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Javigato
07-17-07, 12:17 PM
I have SH3 with GWX and I've been reading lots of posts lately that mention this Stay Alert Crew mod. I am thinking based on what I read that is worth having... but where can I get it?:oops: :p

Subject
07-17-07, 12:36 PM
:rock: http://www.subsim.com/radioroom/showthread.php?t=107989

poor sailor
07-17-07, 02:10 PM
Here is a link for version 8km http://files.filefront.com/Stay+Alert++crew+fix+v1c7z/;7063930;;/fileinfo.html

KeybdFlyer
07-17-07, 02:37 PM
I saw the same posts and had the same curiosity. Applied the Mod just yesterday and have to say that it certainly seems to make a nice difference! Doesn't seem to be "overdone" and think I can now rely on receiving timely sighting reports. Haven't had time to give it a thorough testing, but on first impression I would recommend it wholeheartedly. :up:

Hadrys
07-17-07, 03:44 PM
Enlight me but sonarman works great, with watch it's a different story, it depends :) But it gives realism as hell. Sometimes the spot the aircraft far away, sometimes its **** in my pants (2 Sunderlands diving from the sun). Either way COOL :rock: but it should work kinda different as I read in the manual ;)

ichso
07-17-07, 07:36 PM
This mod wouldn't work for me :cry:

I used the 8km GWX 1.02 version. But the spotting range of my crew members seemed to be unaffected.
I use 8km visibility but GWX 1.03. Is there a version for 1.03 too ? Or does this not matter here ?

Hadrys
07-17-07, 08:11 PM
This mod wouldn't work for me :cry:

I used the 8km GWX 1.02 version. But the spotting range of my crew members seemed to be unaffected.
I use 8km visibility but GWX 1.03. Is there a version for 1.03 too ? Or does this not matter here ?

Thomas, it's all about immersion and realism, remember that ;)

Canovaro
07-18-07, 01:18 AM
I have a feeling it's going to be included in GWX 1.04 :hmm:

poor sailor
07-18-07, 02:39 AM
This mod wouldn't work for me :cry:

I used the 8km GWX 1.02 version. But the spotting range of my crew members seemed to be unaffected.
I use 8km visibility but GWX 1.03. Is there a version for 1.03 too ? Or does this not matter here ?
Small quote from Rubini's readme "Stay Alert's crew mod v.1c" for 8km
"The mod is JSGME ready and you have two main options: GWX or Stock.
1. GWX version: use it only with GWX patch 1.02 or above" This mod will work properly with both version of GWX. GWX v.1.02 and v.1.03. But my suggest is to use with the latest patch in case of GWX is v.1.03.

Zero Niner
07-18-07, 03:28 AM
He also has a 16km version, if this is enabled.

Hadrys
07-18-07, 04:06 AM
Please tell me WTF just happened? I was transferring through Biscaya Bay with 256x TC, many times I was in external view to adore slight overcast and calm seas, got back to the map, hit 256x... wir werden angegriefen... boot verloren... NEVER happened to me before, I was using stay alert with 1024x and they always reported planes in realistic time but never when it was already dropping bombs... TC fell to x8 even, not x1... maybe that's why I've used an option to reset behavior on spotting? Wanted to try if they start diving when AC spotted.

ichso
07-18-07, 05:03 AM
This mod wouldn't work for me :cry:

I used the 8km GWX 1.02 version. But the spotting range of my crew members seemed to be unaffected.
I use 8km visibility but GWX 1.03. Is there a version for 1.03 too ? Or does this not matter here ? Small quote from Rubini's readme "Stay Alert's crew mod v.1c" for 8km
"The mod is JSGME ready and you have two main options: GWX or Stock.
1. GWX version: use it only with GWX patch 1.02 or above" This mod will work properly with both version of GWX. GWX v.1.02 and v.1.03. But my suggest is to use with the latest patch in case of GWX is v.1.03.

Thanks, I will just have to try it again I guess. Perhaps it did work but not this one time in my case ?
I thought that the crew would spot ships at a greater distance, nearly as soon as I can see their funnel smoke. But in the game I already saw the ship's smoke for quite a while before the crew reported contact. The watchmen are very experienced ones though.

Please tell me WTF just happened? I was transferring through Biscaya Bay with 256x TC, many times I was in external view to adore slight overcast and calm seas, got back to the map, hit 256x... wir werden angegriefen... boot verloren... NEVER happened to me before, I was using stay alert with 1024x and they always reported planes in realistic time but never when it was already dropping bombs... TC fell to x8 even, not x1... maybe that's why I've used an option to reset behavior on spotting? Wanted to try if they start diving when AC spotted.
Perhaps this shall simulate aircraft coming directly out of the sun's direction ? This wouldn't be all unrealistic I think. That you recognize the plane when it is already attacking you.

Hadrys
07-18-07, 05:29 AM
Perhaps this shall simulate aircraft coming directly out of the sun's direction ? This wouldn't be all unrealistic I think. That you recognize the plane when it is already attacking you.

Right, but TC should drop to 0 and I could hear him coming but with TCx8 couldn't do anything like pressing F7 to put guys to the guns and seeing boat dying...

ichso
07-18-07, 05:34 AM
Right. This sounds really frustratring. Did you save this or reloaded some older savegame ? I mean this doesn't sound as it would fall under DiD ;)

ReM
07-18-07, 09:23 AM
Use no fatigue....your crew consists of grown-ups they know when to hit the sack!

Hadrys
07-18-07, 09:41 AM
Use no fatigue....your crew consists of grown-ups they know when to hit the sack!

no way, it's a crucial part of longer repair mod and immersion :smug:

Right. This sounds really frustratring. Did you save this or reloaded some older savegame ? I mean this doesn't sound as it would fall under DiD

Yeah, I save quite often and make a backup after each patrol just not to loose my well polished career stupidly :know:

Reece
07-18-07, 09:55 AM
I found the "Stay alert crew" didn't work for aircraft, especially when tc is in use, what was happening to me was tc would drop back to 1x, u-boat has bombs dropped on it, or near it, then crew would say aircraft!!!:nope: I now use a combo with Der Teddy Bars 40% visablity - 8k version, & works well , so far!:yep:
This is a quote:
Grab the NYGM TW 2.2 Sensors.dat & Sensors.cfg and you should be right to go.
You will also get the added benifit of an increased daytime detection of escorts etc Can download from my site, this 8k version is a mixture of Rubini, Redwine & Der Teddy Bars sensors, note that I had an issue with uber DD's so if you don't want this just remove the AI_Sensors.dat file before enabling. There is a Documentation folder containing various info on the sections & options.:yep: Mod is JSGME Ready.
Cheers.

Heibges
07-18-07, 10:03 AM
The AI Visual Sensitivity defaults to .01.

This mod simply increases it to .02 or something like that.

I did this with Stock SH3 when it first came out.

Reece
07-18-07, 10:13 AM
From Redwines readme:
Silent Running Mod Stage 13C :

This is a compilation of my own settings, i made these changes enforced by the uber DDs
behaviour.

Some time ago "gouldjg" opens a topic into Subsim forum, to discuss about the uber pinpoint DDs
attacks.

Quickly this topic become into a meeting point of people who suffer dummy and uber DDs/DEs
behaviour.

Lot of people star up to test and mod settings sharing your results.

As result of lot of job, we can now to understand better how the DDs and DEs detect us.

I put my efforts to obtain a non uber behaviour, but without falling into a dummy behaviour.

Finally i obtain this set of files, wich ensure a good survive provability.

DDs and DEs are not so dummy at early time, and not so uber at later times now.
It is good for game play, because at early times the game is not so easy, and at later times,
the game is not imposible to play.

With this settings you have a non uber depth charges, a more effective decoys.

Plus you have an excellent silent running condition.
You are well protected against pasive hyrophones when sail at silent runnin mode.
You still detectable by active sonar if you had the bad luck to be pinged.

Now must to manage your attack well, you are able to have 5 or more knots if the enemy are far,
4 knots if they are at medium range, but you must to reduce speed at slow if they are near.
Any way they can hear you at slow, you must to be ware and select silent running to be very
undetectable.

You must to take attack position early, and run silent, maitaining them away from you and
you periscope down.

If you are detected, you are enforced to scape.

New sonar and hydrophones beams angles make you best protected by depth, as depth you run,
better you are protected. But it is not always a good idea, remember hull damage and flooding
increase with depth.

Maintain silent running, go to the map and look for the sonar contacts, attempt to maintain
the red lines always at your back, maneuver to maintain the red lines always at your back.

If you can shake them, use the decoys, they more effective now, but use them as a late resource,
because they are effective but betray your position.

Note :

1]
Sensors.dat file contains the SH3 Radar Detection Fix by Stiebler, wich add realism to the
submarine radar emisions warning.

Istallation :

1]
Make a back-up of you existing files.

2]
Copy and paste the mod files into the same corresponding folders into the game.

3]
Adjust Silent Runing Turns.

Ensure you have a good silent runing propellers turns when you select Silent Runing Mode.

Select Silent Runing Mode and look the Stealth Meter still green if you are not pinged, and check your speed do not go
beyond 3 knots.

If not, just go to :

C:\Archivos de programa\Ubisoft\SilentHunterIII\data\Submarine

You have here a folder for each playable submarine in the game.

Open each folder :

NSS_Uboat21
NSS_Uboat2A
NSS_Uboat2D
NSS_Uboat7b
NSS_Uboat7c
NSS_Uboat9b
NSS_Uboat9c
NSS_Uboat9b2

Look for the file .cfg inside each one of these folders and adjust the submarine speed for Ahead Slow.

Your default may be :

AheadSlow=0.40

Change it for :

AheadSlow=0.37

Or another value wich ensure when you select Silent Runing Mode, you obtain just 3 knots, and your
Stealth Meter remains green when you are not pinged.

Remember the game do not shows a decimal speed value, so if you adjust 3.7 knots, you will see 3 knots.

Try up to you can see you are just at 3 knots, and check if the Stealth Meter remains gree at silent runing mode if
you are not being pinged.

If not continue reducing silent runing speed up to you obtain this behaviour.

nikbear
07-18-07, 12:13 PM
Could someone please explain how to use the options folder in rubini's 'stay alert'mod please,I'm totally confused:doh:GWX version obviously,but with 3 different options I could have done with 3 different versions,thats how simple your explanation needs to be:oops::cry::nope:sorry.

ichso
07-18-07, 02:43 PM
No problem. But did you look into the readme file that was also in the optional folder ? It states:
Just rename the desired files and put them on your data/Library folder or data/cfg.

- The AI_Sensors_Jungman_GWX.dat have less ubber enemy sonars and the snorkel fix too. I like it mainly for early war until late 1941!
- The Sensors_30km_GWX.dat have all the hydrophones max distance near 30km. No more deaf sonarman!
- The Sensors_true.cfg have all sections set for "True" as in original GWX. I donīt test so much this option. I suggest to use the other default one ("False" settings), but this one must work too.

So just go into those directories, make a backup of those 4 optional files (or whichever you want to use) and copy the modded one there.