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 10-22-2015, 02:02 PM   #61
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by Tycho View Post
About "Repair time factor", if I understood correctly. Why not to make it to work when V16B1 is used but its "Realistic Repair Times" is not active? I use V16B1, but "Realistic Repair Times" is unchecked because of NYGM.
That's a good point. I'll change the behavior to the next revision, so that you may enable the repair time factor if it's turned off in V16B1.
I don't know why V16B1s repair time is incompatible with NYGM. But I guess there is a slight risk that it will be incompatible with patSH3rs repair time factor too.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-23-2015, 01:48 AM   #62
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by Fader_Berg View Post
That's a good point. I'll change the behavior to the next revision, so that you may enable the repair time factor if it's turned off in V16B1.
Or not... Now I remember why I didn't do it.

H.sie has integrated his own - some sort of - game mechanics that has something to do with repairs (and other h.sie related stuff). These mechanics are in use regardless of whether the repair time fix is enabled or not.
So if we bypass them, some other h.sie thing will probably not work as expected.
__________________
patSH3r-developer
Type II junkie

Last edited by Fader_Berg; 10-23-2015 at 02:13 AM.
Fader_Berg is offline   Reply With Quote
Old 10-23-2015, 04:52 AM   #63
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Did I? I don't remember. How auch ever , if you are interested in the assembler sources (which are full of interesting pointers), let me know. There is also the code for a new version V16D which I never released. You can use it all - proper credits provided, but I am too busy ATM to give any support. Comments are rare and in german. To be honest, I forgot most things in the meantime.

Good work, by the way. Could bring old SH3 to new dimensions...
__________________
My Mediafire page: http://www.mediafire.com/hsie

Last edited by h.sie; 10-23-2015 at 04:58 AM.
h.sie is offline   Reply With Quote
Old 10-23-2015, 05:52 AM   #64
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
Did I? I don't remember. How auch ever , if you are interested in the assembler sources (which are full of interesting pointers), let me know. There is also the code for a new version V16D which I never released. You can use it all - proper credits provided, but I am too busy ATM to give any support. Comments are rare and in german. To be honest, I forgot most things in the meantime.

Good work, by the way. Could bring old SH3 to new dimensions...
I would very much like to see that code of yours, and of course you'll be credited.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-23-2015, 07:53 AM   #65
sublynx
Sea Lord
 
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,658
Downloads: 172
Uploads: 7
Default

yay ! This kind of work might give SH3 another 10 years of developing gameplay!
__________________
[SIGPIC][/SIGPIC]
NYGM+H.sie v16+Stiebler 4C+MaGui WS
sublynx is offline   Reply With Quote
Old 10-23-2015, 09:19 AM   #66
keysersoze
Ensign
 
Join Date: Feb 2012
Location: USA
Posts: 226
Downloads: 317
Uploads: 0
Default

Excellent work Fader_Berg!

I'm following this thread closely.
keysersoze is offline   Reply With Quote
Old 10-24-2015, 08:17 AM   #67
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

r28:
  • Increased the random spread in WO range estimation error (from 1-3 to 1-5). It was a bit too chunky.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-24-2015, 04:31 PM   #68
BL!TZKR!EG
•[MEXiCO U-BOOT]•
 
Join Date: Mar 2013
Location: Ensenada/Condesa, Delegación Cuauhtémoc, Hipódromo 06100 Ciudad de MEXiCO, Distrito Federal
Posts: 3,013
Downloads: 40
Uploads: 78


Default

Quote:
Originally Posted by areo16 View Post
H.Sie's work isn't open source is it?
It is. Since NOW (!)
__________________
:lurk:

Lieblings-U-Boote: U-107 (IXB), U-156 (IXC), U-530 (IXC/40), U-995 (VIIC/41), U-256 (U-Flak)
» HONOR, AMISTAD Y RESPETO! «
» SUPPORT THE
[S3A] AND GET MEDIAFIRE «
» - S3F - S3G - TS3 «
BL!TZKR!EG is offline   Reply With Quote
Old 10-25-2015, 04:18 AM   #69
areo16
Weps
 
Join Date: Oct 2013
Posts: 352
Downloads: 55
Uploads: 0
Default

Quote:
Originally Posted by Fader_Berg View Post
I would very much like to see that code of yours, and of course you'll be credited.
Yep, he should told me about it too.

Here's a link to the source:

http://www.mediafire.com/download/47...ler+sources.7z

Have fun!!!
areo16 is offline   Reply With Quote
Old 10-25-2015, 05:07 PM   #70
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,104
Downloads: 143
Uploads: 11
Default

Quote:
Originally Posted by Fader_Berg View Post
r26:
  • Added hy_targeting
  • Added hy_targeting_msg

Hydrophone targeting

Hydro-guy will report on hydrophone targeted contact. Yes... though the periscope is up.
Hi Fader_Berg,

could you please provide some more information on this part?

I guess if I lock a target with the periscope and ask the hydrophone guy, he will report the rough distance to the locked target. But what does 'hydrophone targeted contact' mean?

Regards, LGN1

PS: Some further improvements which would be great are:
  • No 'We have been detected' and 'The enemy is pinging us' messages
  • Radar warnings without a direction line on the map. I don't think that, e.g., Metox could provide a bearing
LGN1 is offline   Reply With Quote
Old 10-25-2015, 05:30 PM   #71
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by LGN1 View Post
Hi Fader_Berg,

could you please provide some more information on this part?

I guess if I lock a target with the periscope and ask the hydrophone guy, he will report the rough distance to the locked target. But what does 'hydrophone targeted contact' mean?
If you point the hydrophone to a ship and ask for a report. He will report about that particular ship. Not the closest one.

Quote:
Originally Posted by LGN1 View Post
PS: Some further improvements which would be great are:
  • No 'We have been detected' and 'The enemy is pinging us' messages
  • Radar warnings without a direction line on the map. I don't think that, e.g., Metox could provide a bearing
I agree regarding the messages. I'll take a look on it later.
It looks like (according to wikipedia) that it could give some sence of bearing. Maybe make it less accurate?
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-25-2015, 09:00 PM   #72
sublynx
Sea Lord
 
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,658
Downloads: 172
Uploads: 7
Default

My guess is that the radar warnings did not give a direction as in U-boat KTBs they always give the bearing where the threat was if they knew it. Radar warning texts in the KTBs only mention the duration and the wavelength of the signal, visual sightings mention the bearing, height and speed.

Thanks for the ability to separate between different hydrophone signals! This will make underwater attack planning so easy that I might have to restrict myself from using certain procedures that are too gamey!
__________________
[SIGPIC][/SIGPIC]
NYGM+H.sie v16+Stiebler 4C+MaGui WS
sublynx is offline   Reply With Quote
Old 10-26-2015, 02:28 AM   #73
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by sublynx View Post
Thanks for the ability to separate between different hydrophone signals! This will make underwater attack planning so easy that I might have to restrict myself from using certain procedures that are too gamey!
He, he... I can't count the times I've spent a long time doing hydroplotting and suddenly a trawler shows up and f**ks it all up.
But you're right. It probably gets too easy sometimes. Haven't tried it out yet. Maybe I'll have to counter-patch it somehow.
__________________
patSH3r-developer
Type II junkie
Fader_Berg is offline   Reply With Quote
Old 10-26-2015, 06:19 AM   #74
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,104
Downloads: 143
Uploads: 11
Default

Thanks for the replies!

Concerning the bearing information:

I have tried very hard to obtain reliable information about that. However, this is quite difficult. If you look at the Biskaya Cross it's clear that you should be able to get a direction-dependent signal. However, was it ever used that way? I doubt it because it would be quite cumbersome with someone rotating the Biskaya Cross by hand and the operator down in the boat. In addition, I have never found any evidence of such procedures in any documents (like sublynx also points out).

Anyway, the current situation in SH3 is very unrealistic. You can use the RWR perfectly to shadow convoys, ships,... It's much better than the hydrophone!

I think the main problem is that SH3 does not model the different radar wave-lengths and which RWR could detect which wave-lengths. Even Metox in SH3 can detect 3cm radar Thus, you can easily shadow all ships with Metox even if they have 10cm or 3cm radars.

To circumvent the problem I have changed my RWR to detect only signals from sources 50m above sea level --> no ship contacts. And for plane contacts the bearing information is not very useful.

But I would love to see any clear evidence that u-boats used (or did not use) RWR to detect/find/shadow ships. And information about which antenna provided bearing information and which didn't.

Regards, LGN1
LGN1 is offline   Reply With Quote
Old 10-26-2015, 06:40 AM   #75
Fader_Berg
Lieutenant
 
Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 250
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by LGN1 View Post
But I would love to see any clear evidence that u-boats used (or did not use) RWR to detect/find/shadow ships. And information about which antenna provided bearing information and which didn't.

Regards, LGN1
I know very little about these things and I'll trust you as an enthusiast. If you haven't found anything so far, then maybe its because they never used it that way.
I haven't played much with radar either, so I don't really know how it affects the game play.
I'll put it on the wishlist, and we'll see if I manage to find anything while examining the code.
__________________
patSH3r-developer
Type II junkie
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 05:12 AM.


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