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 10-15-2015, 04:30 AM   #31
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-15-2015, 07:33 AM   #32
Anvar1061
Grey Wolf
 
Join Date: May 2012
Location: on land,on air and on sea
Posts: 813
Downloads: 501
Uploads: 0
Default

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
Anvar1061 is offline   Reply With Quote
Old 10-15-2015, 07:40 AM   #33
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-15-2015, 09:30 AM   #34
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,300
Downloads: 162
Uploads: 7


Default

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
__________________
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 10-16-2015, 11:37 AM   #35
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: Beyond Black River - in Pict country, you betcha!
Posts: 1,962
Downloads: 463
Uploads: 0


Default

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?
BigWalleye is online   Reply With Quote
Old 10-16-2015, 11:54 AM   #36
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-17-2015, 04:35 AM   #37
rowi58
Seasoned Skipper
 
Join Date: Jun 2006
Location: Karlsruhe
Posts: 669
Downloads: 56
Uploads: 0


Default

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
__________________
rowi58 is offline   Reply With Quote
Old 10-17-2015, 05:45 AM   #38
rowi58
Seasoned Skipper
 
Join Date: Jun 2006
Location: Karlsruhe
Posts: 669
Downloads: 56
Uploads: 0


Default

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
__________________
rowi58 is offline   Reply With Quote
Old 10-17-2015, 08:58 AM   #39
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-17-2015, 09:18 AM   #40
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-17-2015, 03:38 PM   #41
Myxale
Admiral
 
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 64
Uploads: 0
Default

A most welcome addition to SH3-
Awesome work.

Kudos
__________________
SH3+GWX
SH5+WoS
Still Sailing....still Deep

Myxale is offline   Reply With Quote
Old 10-18-2015, 10:38 AM   #42
sublynx
Sea Lord
 
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,660
Downloads: 172
Uploads: 7
Default

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?)
__________________
[SIGPIC][/SIGPIC]
NYGM+H.sie v16+Stiebler 4C+MaGui WS
sublynx is offline   Reply With Quote
Old 10-18-2015, 10:43 AM   #43
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-18-2015, 11:11 AM   #44
sublynx
Sea Lord
 
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,660
Downloads: 172
Uploads: 7
Default

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
__________________
[SIGPIC][/SIGPIC]
NYGM+H.sie v16+Stiebler 4C+MaGui WS
sublynx is offline   Reply With Quote
Old 10-18-2015, 11:12 AM   #45
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

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.
__________________
patSH3r-developer
Type II junkie

Last edited by Fader_Berg; 10-18-2015 at 11:19 AM.
Fader_Berg 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