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Old 01-09-2017, 04:36 AM   #211
Stiebler
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@J0313:
Quote:
Do you use the 4C_SubsFlag add on in conjunction with the Radar on Turms fix option selected in the option selector?
No.

The SubFlags add-on provided literally only the war-flag (with raise/lower options) on the rear conning-tower (not in the original 4C-turms), and a different key-operation and parking for the raising and lowering of the rotating radar units. Nice, and good work by the modder who made the adaption, but not essential.

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Old 01-09-2017, 07:28 AM   #212
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The link for the download on the first page of this thread is broken, is this one no longer available?
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Old 01-09-2017, 08:28 AM   #213
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Click the link in Stiebler's signature.
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Old 01-09-2017, 05:08 PM   #214
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Quote:
Originally Posted by Stiebler View Post
@J0313:
No.

The SubFlags add-on provided literally only the war-flag (with raise/lower options) on the rear conning-tower (not in the original 4C-turms), and a different key-operation and parking for the raising and lowering of the rotating radar units. Nice, and good work by the modder who made the adaption, but not essential.

Stiebler.
Thank you Stiebler.
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Old 05-14-2017, 12:25 PM   #215
JuanLiquid
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Until now I was using only the classic HSIE V16B1 patch. I was reading the docs of Stiebler4C but I do not find the answer to this question: Do I need to modify Campaign_SCR.mis like I did with HSIE V16B1 to use wolfpacks?
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Old 05-14-2017, 12:52 PM   #216
tomfon
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Hi JuanLiquid.

If you intend to use Stiebler's version then you have to patch your original sh3.exe file with H.sie's V161B patch-kit first, and then again patch the new sh3.exe file with Stiebler's 4C_161B patch-kit. Stiebler mentions this in the "readme" files.

Other than that, in order to use any of the features, you must follow the instructions provided by their corresponding author, H.sie or Stiebler. This is why you won't find any instructions regarding the activation of H.sie's mods in the documents released by Stiebler. Therefore, if you want to use the Wolfpack mod, then you must edit the Campaign_SCR.mis file per the instructions provided by H.sie.

I am sorry for the extended answer but simply patching the exe files doesn't mean that everything will work as advertised.
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Old 05-14-2017, 02:46 PM   #217
JuanLiquid
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Thank you tomfon

Yes, I knew about the double patching - that was in the Stiebler documentation, but since it doesn't talk about the H.sie additional modifications I was unsure. Now, I know what to do
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Old 05-28-2017, 06:48 AM   #218
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Stielber could you fix the bug where aircraft only spawns below 1024x tc. In general Sh 3 aircraft are too rare compared to sh4
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Old 05-30-2017, 02:38 PM   #219
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@Niume:
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Stielber could you fix the bug where aircraft only spawns below 1024x tc. In general Sh 3 aircraft are too rare compared to sh4
This is not a bug, but an integral problem of high time compression.
See my post long ago:
http://www.subsim.com/radioroom/show...6&postcount=22 (29 Jan 2006; the important extract follows):

"Concerning time compression (TC):
"SH3 calculates the position of every unit (or unit block, such as a convoy) at every time unit (whatever the internal time tick may be). If you run at 1xTC then no unit, including your U-boat, has travelled very far when the update comes. At 128xTX, everything has moved 128 times further before updates occur. At 1024xTC everything has moved quite a distance before the update occur. So a ship or aircraft may jump suddenly into the middle of your field of view when it wasn't visible before. Alternatively, it may hop completely over the U-boat without either side ever seeing the other. I think use of TC above 512 is unwise, except to accelerate travel to remote patrol areas.

"It is possible to use interpolation routines to check whether two units have hopped over each other without spotting one another. I've done it myself for a customer, but it is complicated and Ubisoft, probably wisely, has decided not to add the extra computational burden."

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Old 10-24-2018, 03:07 PM   #220
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Hello,
I'm at the end of the NYGM installation process, and I have a question about your Patch, Stiebler. It's about the Abandon ship option.

In your documentation, you wrote: "If, after sending your ‘Abandon U-boat’ message, the enemy then sinks you, even on the surface, your crew will NOT be rescued. You will get the usual message “U-boat destroyed.” on the ‘Black Screen of Death’. This should be taken to mean that your U-boat exploded, or sank suddenly, after being hit by shells or bombs from ships or aircraft. In order to survive, you *must* sink the U-boat yourself!"

My question: If, after sending my ‘Abandon U-boat’ message, and then diving at high speed, I'm crushed by the water pressure BEFORE the 10 minutes (needed for my bomb to explode), then will I survive or not?????

Edit: a small remark.
You wrote that for the Change patrol grid mod,one has to change the menu_1024_768.ini. However,the file provided to change the menu_1024_768.ini doesn't seem to add lines for this option.

Last edited by ArnoldR; 10-24-2018 at 03:41 PM.
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Old 10-25-2018, 01:24 PM   #221
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@ArnoldR:


To answer your questions:
My question: If, after sending my ‘Abandon U-boat’ message, and then diving at high speed, I'm crushed by the water pressure BEFORE the 10 minutes (needed for my bomb to explode), then will I survive or not?????

Answer is NO, you won't survive. Dive only to 80 meters. If already severely damaged, stop dive at 20 meters.

2nd Question: You wrote that for the Change patrol grid mod,one has to change the menu_1024_768.ini. However,the file provided to change the menu_1024_768.ini doesn't seem to add lines for this option.

Answer: The file to change for the Change Patrol Grid is en_menu.txt, lines 2919-2925.
If I have said elsewhere to change menu_1024_768.ini for this purpose, then I have made an error.

I hope that helps.
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Old 10-26-2018, 12:35 PM   #222
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Quote:
Originally Posted by Stiebler View Post
I hope that helps.
Stiebler.
Yes,it perfectly answers my questions. Thank you very much, Sir!!!!
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