warrior
 
Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,531
Downloads: 109
Uploads: 0
Default

Quote:
Originally Posted by Fader_Berg View Post
If anyone can come up with an bright idea how to manage the crew rotation - other than the quite messed up solution I already tried, I'm in for it.
Can you read the status and position of crew members and export it to an external program?
__________________


P_Funk is offline   Reply With Quote
Old 01-03-2017, 07:21 PM   #173
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by P_Funk View Post
Can you read the status and position of crew members and export it to an external program?
It's possible but not convenient to do in realtime.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 01-04-2017, 07:08 PM   #174
P_Funk
Ocean Warrior
 
Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,531
Downloads: 109
Uploads: 0
Default

I was thinking maybe you could just have some minimalist external gui that lets you basically import the status of the crew from the game including compartments they're in and then it could just have presets you press to change crew making it so that you'd still have to pause the game or bring it to 1x at rotation time but that you could avoid the need to keep changing people around one by one.

Another question. Is there anything that can be done about the way the game resets the lunar cycle to what it was at the start of your patrol everytime you load a save? Maybe some way to directly inject into the game the current date on the lunar calendar or something?
__________________


P_Funk is offline   Reply With Quote
Old 01-05-2017, 07:41 AM   #175
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by P_Funk View Post
I was thinking maybe you could just have some minimalist external gui that lets you basically import the status of the crew from the game including compartments they're in and then it could just have presets you press to change crew making it so that you'd still have to pause the game or bring it to 1x at rotation time but that you could avoid the need to keep changing people around one by one.
Hmmm... It sounds interesting but I don't know...
I would like something like Hitman suggested a while back. Maybe the only way is to go through an external program. But in that case, it suddenly doesn't seems worth it. It gets too messy. Maybe if it could be incorporated in SH3 Commander, so that there is one app to rule 'em all. But that's not likely to be happening.
Quote:
Originally Posted by Hitman View Post
It would be nice to see the crew rotate in full watch sections, i.e. in the german UBoats there was a "Port" and a "Starbord" watch, which rotated every 4 hours (I think it was 4, NYGM readme has accurate information about this). Even if the player wants to drag a crewmember around for exceptional situations (Attacks), could you make the crew rotate in those 2 watches
Sublynx also provided an interesting solution (#142). I had some logically and programming concerns about it, but I can't recall what it was. Maybe we could work out something based on his thought.

Quote:
Originally Posted by P_Funk View Post
Another question. Is there anything that can be done about the way the game resets the lunar cycle to what it was at the start of your patrol everytime you load a save? Maybe some way to directly inject into the game the current date on the lunar calendar or something?
I've never thought about it. Is it wrong as it is?
I guess it's possible.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 01-05-2017, 09:52 AM   #176
P_Funk
Ocean Warrior
 
Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,531
Downloads: 109
Uploads: 0
Default

Quote:
Originally Posted by Fader_Berg View Post
I've never thought about it. Is it wrong as it is?
I guess it's possible.
The problem is that when you load a saved game the lunar cycle seems to reset to the day the patrol launched so if you play three days of sim time in every session then you basically end up reliving the same 3 days of the lunar calendar. So if you launch with a full moon you will spend a month at sea mostly with full moons.

As far as I know if you never save the game and run a single patrol all the way through the moon otherwise behaves properly.
__________________


P_Funk is offline   Reply With Quote
Old 01-05-2017, 06:28 PM   #177
P_Funk
Ocean Warrior
 
Join Date: Jun 2005
Location: Canada, eh?
Posts: 2,531
Downloads: 109
Uploads: 0
Default

Another question I have is does the night vision fix influence enemy detection as well or is it just for your own crew?

EDIT. Nvm, read hsie's manual to figure it out myself.
__________________



Last edited by P_Funk; 01-05-2017 at 08:40 PM.
P_Funk is offline   Reply With Quote
Old 08-07-2017, 02:38 AM   #178
ferg
Swabbie
 
Join Date: Dec 2007
Posts: 19
Downloads: 140
Uploads: 0
Default

Quote:
Originally Posted by utops View Post
Decided to rest on the bottom to stop flooding etc. Depth was 17 meters and after 10 minutes resting on seabed CE goes crazy with reports about sub being damaged and destroyer was not dc at that time or any time.
This is stock behaviour, I believe. I've encountered in GWX long before discovering patSH3r. I'm sure I passed a mod the other day that changes this behaviour so you can rest on the sea floor and repair as you were trying to do.

Quote:
Btw. Whats up with blank CE messages?
That's either SH3 Commander or some mod that you and I both use. Do you use GWX? I think that's where the behaviour is coming from on mine. It's hiding the part where the CE informs you of the damage to your hull integrity since in reality you'd have no way of assessing it.

So when you see a blank CE message, you can assume he's trying to tell you your hull is taking damage.
ferg is offline   Reply With Quote
Old 08-07-2017, 02:41 AM   #179
ferg
Swabbie
 
Join Date: Dec 2007
Posts: 19
Downloads: 140
Uploads: 0
Default

Quote:
Originally Posted by Leitender View Post
The second point is to switch on "crew efficiency" for every crew sensor in the "sensors.cfg" file. With this function enabled, imho a tired watch will spot a target later then a relaxed one, a hydrophone contact will be reported later and so on. This forces me to exchange the watch continously.
Wait. Crew sensors aren't influenced by efficiency? So what is the point of "Bridge" efficiency then?
ferg is offline   Reply With Quote
Old 09-03-2017, 01:28 PM   #180
Gammel
Commodore
 
Join Date: Apr 2005
Posts: 641
Downloads: 257
Uploads: 0
Default

cheers!

May i ask for a feature?
OK Thanks!
So how about subs AA Crew firing on ships when ordered tds?
The surface ships already do this IIRC when engaging the players or other vessels.
SO great seeing someone is working on this hardcode stuff again.
__________________
nie das Boot verlassen
Gammel is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 10:03 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © 1997- 2017 Subsim