View Full Version : Realism- and gameplay-related hardcode fixes for SH3.EXE
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sublynx
08-28-12, 03:02 PM
I haven't tried that.
When the patrol ends I will get rid of the active sonar and everything will be back to normal.
I haven't used the sonar anyway.
I guess historically S-Gerät was pretty useless, not at all as powerful as it is in SH3. I haven't put that on my boats anymore.
Friede Rösing
09-01-12, 01:57 AM
Hi mates;
I have installed SHIII+ Patch h.sie... i pay perfect but i have a problem.... i moddify a file NSS_Uboat7c.SIM , i change "auto open torpedo doors" with false, this forced me to open doors with "Q"
but this not working.... any idea ? thanks
EDIT:: solved the problem ... ;-)
dariocapcro
09-14-12, 02:01 PM
I have an idea for a new mod related to navigation, the German submarine sailed using radio navigation (GAF) Elektra-Sonnen for the U-boat navigation, I do not have a problem to make a mod for it, greetings from Croatian
Great work here!!! :woot:
Any chance of fixing taking damage when sitting on the bottom? Something like, if speed is less than 1 knot then no damage.
Also it would be nice if destroyers had limited depth charges now that oxygen is more critical.
Thanks again :rock:
Andrewsdad
10-03-12, 08:25 PM
Fellows, I'm stumped !!! I cannot get V16 to work and I'm sure that it is something I am doing wrong.
Here is what I have done:
1. Extracted V16 to a new folder.
2. Put SH3exe into that folder and ran the .bat file. (saved the original in a safe place.)
3. Opened the Options Selector and made the changes I desired.
Here is where I get goofed up...
The instructions tell me to extract the Supplement to V16 Mod archive. Ok, where do I extract it to?
Next it says to put my new SH3 exe into that Supplement folder (where the 4 .dlls are located.)
ok, now I have two SH3.exe's One in the main game folder and the new modified one in the Supplement Mod folder.
What am I doing wrong? Can someone give me a new step-by-step guide through this process?
Thanks !!
AD
ps... somehow, long ago, I got V 15 working. However the new "Fog Sighted" and the O2 level reports don't work, just the "CE" or "WO" text.
Wreford-Brown
10-04-12, 01:32 AM
Great work here!!!Also it would be nice if destroyers had limited depth charges now that oxygen is more critical.
Destroyers do have limited depth charges, but they will keep trying to find you unless you escape from them. This was a tactic used in WW2 when destroyers would continue to hunt for u-boats as they knew that the limited air supply would eventually lead to them surfacing.
I finally broke down and tried out the XXI in NYGM. Keep in mind that I am using V16B and Stieblers add on for V16B. My battery does not recharge fully. Has anyone had that problem? Is there a fix for it?
Obltn Strand
10-17-12, 05:46 AM
From Readme_V16B1
If you want this mod to also work with surface tankers, these must be renamed e.g. from "Brake" into "U-Brake" in the campaign files.
Can some one specify what files and what parts of them is to be changed?
VONHARRIS
10-18-12, 01:14 AM
From Readme_V16B1
Can some one specify what files and what parts of them is to be changed?
Locate the file Campaign_SCR.mis in the SilentHunterIII\data\Campaigns\Campaign folder and open with Notepad.
Use the search/replace function and change the names of the surface tankers as described , ie from Brake to U-Brake.
Good luck.
Obltn Strand
10-18-12, 08:22 AM
Locate the file Campaign_SCR.mis in the SilentHunterIII\data\Campaigns\Campaign folder and open with Notepad.
Use the search/replace function and change the names of the surface tankers as described , ie from Brake to U-Brake.
Good luck.
Yep scoured through Campaign_SCR.mis and those another two during commuter rides. Finally found them. Bit late but thanks anyway. Something motivated my lazy pinkish white ass to actually do something about it.
alphington
10-18-12, 08:51 PM
I bought my SH3 this year from Ubisoft and it already patched to v1.4. Does this mean that the h.sie installation will not work as point 1.c of the installation guide says to use your original (unpatched) sh3.exe? If so, is there a way to get the original sh3.exe or else somehow to 'unpatch' the version that i got out of the box?
thanks
VONHARRIS
10-18-12, 11:18 PM
I bought my SH3 this year from Ubisoft and it already patched to v1.4. Does this mean that the h.sie installation will not work as point 1.c of the installation guide says to use your original (unpatched) sh3.exe? If so, is there a way to get the original sh3.exe or else somehow to 'unpatch' the version that i got out of the box?
thanks
Welcome to Subsim.
Hsie patch will work just fine.
Gute Jadg Herr Kaleun.
alphington
10-19-12, 03:25 PM
Many thanks for answering me Von Harris I'll give it a go!
Mau Fox
10-21-12, 03:44 PM
Hi guys!
I am new to this forum but not at SHIII. Been playing this beauty since 2008 although the stock version only. Then a few months ago I discovered this amazing community and decided to give a boost to my underwater experience, so I installed the GWX3 Gold, SH3 Commander the V16B1 patch and more than a dozen of the great mods that allow this sim to become ageless.
Really, commanding the sub is now a complete different experience. I'd like to thanks everyone who has dedicated time and passion to develop and test all those gems.
Now, you know that appetite comes with eating ... and since I am a hardcore realism seeker I have a couple of ideas that I'd like to share here.
Reading between the pages of uboat.net I came across the "U-boat Crew Casualties" page http://uboat.net/men/men_lost.htm.
Besides crew KIA there also were several other reasons for injures or death during a patrol. One of the more common causes of loss was man overboard occuring during bad weather or during sudden crash dives. You won't believe how many IWOs were lost in such way ... :o
Other injuries were broken arms or legs due to conning tower's accidents while in bad weather or while diving as well as while working in the sub. There are some interesting case records in the link above.
The question I'd like to ask the Mod Gurus is:
Would it be possible to have these events in the sim?
I mean would it be possible to create a subroutine (like the one that manages the breaking of diesel engines in h.sie's great V16B1 patch) where the parameters are wind speed, the time spent surfaced in very bad weather and, of course, a percentage that the event really occurs?
The outcome could be a man overboard (or more as happened to U-106 on 23 Oct 1941 when the entire watch was lost overboard) or some injuries.
It would also be great if the NAV officer could report the event (i.e. "Man over board!" or "Casualties on deck!").
Another common crew loss was when the boat was forced to crash dive and men were still on deck manning the weapons (AAMG or deck gun) as for example reported by U-53 on 17 Sep 1939 "Several Swordfish aircraft from the British fleet carrier HMS Courageous attacked the boat with gunfire forcing the boat to crash dive. Some gunners had to be left topside when the boat dived, they perished.".
Again a subroutine could manage the possibility that such event occurs when the boat goes in crash dive while the crew is on deck manning the weapons.
If this could be possible and even automatically recordered in the war diary I could die a happy men :-)
Another things I'd like to see in the sim (but this is more a candy-eye than an improvement) is that when the boat goes crash diving the forward torpedo room fills with men. I usually do that by dragging every man out of duty into the forward torpedo room just to add a bit of realism feeling. This feature also would perfectly match the DBSM sound file where you can hear the crew running forward. :)
I don't know if these issues have been debated before. In that case forgive me for beating a dead horse!!
Greetings and good hunting! :salute:
Mau Fox.
fitzcarraldo
10-21-12, 05:18 PM
That is a great idea.
Welcome aboard!
Fitzcarraldo :salute:
Albrecht Von Hesse
10-23-12, 11:09 PM
It's December '39, I'm in a dugout, in very foul (15M) weather. I've been patiently (real-time) intercepting a Granville-type freighter from a contact report from about 26K out, on the surface, during daylight (1040 at actual LOS).
1st torpedo launched at 4M, fast speed, 1100 meters distance, 58AOB . . . ran about 15 meters deep.
2nd torpedo launched at 3M, fast speed, 950 meters distance, 59AOB . . . ran about 15 meters deep.
3rd torpedo launched at 2M, fast speed, 600 meters distance, 61AOB . . . ran about 15 meters deep.
:/\\!!
VONHARRIS
10-24-12, 12:58 AM
It's December '39, I'm in a dugout, in very foul (15M) weather. I've been patiently (real-time) intercepting a Granville-type freighter from a contact report from about 26K out, on the surface, during daylight (1040 at actual LOS).
1st torpedo launched at 4M, fast speed, 1100 meters distance, 58AOB . . . ran about 15 meters deep.
2nd torpedo launched at 3M, fast speed, 950 meters distance, 59AOB . . . ran about 15 meters deep.
3rd torpedo launched at 2M, fast speed, 600 meters distance, 61AOB . . . ran about 15 meters deep.
:/\\!!
My friend , you missed a vital parameter of the torpedo failure mod.
There is a certain safety depth , depending on wind speed in order to minimize the possibility of the torpedo failure.
In Hsie's readme find No 18 Topredo failure fix and give it a look
In 15m/s winds safety depth is below 6m , so firing a torp at 4m depth with 15m/s winds you are asking for trouble! Hehe....
I have created a chart for that:
http://www.subsim.com/radioroom/showthread.php?t=196352&highlight=DROP+DOWN+CHARTS
Moreover a fellow Kaleun has created a mod placing this(improved on new template) plus many more pull down charts in the game.
I appologize , but I don't remember who did it.
Gute Jadg Herr Kaleun
Albrecht Von Hesse
10-24-12, 12:43 PM
My friend , you missed a vital parameter of the torpedo failure mod.
There is a certain safety depth , depending on wind speed in order to minimize the possibility of the torpedo failure.
In Hsie's readme find No 18 Topredo failure fix and give it a look
In 15m/s winds safety depth is below 6m , so firing a torp at 4m depth with 15m/s winds you are asking for trouble! Hehe....
I have created a chart for that:
http://www.subsim.com/radioroom/showthread.php?t=196352&highlight=DROP+DOWN+CHARTS
Moreover a fellow Kaleun has created a mod placing this(improved on new template) plus many more pull down charts in the game.
I appologize , but I don't remember who did it.
Gute Jadg Herr Kaleun
Ach! Scheisse!
I had read the readme, but I hadn't fully concentrated on the specifics, only the generalities, of this particular modification. :oops:
Ah well, I've paid the price, and at least now I have for the future a spiffy chart to consult! :salute:
Albrecht Von Hesse
10-26-12, 08:45 PM
I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.
Everything else about the mod seems to work just as specified, only the longer repair time seems to be malfunctioning for me.
VONHARRIS
11-13-12, 05:29 AM
I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.
Everything else about the mod seems to work just as specified, only the longer repair time seems to be malfunctioning for me.
I had a similar problem plus I couldn't stop the flooding even after hits light fire.
I was sunk within minutes after being by a Swordfish with machine gun fire.
So I am using the Longer Repair Times v2.04 Full mod 'LRT' for use with GWX v3.0 Gold mod and it is running fine.
Troublous_Haze
11-13-12, 07:29 AM
I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.
Everything else about the mod seems to work just as specified, only the longer repair time seems to be malfunctioning for me.
I do also noticed this much earlier, but have not raised the issue here. I have disabled longer repair times, because I'm also experiencing damage repairs way too quickly. Longer repair times that I'm using with OLCG2 environmental mod works better IMO.
Robin40
12-07-12, 04:40 AM
Strange
With hsie mod enabled(wolpack enabled) all ships in Wilhelmhaven port are displaced to the west, so there is a port totally empty of ships
Mod list
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Merchant_Fleet_Mod_3.2
MFM English Names
Damage_caused_by_fires_TheDarkWraith
Hitler Speaks
Rbs2-Forsoundsandstarshells
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
Hi Robin40,
that's not a problem of h.sie's or Stiebler's patch - that's a problem of your first additional mod listed in your post.
Greetings
rowi58
Robin40
12-07-12, 06:50 AM
Hi Robin40,
that's not a problem of h.sie's or Stiebler's patch - that's a problem of your first additional mod listed in your post.
Greetings
rowi58
Merchant_Fleet_Mod_3.2?
in this case I will start with MFM disabled
then after exiting Wilhelmshaven I will enable MFM:)
nope...it's h.sie's mod
mod list
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
with this mod list ships are there
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Merchant_Fleet_Mod_3.2
MFM English Name
fitzcarraldo
12-07-12, 07:16 AM
Merchant_Fleet_Mod_3.2?
in this case I will start with MFM disabled
then after exiting Wilhelmshaven I will enable MFM:)
nope...it's h.sie's mod
mod list
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
with this mod list ships are there
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Merchant_Fleet_Mod_3.2
MFM English Name
Please, try Wilhelmshaven mod v7, not v6: with v7 all work fine for me.
Regards.
Fitzcarraldo :salute:
Robin40
12-07-12, 12:37 PM
Please, try Wilhelmshaven mod v7, not v6: with v7 all work fine for me.
Regards.
Fitzcarraldo :salute:
thx....but for some reason I can enter plissken archive no more
any other download source?
just entered...strange
rejected again...need another downloading site
fitzcarraldo
12-07-12, 02:40 PM
thx....but for some reason I can enter plissken archive no more
any other download source?
just entered...strange
rejected again...need another downloading site
I access Plissken page with IE...Chrome or Firefox don´t work with Maik´s site in my machine.
Regards.
Fitzcarraldo :salute:
Robin40
12-07-12, 03:54 PM
I access Plissken page with IE...Chrome or Firefox don´t work with Maik´s site in my machine.
Regards.
Fitzcarraldo :salute:
yep...me too using IE
Jimbuna
12-07-12, 05:24 PM
Sometimes access is difficult but keep trying.
Olamagato
12-08-12, 09:54 PM
I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.
Longer repairs work with devices only. Patching holes in the compartments in minutes - as usual. At least for me. Since the standard repair times still does not seem realistic to me (in fact, some repairs were not completed until the ship is in port), I changed the default settings file "hsie.ini" in this way: Val1=300.0 It's working. With this change, easy to repair last 1-2 hours and the most complicated about 11-14 hours. Worth remembering that devices in one compartment are repaired at the same time (in parallel). It really reduces the time of repairs. In addition, trained staff present in the compartment easier to carry out fast repairs, such as slowing the flooding and plugging holes.
reignofdeath
12-16-12, 10:43 AM
Do the wolfpacks actually submerge and fire torps?? Or are they stuck on the surface? :(
Albrecht Von Hesse
12-17-12, 12:10 AM
Do the wolfpacks actually submerge and fire torps?? Or are they stuck on the surface? :(
Best of my knowledge they remain on the surface, although once within range they will engage targets with their deck guns.
No folks,
in h.sie's patch we have submerged U-Boats fireing virtual torpedos (sergbuto's great work). And they are working very fine.
Greetings
rowi58
lafeeverted
01-02-13, 03:37 PM
nevermind, problem solved
Friede Rösing
01-04-13, 04:44 AM
Locate the file Campaign_SCR.mis in the SilentHunterIII\data\Campaigns\Campaign folder and open with Notepad.
Use the search/replace function and change the names of the surface tankers as described , ie from Brake to U-Brake.
Good luck.
I don`t understand....
I have a milk-cow mod, but this mod not installl in scr.mis, install in LND.mis.
i changed name U459 by U-459 but this not working, i rewrite with all information about milk-cow mod inside scr file too.
I changed too..
Name=U-459
Class=LNB_MilkBase by U-Tanker(defined type in Roster and Submarine folder)
Type=407 by 200
but all this not working
what should i do to make it?
Thank you
Olamagato
01-04-13, 06:04 AM
Milk-cow mod is not GWX. VONHARRIS wrote about GWX.
Friede Rösing
01-04-13, 06:37 AM
Milk-cow mod is not GWX. VONHARRIS wrote about GWX.
Then U-Tankers fixe only work with GWX and NYGM?
Olamagato
01-04-13, 07:51 AM
I'm not sure. Probably yes.
VONHARRIS
01-04-13, 09:46 AM
Then U-Tankers fixe only work with GWX and NYGM?
The U-tankers fix is a part of H.sie hardcore fixes and can not seperately.
I don't know about the Milk-cow mod.
Friede Rösing
01-04-13, 06:24 PM
The U-tankers fix is a part of H.sie hardcore fixes and can not seperately.
I don't know about the Milk-cow mod.
I know ... but i have a question....
I tested the h.sie patch in SHIII but the U-tankers fix not working... then i asked if the tanker fix only work with GWX or NYGM mods
I have read the instructions about U-tankers fix but i can´t make do it work
VONHARRIS
01-05-13, 01:43 AM
I know ... but i have a question....
I tested the h.sie patch in SHIII but the U-tankers fix not working... then i asked if the tanker fix only work with GWX or NYGM mods
I have read the instructions about U-tankers fix but i can´t make do it work
Do you use GWX or NYGM?
Is your copy patched to 1.4b?
Other than that I don't know.
For me it runs perfectly with GWX.
If everything goes well you should get something like this:
http://i48.tinypic.com/20j4rao.jpg
Note that the names of the surface vessels have been changed from Bessel to U-Bessel.
Good luck
Robin40
01-05-13, 02:48 AM
I don`t understand....
I have a milk-cow mod, but this mod not installl in scr.mis, install in LND.mis.
i changed name U459 by U-459 but this not working, i rewrite with all information about milk-cow mod inside scr file too.
I changed too..
Name=U-459
Class=LNB_MilkBase by U-Tanker(defined type in Roster and Submarine folder)
Type=407 by 200
but all this not working
what should i do to make it?
Thank you
You must follow this
do not change U-459 and the like
go to data/Campaigns/Campaign/Campaign_SCR
open file
use the find option and search for
Bessel
Thalia
Corrientes
Max Albrecht
Python
Charlotte Schliemann
Belchen
make sure that Class=Naval Base
change Bessel in U-Bessel and the likes
save the file
Hope it works
Friede Rösing
01-05-13, 06:01 AM
You must follow this
do not change U-459 and the like
go to data/Campaigns/Campaign/Campaign_SCR
open file
use the find option and search for
Bessel
Thalia
Corrientes
Max Albrecht
Python
Charlotte Schliemann
Belchen
make sure that Class=Naval Base
change Bessel in U-Bessel and the likes
save the file
Hope it works
Not working... i think only work with GWX and NYGM...
Perhaps h.sie can clarify the question...:03:
Since I'm in the same situation as CapSea, I'm interested in the answer too.
It'd be easier I know just to use a mega mod, but since NYGM turned my external views into a slideshow (sometimes freezing the game) that's not an option until I can upgrade.
Fishers of Men
02-14-13, 07:24 PM
This is an outstanding Mod! I am interested in understanding the formula in finding the correct depth to set torpedos to lessen failure rates. I would like someone to use real numbers to explain the D1 and D2 formulas in the documentation using actual numbers, like windspeed=15.
This would be a great help in enjoying the realism improvement in this Mod. Thanks!
Stiebler
02-15-13, 03:29 AM
Concerning the U-tankers code:
I received a PM from CapSea on this subject, but now I have seen the problem in this thread affects several people. Therefore I have reproduced my PM reply to CapSea below:
The U-tanker code functions only at a U-tanker in one of your campaign files (campaign_rnd.mis, campaign_scr.mis, campaign_lnd.mis) where the tanker's name begins with the letters 'U-', for example U-461, U-Brake.
Your U-boat must come to the U-tanker at sea, then you click on 'Exit Patrol', and then you click on 'Continue Patrol'. This will give your U-boat partial repairs (if necessary), some new torpedoes (if the U-boat has space in the forward reserve torpedo area), and more fuel (up to a maximum of one third more fuel). You can only dock at the U-tanker if wind speeds are less than 10 m/s.
This mod will function with any version of SH3 that has U-tankers added to the campaign files. The super-mods NYGM and GWX function correctly, but any mod that has U-tankers added will function also.
Does your SH3 installation have U-tankers marked on the map when you sail to sea?I should mention that the U-tanker code was originally mine (H.sie rewrote it for consistency with his patch, and he added the ability to load a few extra torpedoes at my suggestion), therefore I can provide these further details:
'Pseudo-docking' is the name I gave to the process of stopping at a German base, then clicking on 'Exit Patrol', followed by 'Continue Patrol' on the next screen when you are asked if you really wish to dock. The U-tanker code will function when your U-boat pseudo-docks at ANY German base whose NAME begins with 'U-'. That is the only test. So you can pseudo-dock at U-Kiel if you wish, although this is not very helpful. But of course the main intention was to allow pseudo-docking at sea with proper U-tankers.
Stiebler.
uboot556
02-18-13, 07:54 AM
Hello can I ask you something? the pacth 1.6 is compatible with SH3 commander?? I tried to find an answer but if there is I can not find it:oops:
:salute:
VONHARRIS
02-18-13, 09:36 AM
Hello can I ask you something? the pacth 1.6 is compatible with SH3 commander?? I tried to find an answer but if there is I can not find it:oops:
:salute:
Yes it is.
SH3 Commander runs outside SH3.
Gute Jadg Herr Kaleun
uboot556
02-18-13, 10:56 AM
ah ok ,i started a new campaign with sh3 commander( i already have 2 others campaign in the game) and i changed the data for the game like the compression time and when i started with this new campaign i did not have problem but after 5 or 6 minutes the game crashed why??? i have not idea
VONHARRIS
02-18-13, 11:55 AM
ah ok ,i started a new campaign with sh3 commander( i already have 2 others campaign in the game) and i changed the data for the game like the compression time and when i started with this new campaign i did not have problem but after 5 or 6 minutes the game crashed why??? i have not idea
Can you give little more information like mod list or something?
Have you followed the procedure to correctly install Patch v1.6?
It is crucial to follow the procedure to the letter!
uboot556
02-18-13, 01:29 PM
yes i have not problems withe the other 2 campaigns,but the campaign generated with sh3 commander is unstable and crashes.
in any case i actived all VonDos's ships and a large variety of merchant ship +supplement to V16B (this is the first of all mods),torpedo hand GWX,new deck gun1.2 ,raffael dsk gui,waterstream+exhaust v2.3 GWX,life boat debris britishasdicmk1final,flag&pens and other,i have a total of about 30 mods
VONHARRIS
02-18-13, 03:32 PM
I am confused.
Are the two stable campaigns running without SH3 Commander?
Too many mods can make the game unstable.
If it were a memory issue the game would have crashed at the beggining , I think.
Try disabling some mods to check this theory.
In these cases , it is mostly "trial and error" type solutions
uboot556
02-22-13, 08:07 AM
Now i deletted 1 campaign and i started a new one ,i also disabled some mods but strangely when i reach some areas *new york or tirnidad) or after a period of time the game crashes :/\\!!
Kapitän
02-22-13, 12:14 PM
Hi, I have an installation question re. GWX: Since GWX is not added as a Mod via JSGME but installed directly into the sh3 game folder, which do I install first after having installed a new version sh3: The V16B1-patch or GWX? Thanks, Kapitän
VONHARRIS
02-22-13, 01:20 PM
First GWX and then everything else.
Good luck
and
Gute Jadg Herr Kaluen
Kapitän
02-23-13, 08:58 AM
First GWX and then everything else.
Good luck
and
Gute Jadg Herr Kaluen
DONE! Seems to work, all systems GO. However, I havn't been able to test all features, yet.
Only action point left for me now is: Widescreen-Fix ... :06:
Sittingwolf
02-23-13, 02:05 PM
Noticed that V16B1 Mediafire link NOT working!!
Could someone post a new one, please?
Thanks. :salute:
Plissken_04
02-24-13, 03:38 AM
Noticed that V16B1 Mediafire link NOT working!!
Could someone post a new one, please?
Thanks. :salute:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/H.SIE/V16B1-Patch-Kit.7z
Username & Password in my Signature!!!
So Long
Maik
DarTMauK
04-03-13, 03:46 PM
hmm seems i cant access to the server...i just get a blank page.
Can you maybe upload it elsewhere? :)
AndreasT
04-03-13, 07:15 PM
238 Pages?!?
Too much to read.
Maybe someone can help anyway.
I had V16B1 installed everything worked fine except when receiving orders from BdU.
The messages were always blank. So I decided to try and fix it. Eventually resulting in me trying to do it all over again. Removed all mods, ran Patch_SH3.bat and it does not recognize my sh3.exe.
Any clues why?
Stieblers Patch_SH3.bat recognizes my sh3.exe ???
brett25
04-03-13, 10:29 PM
andreas, i believe you need to add the messeges to your menu.txt file in the game itself, the instructions are in the supplement package, there is a filed called apend_to_menu.txt
AndreasT
04-04-13, 05:53 PM
I did do that and it didn't work. My SH did not work anymore so I reinstalled everthing. Triedeverything again, and tada it works. I did not put the SH3.exe in the right folder.
Seriously I should learn to be more patient and read the instructions better.
Faquarl
04-20-13, 03:04 PM
G'evening Kaleuns.
I have a question abou the "send contact report" option. In my current patrol I've a convoy in sight, spotted and reported by WO. But I can't send any contact report to Bdu. I use Magui and input speed and course of convoy in the dials in attack map. But when I click on send contact report nothing happens. So whats wrong? Doesn't the wolfpack mod work with Magui? Do I have to lock on a single ship with UZO? Need help please. I want a Geleitzugschlacht :arrgh!:
sharkbit
04-20-13, 08:54 PM
Is there anything on your radio log in the messages sent area? Normally, after you send the contact report with the inputted information, you can click on the sent report and it will show the information reported.
Have you done the test misiion after installing the hardcode fixes?
Did you enable wolfpacks in the selector prior to installing the harcode fixes?
As far as I know, it shoud work with the MaGUI.
Welcome abpoard too! :salute:
:)
Faquarl
04-21-13, 05:16 AM
Hi sharkbit,
1. On my current patrol there's nothing on my radio log.
2. Jup, did the test mission. Worked fine. Could send a contact report and Bdu told me to shwadow convoy.
3. Wolfpack mod should be enabled, after it worked in the test mission.
I got another suggestion, maybe it doesn't work because BdU already send a contact report? I only intercepted the convoy but did not initially found it.:hmmm:
Thanks sharkbit :Kaleun_Cheers:
Leitender
04-23-13, 05:57 PM
Hello all dear,
having done some tests recently, i noticed that with h.sie´s patch the hydrophone is switched off for about 6 seconds every time when i change depth or give a correspondig order to my LI. I wonder if that´s a planned feature and, if so, what´s the backgrond of this: Steering the rudders can lead to water turbulences, so the noise makes the GHG dumb? An explanation would help me to get a calm night :zzz:
Thank you for sharing my sorrow.
Leitender
edit: To explain what i mean:
http://www.mediafire.com/convkey/9c41/vb6xb89kp1z1txf6g.jpg
Captain Wreckless
04-26-13, 04:13 PM
Does anyone know if the Realistic Repair Times is not enabled, can the Longer Repair Times v2.04 mod be used?
Mike
VONHARRIS
04-26-13, 11:34 PM
Does anyone know if the Realistic Repair Times is not enabled, can the Longer Repair Times v2.04 mod be used?
Mike
Yes , it can be done on one condition.
You shouldn't let the menu_1024 and the en_menu.txt files of the LRT to be overwritten by anything.
If a mod requires changes to the menu_1024 and/or en_menu.txt files do them manually , after checking what these changes are.
The Winmerge tool is very handy in that occasion.
Hope that helps
Gute Jadg Herr Kaleun
Captain Wreckless
04-27-13, 01:34 PM
Yes , it can be done on one condition.
You shouldn't let the menu_1024 and the en_menu.txt files of the LRT to be overwritten by anything.
If a mod requires changes to the menu_1024 and/or en_menu.txt files do them manually , after checking what these changes are.
The Winmerge tool is very handy in that occasion.
Hope that helps
Gute Jadg Herr Kaleun
Oh GREAT! Another tool to confuse me. :damn: :haha:
Mike
VONHARRIS
04-27-13, 01:49 PM
Oh GREAT! Another tool to confuse me. :damn: :haha:
Mike
No no...
It is very easy to use.
It compares .txt or .ini files and shows any differences at a single glance.
Captain Wreckless
04-27-13, 01:57 PM
I'm confused about something. :stare:
The readme for V16B1 says:
2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are located).
Then you add the messages, AI-uboats for the wolfpack mod and Stiebler4B save and then load via JSGME.
Why is the patched sh3.exe file included? As far as I can it is not modified again.
When the mod is loaded, does SH3 then use the sh3.exe file in the mod and not the default file in the main directory?
Mike
Hari123
04-27-13, 03:48 PM
Hello!
I´ve problem with the installation of the patch. I had a running&modded version of sh3. Then i tried to install the patch but when I tried to start sh3 the following message box came:
Error loading hsie2.act
Incompatible sh3.exe version found.
hsie2.act not started.
Patches not applied.
So delete all SH3 files
Made a clean and fresh install of SH3
Installed GWX3.0
Activated all JSGME Mods but no 4gb patch
Made all installations steps for V1.61
Activated Supplement mod
started SH3 via SH3 Commander but:
Error loading hsie2.act
Incompatible sh3.exe version found.
hsie2.act not started.
Patches not applied.
So whats wrong there? (SH3 is patched to 1.4)
BigWalleye
04-27-13, 04:08 PM
I'm confused about something. :stare:
The readme for V16B1 says:
2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are located).
Then you add the messages, AI-uboats for the wolfpack mod and Stiebler4B save and then load via JSGME.
Why is the patched sh3.exe file included? As far as I can it is not modified again.
When the mod is loaded, does SH3 then use the sh3.exe file in the mod and not the default file in the main directory?
Mike
When the mod is loaded using JSGME, the sh3.exe file in the mod folder is written over the clean sh3.exe file in the sh3 main directory. But first, JSGME saves a copy of the original sh3.exe before that file is overwritten. JSGME does that backup process for every file it overwrites. Now when you start SH3, the patched copy in the main folder is used. Meanwhile, your unpatched file is safe and sound in a JSGME backup folder, and you can revert to it quickly using JSGME whenever you want or need to. By patching a copy of the executable and activating it with JSGME, the patched version becomes just another mod and you don't risk corrupting your clean install.
Captain Wreckless
04-27-13, 05:43 PM
When the mod is loaded using JSGME, the sh3.exe file in the mod folder is written over the clean sh3.exe file in the sh3 main directory. But first, JSGME saves a copy of the original sh3.exe before that file is overwritten. JSGME does that backup process for every file it overwrites. Now when you start SH3, the patched copy in the main folder is used. Meanwhile, your unpatched file is safe and sound in a JSGME backup folder, and you can revert to it quickly using JSGME whenever you want or need to. By patching a copy of the executable and activating it with JSGME, the patched version becomes just another mod and you don't risk corrupting your clean install.
Thanks BigWalleye. I knew JSGME made backups of the files and it never occurred to me it would do the same thing with the .exe file. D'oh! :doh:
Mike
Captain Wreckless
04-29-13, 04:05 AM
Yes , it can be done on one condition.
You shouldn't let the menu_1024 and the en_menu.txt files of the LRT to be overwritten by anything.
If a mod requires changes to the menu_1024 and/or en_menu.txt files do them manually , after checking what these changes are.
The Winmerge tool is very handy in that occasion.
Hope that helps
Gute Jadg Herr Kaleun
Where can I find this Winmerge?
Thanks,
M
VONHARRIS
04-29-13, 06:50 AM
Where can I find this Winmerge?
Thanks,
M
Just google Winmerge and you will find it.
It is free software!
BigWalleye
04-29-13, 06:57 AM
Where can I find this Winmerge?
http://winmerge.org/downloads/
Shareware, free download. Very intuitive. You think about doing it, you do it. I wish programs I paid money for were this well developed!
Captain Wreckless
04-29-13, 06:26 PM
Just google Winmerge and you will find it.
It is free software!
OK. Thought it was SH3 specific software.
Thanks.
Mike
Captain Wreckless
05-04-13, 02:42 PM
Hi all,
I'm trying to learn how to merge files and I've run into a problem and I'm not sure what to do. I'm trying to do add the AI-Subs for the Wolfpack mod.
The instructions say to look for the last [Unit xxxx], and the last [Unit xxxx. waypoint x] and then add the AI-subs after that.
My problem is, I don't have a last waypoint for my last unit. :wah:This what I have for my last unit:
[Unit 5854]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
Then starts:
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
etc...
There are waypoints for the OrdnanceUnit. There are waypoints for previous units though.
Right now I have only 2 mods installed while I practice this and make sure it works:
GWX Wilhemschafen...
Extras for Wilhemsshafen...
Does it make a difference whether the ships are stationary (ie: no way points) or moving (ie: with way points)? How should I proceed?
Thanks
Mike
Wreford-Brown
05-05-13, 01:17 AM
Hi all,
I'm trying to learn how to merge files and I've run into a problem and I'm not sure what to do. I'm trying to do add the AI-Subs for the Wolfpack mod.
The instructions say to look for the last [Unit xxxx], and the last [Unit xxxx. waypoint x] and then add the AI-subs after that.
My problem is, I don't have a last waypoint for my last unit. :wah:This what I have for my last unit:
[Unit 5854]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
Then starts:
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
etc...
There are waypoints for the OrdnanceUnit. There are waypoints for previous units though.
Right now I have only 2 mods installed while I practice this and make sure it works:
GWX Wilhemschafen...
Extras for Wilhemsshafen...
Does it make a difference whether the ships are stationary (ie: no way points) or moving (ie: with way points)? How should I proceed?
Thanks
Mike
The answer is in the red text - it's a docked ship therefore no waypoints.
You should be able to add the AI subs after the Unit 5854 paragraph and before [OrdnanceUnit 1]
Captain Wreckless
05-05-13, 01:29 AM
The answer is in the red text - it's a docked ship therefore no waypoints.
You should be able to add the AI subs after the Unit 5854 paragraph and before [OrdnanceUnit 1]
Thanks. I'll give that a try.
Mike
Captain Wreckless
05-07-13, 09:31 PM
Got it to Work! Woo Hoo!:rock:
Mike
Lokisaga
05-25-13, 11:41 PM
Hi all,
First I would just like to thank everyone here for being so helpful in answering my previous questions. You folks are great. Now, for my new questions:
1. I downloaded my copy of SHIII from Steam. Will that affect how I install h.sie's hard-coded fixes?
2. The readme states that numerous issues with refueling/restocking at milk cow u-boats have been fixed, but has the issue with the game erasing all of the renown from the current patrol when you visit the milk cows been fixed?
3. The readme states that certain changes have been made to reflect the "torpedo crisis" the Bdu experienced during the early years of the war. However, I'm wondering if the mod simulates the persistent unreliability issues in the G7e/T2 torpedoes? My understanding is that the G7a's were fairly reliable, but that a Kanlun was better off firing Bernard out of a tube rather than a G7e/T2, and that they simply had to wait for the G7e/T3's to get a reliable electric torpedo.
Thanks.
Lokisaga
05-31-13, 01:08 PM
Hello all,
I tried installing h.sie's mod and it didn't work. I think I've got everything cleaned up, and I'm ready to try again but I've got no idea how to do it. I have GWX 3.0, and I got SHIII from Steam. I've tried the reading the readme but that didn't help either. Any ideas? I'm sorry if I'm the wrong forum for this, or if this issue has already been addressed. If so, just point me in the right direction and I'll be on my way.
Thanks.
Montekidlo
05-31-13, 01:53 PM
I don't know nothing about steam versions of SH3. But here is what I know. Before patching it's important to have Sh3 1.4 version and SH3 should not be protected by starforce.
Then all you need to do is place your Sh3.EXE into the V16B1 patch kit folder <you need to check the .exe file if it can be patched, run Patch_SH3.bat> and if everything is ok rthen run option selector to select the options you wish to use for patching, then ht OK, the patching will take less then half second. After that you can place patched sh3.exe into the main directory of the SH3
also check the manual if you haven't done yet.
Kapitän
05-31-13, 03:26 PM
Hi Guys,
After trying to install different new mods (mainly Aces Super Turms and FM New Interior), my V16B1-patch doesn't work anymore, also the FM 2.1D doesn't work anymore either, even though both worked before on my GWX3.0 installation.
With the V16B1 patch installed via JSGME, now the game starts as before, on the lower left corner it still reads V16B1 BUT when I want to load a saved game in home base, the game crashes.
I'm kind of stumped, because it all worked before, with the same game installation and career but after fiddling around with the mods, everything kind of went downhill from there :wah:
Has anyone experienced something similar and perhaps, have any tips for me?
BigWalleye
05-31-13, 04:28 PM
The "Steam version" of SH3 does not give you an executable copy of sh3.exe, the core game file. Steam provides you with a "packed" (read: encrypted) version of the sh3.exe file, which is unpacked (decrypted) and loaded at runtime. The file only exists in your computer's RAM during execution and is removed on exit. So you never have a sh3.exe file to patch with the h.sie/Stiebler patcher. That is how Steam works. You have constructive use of the executable file, to play the game, but you do not actually possess the file. It is theirs. Think of it as leasing a car instead of buying it. You can drive the car, but you can't have the engine modified or paint flames on the side. It's not really your car. The arrangement with Steam is like that. There is nothing wrong with leasing a car - it works better than buying one for some people. But it is not the same as buying a car, and you have to inderstand that there is a difference.
desertstriker
05-31-13, 10:53 PM
Actually you can patch the steam version of SH3 you can patch and it does work. never had a problem with it before on my end. Before you ask yes I have the steam copy as well as a copy w/ and w/o starforce.
@kapitan Did you read the readmes? There is a way to get all of them to work. also you may have to go into the files a bit to make them compatable especially with the V16B1.
Kapitän
06-01-13, 04:19 AM
@kapitan Did you read the readmes? There is a way to get all of them to work. also you may have to go into the files a bit to make them compatable especially with the V16B1.
Yes, I read them very carefully and it all actually worked at one point. I even made a 7-Zip copy of the installation, which I re-installed as a second installation, starting a brand new career. Unfortunetly, with the same result.
I'm beginning to think, if there isn't a Starforce or similar protection installed on the original install after all, even though the Starforce-Removal-Tool "told" me that there was no protection system installed and I can start the game without the CD-ROM/DVD.
Again, the game itself will start and on the first menue page it does say "V16B1" in the lower right corner BUT when I want to load a saved game in base or even a new career, it crashes.
The same with FM2.1D and Aces Superturms: It all worked at some point but now the game crashes during loading when I have those mods installed via JSGME. Other mods I install seem to work fine.
There is one thing though: I upgraded to the latest version of JSGME (2.6.0.157) from the version that originally comes with GWX3.0 (can't remember the number just now). Could that be the problem?
BigWalleye
06-01-13, 06:28 AM
Actually you can patch the steam version of SH3 you can patch and it does work. never had a problem with it before on my end. Before you ask yes I have the steam copy as well as a copy w/ and w/o starforce.
I didn't say you can't patch the Steam product. I said that the h.sie and Stiebler patchers (and anything else that alters the stock sh3,exe) won't work.
Lokisaga
06-01-13, 11:07 AM
[QUOTE=desertstriker;2065889]Actually you can patch the steam version of SH3 you can patch and it does work. never had a problem with it before on my end. Before you ask yes I have the steam copy as well as a copy w/ and w/o starforce.
Okay, great. How did you do it?
desertstriker
06-01-13, 03:04 PM
Should be in the readme but copy everything from the download into the game directoy IE (C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 3) and you HAVE to have used Hsies patchkit before stiebler's
BigWalleye
06-01-13, 04:19 PM
Should be in the readme but copy everything from the download into the game directoy IE (C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 3) and you HAVE to have used Hsies patchkit before stiebler's
I've looked through all the readable files in both V16B1-Patch-Kit.7z and Stiebler4B_V16B1_Revised.7z, and I can not find any instructions similar to yours posted above. Instructions with both downloads say to unzip the contents into a new working file, implement the patches, and then copy the patch folder to the Sh3/Mods folder. For the benefit of those who would like to patch the Steam version, could you please indicate where in h.sie's/Stiebler's documentation these instructions can be found?
desertstriker
06-01-13, 05:50 PM
looking at it right now and it says (for Hsie's) Readme_V16B1.pdf
and for stieblers add on Instructions_Stiebler4B_V16B1_Addon.rtf
like I said I ran them on the steam copy.
BigWalleye
06-01-13, 06:57 PM
looking at it right now and it says (for Hsie's) Readme_V16B1.pdf
and for stieblers add on Instructions_Stiebler4B_V16B1_Addon.rtf
like I said I ran them on the steam copy.
Yes, I have those files too. But the procedure you cite:
copy everything from the download into the game directoy IE (C:\Program Files (x86)\Steam\SteamApps\common\Silent Hunter 3)
isn't mentioned anywhere in either document. In fact, Readme_V16B1.pdf includes very specific instructions which conflict sharply with your procedure:
1) Patching sh3.exe
a. Create an empty working directory somewhere on your harddisk (where you have
write permission.)
b. Download the latest V16_Patch-Kit archive and extract all contained files into that
working directory.
c. Copy your original (unpatched) sh3.exe into that working directory. Now, your
sh3.exe and the patcher named Patch_SH3.bat MUST be located in the same folder!
d. Start Patch_SH3.bat. If your sh3.exe is compatible, it will be patched. Otherwise not.
Before patching, the patcher automatically makes a backup of your original file called
sh3.old
. Save sh3.old somewhere for later use, e.g. in case you want to undo the
patches.
e. If step d) was successful, your new sh3.exe contains ALL of the fixes!
f. Start HsieOptionsSelector.exe in order to individually enable/disable the fixes as you
like. This tool also allows to apply the 4GB-Patch.
2) Preparing the Supplement-Mod
Note: The Supplement-Mod is essential, not optional !!!
a. Extract the Supplement to V16 Mod archive
b. Put the patched sh3.exe into that mod (into the same folder where the 4 DLLs are
located).
(I omit Section 3, because it is not germane.)
4) Activate the Supplement Mod
a. Copy your individualized Supplement-Mod into the MODS folder of your sh3-
installation
b. Activate it using JSGME as the last one - after all other Mods. File conflicts regarding
files de_menu.txt, en_menu.txt and Campaign_SCR.mis can be ignored.
So my question is, where in h.sie's and/or Stiebler's documentation is the procedure you describe? I have searched all the documentation (as I said, all readable files) and have been unable to locate it. I am presuming that the procedure is described in more detail in their documentation than in your post. If so, it would certainly be helpful to anyone trying to patch the Steam version.
desertstriker
06-01-13, 08:18 PM
1st i do have write permissions to that folder I just paste all to that foldier because it is easier and I found it works.
Tell you what I will make a special video just for this issue. give me a bit and it will be available
BigWalleye
06-01-13, 08:43 PM
1st i do have write permissions to that folder I just paste all to that foldier because it is easier and I found it works.
Tell you what I will make a special video just for this issue. give me a bit and it will be available
Thanks. That will be helpful.
desertstriker
06-01-13, 10:16 PM
waiting for the darn thing to upload now.
EDIT: I will have to mess with it some other time cant read what I wrote in the notepad.
denis_469
06-01-13, 11:40 PM
Read this topic, but not wish d/l this mod total :down: so:
Hardcode-Fixes Overview
This in only a very brief overview about the Hardcode Fixes. Details and installation instructions can be found in the Readme (see above!). Due to Stieblers cool OptionsSelector tool, most of the Fixes can individually switched ON/OFF. Even the 4GB-patch can be applied with his Selector.
1. Realistic Repair Times. (-)
Repair times of all U-boat equipment take 60 times longer than before. The factor of 60 is user-adjustable. {Repair time in game is normal as was in real war times}
2. Inaccurate range-estimations
Inaccurate range estimations for WatchOfficer (->Nearest visual contact) and WeaponsOfficer (-> Solution to target). No gods-eye firing solutions anymore. Before this mod: "Range: 8932m, Herr Kaleun". Now: "Range: 9000m, Herr Kaleun".
3. Snorkel-Fix
Speed restriction when snorkelling - wind speed dependent!
4. Periscope-Fix (-)
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically. {in real life speed germane sybmarines, except type XXI and type XVII, not limited use periscope in flank submarine speed. During trial "V-80" maximal speed for use periscopr was 12 knots. Subs types II, VII and IX have undewater speed less than 12 knots}
5. Hydrophone-Fix
Hydrophones useless when diesels are working. When snorkelling, you must stop diesels in order to use hydrophones. Otherwise you'll hear nothing. No sound contact reports when diesels are working.
6. External torpedo reload fix (-)
No reload of external torpedoes possible during bad weather.
Speed restriction to "slow" during external reload. {in real life submarines not have limited in speed during reload external torpedoes}
No diving possible during reload of external torpedoes.
7. Internal torpedo reload fix (-)
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes. {in real life internal torpedoes relaoding and during storm and in surface. Mainly attack german submarines defore 1943 year was from surface. And torpedoes relaod in surface normal}
8. "Crash dive blues"-Bugfix (by h.sie and Stiebler)
From now on, you don't lose control over the sub anymore if you interrupt a crash dive before the sub has reached its designated crash dive depth.
9. Watch Officer automatically moves to bridge when surfacing
The lazy watch officer now automatically moves to the bridge when surfacing.
10. Fog warning
During high time compression (TC) it can happen that suddenly heavy fog occurs (or disappears), but the player doesn't even notice it and so he won't be able to act according to that new situation. This fix reduces TC>16 to TC=16 whenever fog occurs or disappears in order to warn the player. Additionally, the watch officer reports "fog sighted" resp. "fog disappearing".
11. Oxygen-Supply - by LGN1 (idea) and h.sie (programming) (-)
So far, SH3 models a 100% renewable oxygen (O2) supply. That means: After a long period of diving, say 40 hours, it was sufficient to surface and after that the Uboat was able to dive for 40 hours again and again. With this fix, O2 is divided into two parts: A renewable part and a non-renewable part. The renewable part is the O2 in the air of the Uboat. This part is sufficient for a diving period of about 5-7 hours. During this time the LI informs you about the O2 content of the air, starting at the normal value 21% and slowly decreasing to the critical value of 17%. At 17%, the LI automatically starts to add O2 from the oxygen-supply (contained in pressure bottles). This botteled O2 supply is sufficient for a long diving period of about 30 - 100 hours (depending on Uboat type), but that O2-supply is non-renewable! That means: It is not filled up when surfacing. Only the O2 in the air is restored to the normal value of 21% when surfacing. From now on the Player has to act economically regarding O2 supply, what adds a new strategical component to the game. {in few boats have oxygen machine what restore oxygen in bottles. And in all subs was chemical regeneretion O2 in boats. This chemical components easy reloading in sea from other boats in real life.}
12. U-Tanker Mod - by Stiebler and h.sie
Everyone complains that, when you dock at a U-tanker in mid-ocean, you lose all your current renown/tonnage for medal purposes, you get a full refuelling, full repairs, full torpedo load-out and you lose the patrol grid which BdU ordered. No longer! With this Fix, you get only 1-4 air torpedoes, you retain the patrol grid details, you receive some repairs to your hull-integrity (but not to equipment) and you receive a fuel upgrade, of up to 30% of the full capacity.
13. BDU-Messages Mod
Instead of the monotonic 2-3 standard BDU responses to status reports, there are now 28 different messages the BDU will send, depending on your tonnage sunk, fuel supply, hull damage, remaining torpedoes.
14. Radar Fix
Radar automatically switches back to ON state, when it has been switched OFF in high waves. Additionally, now the default state is OFF when a game is loaded.
15. WarNews - by Stiebler and h.sie
TC doesn't drop down to 1 when a radio message is received.
16. Wolfpack Mod (!!!) - by h.sie (programming) and LGN1 (idea)
When you find a convoy and send a contact report, it can now happen that BDU orders to shadow the convoy and send contact reports every hour, until a wolfpack consisting of AI-Uboats has arrived and collectively attack the convoy.
17. Torpedo Failure Fix - by h.sie (programming) and LGN1 (failure model) (-)
Models higher dud rates during the torpedo crisis until 1942, and also models duds resulting from too shallow torpedo depth settings. {in real life dud torpedoes not depending from depth setting in torpedoes}
18. Night Vision Fix - by Makman94, Rubini and h.sie (programming)
Reduced visible range at night.
19. Diesel Damages Fix
Risk of random diesel damages when agonizing diesels with flank speed.
20. Bad Weather Fix (-)
Shortened time periods with heavy fog. {not real for geame made handmade shortened times with heavi fog. It is not real in real life}
21. Collision Damage Fix
Enlarged damage to the Uboats pressure hull when rammed by surface ship (e.g. escort).
22. Battery Discharge Fix
No movement anymore when submerged and battery empty.
23. SalvoSelectorSwitch Bugfix
Little bugfix for Salvo selector
************************************************** *****
Sorry, but in red is my IMHO about this mod.
desertstriker
06-02-13, 12:04 AM
I think you are mistaken on all your critisms and i will explain why...
1. Realistic Repair Times. (-)
Repair times of all U-boat equipment take 60 times longer than before. The factor of 60 is user-adjustable. {Repair time in game is normal as was in real war times}how is a 5 minute fix realistic especially for severe damage?
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically. {in real life speed germane sybmarines, except type XXI and type XVII, not limited use periscope in flank submarine speed. During trial "V-80" maximal speed for use periscopr was 12 knots. Subs types II, VII and IX have undewater speed less than 12 knots}2 you would expeirience the bluring effect and considering how well some subs where maintained (sarcasm) the 12knots was ideal but more realisticly after several patrols it would have decreased
Speed restriction to "slow" during external reload. {in real life submarines not have limited in speed during reload external torpedoes}
I think you misunderstand that is for external reload where 17 knots was a pretty heafty speed an on top of having a 1 ton "bullet" the seas and the pitching of the boat made it safer at slower speeds
Internal torpedo reload fix (-)
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes. {in real life internal torpedoes relaoding and during storm and in surface. Mainly attack german submarines defore 1943 year was from surface. And torpedoes relaod in surface normal} again you have a 1 ton bullet filled with explosives and in rough seas it was very dangerous to reload think about getting crushed by it swinging back and fourth. again i think you misunderstood this only applies to heavyseas and not calm seas
Edit: you have to go to 25 meters IIRC to reload as at that depth the seas are calmer as for the surface i think that is a typo nas i can reload on the surface i am preatty sure it was meant to be read as cannot reload while on the surface in a storm
{in few boats have oxygen machine what restore oxygen in bottles. And in all subs was chemical regeneretion O2 in boats. This chemical components easy reloading in sea from other boats in real life.}today we have the oxygen materials back then they could but more often than not it was safer to store extra oxygen in tanks
16. Wolfpack Mod (!!!) - by h.sie (programming) and LGN1 (idea)
When you find a convoy and send a contact report, it can now happen that BDU orders to shadow the convoy and send contact reports every hour, until a wolfpack consisting of AI-Uboats has arrived and collectively attack the convoy.what is your issue here
17. Torpedo Failure Fix - by h.sie (programming) and LGN1 (failure model) (-)
Models higher dud rates during the torpedo crisis until 1942, and also models duds resulting from too shallow torpedo depth settings. {in real life dud torpedoes not depending from depth setting in torpedoes} duds had alot of factors and 1 was heavy seas as the turbulance could fool the impact pistol
20. Bad Weather Fix (-)
Shortened time periods with heavy fog. {not real for geame made handmade shortened times with heavi fog. It is not real in real life}what was being fixed was an entire patrol being spent in bad weather sometimes 1 month long.
denis_469
06-02-13, 06:15 AM
I think you are mistaken on all your critisms and i will explain why...
how is a 5 minute fix realistic especially for severe damage?
severe damage is too different for various cases. And 5 min is many time for repair. Hull leak especailly.
2 you would expeirience the bluring effect and considering how well some subs where maintained (sarcasm) the 12knots was ideal but more realisticly after several patrols it would have decreased
What I know - I and write. But I write this so subs type II, VII and 9 not have submerged speed more then 8 knots and I not know about problems with periscopes in this submarine type during real war. I not read information about have this problem in war patrols submarines in submarine patrol logs or other sources.
I think you misunderstand that is for external reload where 17 knots was a pretty heafty speed an on top of having a 1 ton "bullet" the seas and the pitching of the boat made it safer at slower speeds
US submarines made reload from to and in 20 knots speed. I forget US submarine what was reload from external to internal in it speed, but it was really. If reread all patrol logs US subs built before WWII, so can find this. And I knot know that german subs have prodlems with reloading from speed. I know, that reloadin from to have limite sea state 5, but about speed limite not know before you post.
again you have a 1 ton bullet filled with explosives and in rough seas it was very dangerous to reload think about getting crushed by it swinging back and fourth. again i think you misunderstood this only applies to heavyseas and not calm seas
Edit: you have to go to 25 meters IIRC to reload as at that depth the seas are calmer as for the surface i think that is a typo nas i can reload on the surface i am preatty sure it was meant to be read as cannot reload while on the surface in a storm
Unfortunale for you - you not know really submarine war. During WWII was 1 case when US submarine attack convoy in sea state 12 and succesful reload tubes in this sea stete.
today we have the oxygen materials back then they could but more often than not it was safer to store extra oxygen in tanks
In this game regeneration oxigen is abscent and so was made oxigen limit for real submerged time. In WW I, when not regeneration or oxigen ballons, 1 russian submarine was underwater more then 21 hours without regeneration oxigen.
what is your issue here
duds had alot of factors and 1 was heavy seas as the turbulance could fool the impact pistol
Not know about from real submarine warfare 1 and 2 world war before. Reasons defectes impact pistols mainle was technically in real life.
what was being fixed was an entire patrol being spent in bad weather sometimes 1 month long.
This normal, like normal was navigation errors in 60-200 sea miles between observations. And few time read, that between star observations was 3 week. And this 3 weeks was fog and low clouds with rain.
BigWalleye
06-02-13, 07:22 AM
Mow we have heard opinions on both sides. Interesting, but opinion is not evidence. Can anyone provide citations (published first-person accounts, contemporary training manuals, or similar primary sources) to support or contradict any of these points? Then we will be closer to the truth.
denis_469
06-02-13, 07:40 AM
Mow we have heard opinions on both sides. Interesting, but opinion is not evidence. Can anyone provide citations (published first-person accounts, contemporary training manuals, or similar primary sources) to support or contradict any of these points? Then we will be closer to the truth.
I made chronick submarine attack http://sovpl.forum24.ru/?1-3-0-00000001-000-0-0-1244279283 and so read many many documents from submarines about detail their war patrols.
If you wish truth so you need read war patrol logs submarines during WWI and WWII and other war patrols. After you read near 10000 or more patrol reports you can know total picture submarine war, but every submarine you can not remember in detail. So you head not rubber.
All these points have been discussed many times without definite conclusions (just go through the 3000+ posts in this thread).
But thanks to H.Sie's great work, you have a choice: don't use the mod, deactivate the feature you don't like, or tune the paramters to reflect your 'interpretation' of reality. It's all up to you.
Regards, LGN1
PS: If you read the manual carefully you will see that hull leaks are not influenced at all. Actually, that is the great advantage over the old longer-repair times mod.
Mow we have heard opinions on both sides. Interesting, but opinion is not evidence. Can anyone provide citations (published first-person accounts, contemporary training manuals, or similar primary sources) to support or contradict any of these points? Then we will be closer to the truth.
This thread contains quite a few sources (e.g., the original VIIC manual) that are openly available. Just go through the old posts...
Regards, LGN1
BigWalleye
06-02-13, 10:59 AM
All these points have been discussed many times without definite conclusions (just go through the 3000+ posts in this thread).
If the issues are still unresolved, that would seem to be a good reason to encourage further discussion, rather than cutting it off. Are you suggesting that everything that could be said on these issues has already been said? We have two conflicting points of view here, on a variety of issues, advanced by two seemingly well-read people. I for one feel I could possibly learn something from such a discussion. YMMV
This thread contains quite a few sources (e.g., the original VIIC manual) that are openly available.
Yes, and we've all read the sources which are openly available. What about the ones that aren't? What about Denis's sources in Russian, for example? I am sure you are far more erudite than I, but I don't profess to know of every source that might be relevant. Again, I could learn from others, so I would like to encourage this discussion. I doubt it will consume a major portion of SubSim's bandwidth, and if it does, I'm certainly willing to make another contrib.
And, of course, there is no requirement to read threads which do not interest you. What is the advantage in cutting off an open discussion?
Hi BigWalleye,
sorry if my posts sounded rude. It was not my intention.
I'm more than open to see new data/information and I do not want to cut off any discussion. However, I do not want to go through all the OLD arguments again, i.e., I would like to see new sources,... and not just opinions. If it's about opinions, everyone can have his own and choose the parameters accordingly. That's why the parameters are accessible :yep:
And starting a discussion with "Read this topic, but not wish d/l this mod total :down: so:" (with obviously not reading the old discussions/arguments why some things are how they are) does not really sound like if one is interested in a good open discussion. Up to now I have not seen a single, original document.
Regards, LGN1
And BTW, the opening statement is extremely disrespectful to H.Sie who spent an incredible amount of his time to produce this mod and gave us the option to choose and adjust it to our likings. How many other mods give players the choice?
BigWalleye
06-02-13, 12:39 PM
Yeah, I'm hopeful we can get a constructive discussion going.
And BTW, I agree that the tunability of h.sie's patches is one of the factors that makes them so exceptional. It's hard to find fault with his decisions when you can adjust them quantitatively to suit your personal preferences or historical interpretation.
Leitender
06-02-13, 02:04 PM
denis 469
even if you´d be right with all your critics, i counted only 7 points. 7 points out of 23 (regardless of that easy 4GB patch switch) don´t suffice imho for that devastating verdict.
Btw, h.sie repeated again and again, that he wasn´t a submarine expert, he always asked for advice, experiences and knowledgment of others which were more familiar with that item and then he tried to find a solution with those tools he owned - as a programmer.
E.g. to respond on one single point:
{in real life dud torpedoes not depending from depth setting in torpedoes}The torpedo failure fix was a trial to simulate: Neither any premature explosions due to heavy seas (which are already included) nor dudes due to the faulty impact pistol (also included), but to simulate the underpressure effect of the depth steering apparatus during long term diving turns, what was the third part of the "torpedo crisis", but never was realised in SH3.
So, if the depth setting was wrong, the torpedo got a - dude.
Leitender
06-02-13, 02:25 PM
In another point you seem to be right: I reread the german wikipedia article about vibrations of the periscopes (http://de.wikipedia.org/wiki/XXI#Sehrohre):
There is said, that only the new extended attack periscope had that vibration problem at 5Knots and more. Obviously, the older attack periscopes type StaSR C/2 had that problem only at 8,5kn and beyond, a velocity which couldn´t be achieved by the old u-boats. Therefore it was replaced again with the older, established periscope.
The night observation periscope got a enhanced guiding, which led to no vibration until 8kn.
So what about changing that vibration value in h.sie´s ini to 8knots? This should simulate that effect AND using the periscope with typII, VII, or IX boats should be possible without disturbances.
desertstriker
06-02-13, 05:31 PM
here is the promised video to show you can patch the steam version and works
http://www.youtube.com/watch?v=y8swgbPegf8
BigWalleye
06-02-13, 06:38 PM
"This video is private. Sorry about that.:("
Could you make it public access? Thanks.
desertstriker
06-02-13, 07:37 PM
woops fixed
denis_469
06-02-13, 10:35 PM
Hi BigWalleye,
does not really sound like if one is interested in a good open discussion. Up to now I have not seen a single, original document.
Regards, LGN1
You not right about discussion. Simple my database subarine attacks have 102577 submarine attacks, and, as I know, no one people in world not have this data total.
In my opinion good and interesting discussion must be with people who have data about 100000 submarine attacks (+/-), but other people with this information is abscent total. Discussion with other peoples would be like with you. You not know so data and say, that you need original documents instead himself find this document.
I understand, that you wish read original documents about attacks and say you, that you need himself read submarine patrol logs from varios countryes. But you not made this. If you not wish read orginal documents, so when I can say you information. If you wish, that I place this documents, so not. So orginal documents abourt US submarines, for example, have size near 80 Gb. So i can not u/l this documents.
I see that you made good (total) mod and thank you for this, but my opinion I write before.
Sorry with my open opinion about you words that I not wish open discussion. May be you not glad read that I write now. So sorry.
denis_469
06-02-13, 10:53 PM
denis 469
even if you´d be right with all your critics, i counted only 7 points. 7 points out of 23 (regardless of that easy 4GB patch switch) don´t suffice imho for that devastating verdict.
Btw, h.sie repeated again and again, that he wasn´t a submarine expert, he always asked for advice, experiences and knowledgment of others which were more familiar with that item and then he tried to find a solution with those tools he owned - as a programmer.
E.g. to respond on one single point:
The torpedo failure fix was a trial to simulate: Neither any premature explosions due to heavy seas (which are already included) nor dudes due to the faulty impact pistol (also included), but to simulate the underpressure effect of the depth steering apparatus during long term diving turns, what was the third part of the "torpedo crisis", but never was realised in SH3.
So, if the depth setting was wrong, the torpedo got a - dude.
About errors depth after long submarged I can say, that it is wrong. Mainly says, that in Norvegian campain was this errors. But I find less then 10 sich attacks. All other falty attacks was so have defective impact and influence pistols and missing during attacks. It is easy can see read describe every attacks.
For example attacks U-47 in Norvegian campain:
15.04 22.42 from surface launch 4 torpedoes against 4 transports. 4 hits and 4 duds.
16.04 01.36 from surface launch 4 torpedoes against 4 transports. 4 hits and 4 duds.
19.04 15.53 from submerged launch 2 torpedoes against battleship "Warspite". 1 hit and dud and 1 premature explosion.
and U-48 in Norvegian campaign:
11.04 12.30 from submerged launch 3 torpedoes agains cruiser "Berwick". Missed.
11.04 21.15 from surface launch 3 torpedoes aganst cruiser "York". Missed.
14.04 10.35 from submarged lauch 1 torpedo against battleship "Warspite". Missed.
15.04 00.25 from surface launch 3 torpedoes against destroyer. Missed.
15.04 00.48 from surface launch 1 torpedo against destroyer. Missed.
As you see no one faulty attack was not from errors depth in torpedoes. And so picture in near all other german submarine.
desertstriker
06-02-13, 11:40 PM
Denis why don't you share your knowledge discuss with us and hold off the insults we all could learn something if we have open minds and willing to converse.
Also some of us have a serious passion for submarines of WW2 and gather knowledge that will soon be abandonded by many and work to make this game better and more realistic.
As to your "database" why even mention it? To me you are saying we are not worth your time in which case why even comment or post? Also I can think of a few people who have a DB to rival yours.
Now for the constructive arguments for your posts you neglected to mention settings for such torpedos and weather in #3616
and the torpedo crises existed up to, during, and after the norewgian campaign (after with the T3s).
denis_469
06-03-13, 12:44 AM
Denis why don't you share your knowledge discuss with us and hold off the insults we all could learn something if we have open minds and willing to converse.
Also some of us have a serious passion for submarines of WW2 and gather knowledge that will soon be abandonded by many and work to make this game better and more realistic.
As to your "database" why even mention it? To me you are saying we are not worth your time in which case why even comment or post? Also I can think of a few people who have a DB to rival yours.
Now for the constructive arguments for your posts you neglected to mention settings for such torpedos and weather in #3616
and the torpedo crises existed up to, during, and after the norewgian campaign (after with the T3s).
Setting torpedoes not need, so no one torpedo not run under targets. If you need weather - so find this himself.
I mention about database, so many peoples not know what was really in real war and know what write in books various autors, who made works with grants and write what need for people who made grant. My english poor, so I write as I can.
About other peoples with databases - I know 2 people who have similar (and less) databases, but their databases not large like me and their databases are censored. May be you not know, but in West forbidden write really soviet war during WWII and russian war during wwI in sea. And all data in western sources not true total.
About torpedo crisis I not write, so my english not allow write need text right.
Montekidlo
06-03-13, 01:03 AM
Hi Denis,
If you interested in torpedo crisis this is very good article IMO if you haven't read it yet:
http://eaglescholar.georgiasouthern.edu:8080/jspui/bitstream/10518/3627/1/Wright_David_H_201005_MA.pdf
desertstriker
06-03-13, 01:07 AM
In what way cencored I would expect more cencorsip in the soviet union than anything. Eitherway not everybody writes for grants as you say those are the scientists who need to have expensive toys:har:. Most autors of history just care about getting the truth out .
Either way my intreast is in the GERMANS in world war 2 I care very little of the soviets because they never intreasted me the allies well same as the soviets. Why you may ask because the allies are glorified the soviets well never knew why I never was intreasted in them
As for it being "forbiden" to write about the soviets I just don't think it is a subject writen about often because of the communist accusations that are bound to fly.
EDIT: @Montekidlo thanks for adding info about the torpedo crises going to check to see if i have it in my personal collection.
Leitender
06-03-13, 01:57 AM
About errors depth after long submarged I can say, that it is wrong. Mainly says, that in Norvegian campain was this errors. But I find less then 10 sich attacks. All other falty attacks was so have defective impact and influence pistols and missing during attacks. It is easy can see read describe every attacks.The norwegian circumstances (magnetic fields) led to premature explosions of the magnetic pistol, so they had been forbitten to use. But the dudes remained and there was a "torpedo commission" started by the BdU which found out what i wrote. There was even a process of the "Reichskriegsgericht" (war court) where some responsibles had been convicted.
I´m sorry to say, but you don´t need only statistical data, you also need qualititive data, although i see your point, that quantitative data can lead to different results. This may become interesting.
I regret to have only german sources, maybe there are translations of what the torpedo commission found out, because i read that the american submarines suffered from the exact same problem.
http://www.u-boot-archiv.de/krieg/boote_ohne_waffe.html
PS: Just saw: already a english source posted. Sorry for the double.
Hi denis_469,
I do not fully understand what you say, so please forgive me if I misunderstand some of your points.
Here are some comments:
I'm glad for you that you have such a large database. Unfortunately, I don't have access to it. If you read my older posts in this thread, you will realize that at several instances I asked for information/help/input because of missing/unclear data. So I think you are wrong when you write 'If you not wish read orginal documents'.
I understand that you cannot upload the whole database. However, you might pick one or two documents and upload them or reference them to support your opinion.
I don't mind if people write their opinion, however, this can be done in a polite way.
I don't have any problems with your information, but I'm not glad about your phrasing. Actually, I'm glad about your comment concerning the periscope vibration. Indeed, it seems bluring happened only at higher speeds and many sources apply the XXI problems to all boats (BTW, this report mentions 7Kn: http://www.uboatarchive.net/U-413INT.htm). I will adapt my hsie.ini file accordingly (in stock SH3 you can make 12 knots while snorkeling with a VIIC without any impact on the scope. Realistic?)
Anyway, if you have good information/sources please share them with us. I guess there are some jewels in the 102577 submarine attacks.
Regards, LGN1
Edit: Concerning your comment 'I see that you made good (total) mod and thank you for this', I must say that although I spent some time on this mod, the most work by far was done by H.Sie! He did all the hard work and spent an incredible amount of time for this. All praise should go to him!
You not right about discussion. Simple my database subarine attacks have 102577 submarine attacks, and, as I know, no one people in world not have this data total.
In my opinion good and interesting discussion must be with people who have data about 100000 submarine attacks (+/-), but other people with this information is abscent total. Discussion with other peoples would be like with you. You not know so data and say, that you need original documents instead himself find this document.
I understand, that you wish read original documents about attacks and say you, that you need himself read submarine patrol logs from varios countryes. But you not made this. If you not wish read orginal documents, so when I can say you information. If you wish, that I place this documents, so not. So orginal documents abourt US submarines, for example, have size near 80 Gb. So i can not u/l this documents.
I see that you made good (total) mod and thank you for this, but my opinion I write before.
Sorry with my open opinion about you words that I not wish open discussion. May be you not glad read that I write now. So sorry.
Montekidlo
06-03-13, 02:29 PM
LGN1 what value will u set here:
Speed above which peris are moved down automatically. ?
Range: [1.0 - 20.0]. Default: 7.0
LGN1 what value will u set here:
Speed above which peris are moved down automatically. ?
Range: [1.0 - 20.0]. Default: 7.0
Hi Montekidlo,
I think I will use 7.0 for the onset of vibrations and 9.0 for moving down the periscope.
Regards, LGN1
Montekidlo
06-03-13, 02:41 PM
Upon new findings I will too adjust my periscope blur.
Thanks LGN1
denis_469,
since you have such a large database and have mentioned the oxygen issue, you might help us to clarify this issue once and for all. We had quite a few discussions on this issue, but could not find a definite answer. A good starting point is the original VIIC manual. It can be found here:
http://www.uboatarchive.net/Manual.htm
On page 84 the air purification system is described. Important points are:
"Purification system: removing CO2 by means of sodium hydroxide cartridges": I'm not aware how sodium hydroxide cartridges could release oxygen.
"Renewal system: bleeding O2 from oxygen flasks."
In the whole document I could not find a single reference to a machine/device that could produce pure oxygen to refill the flasks.
Given these informations I conclude that the submerged endurance was indeed limited. But your earlier post ("And in all subs was chemical regeneretion O2 in boats. This chemical components easy reloading in sea from other boats in real life.") seems to contrast this (and the original VIIC manual does not include any statement about 'chemical regeneration O2 in boats'). Can you please clarify/comment on this issue? Did it change during the war (the manual is from 1940, I guess)? Thanks!
Regards, LGN1
Vince82
06-04-13, 06:19 AM
First of I like to say that I can see why it's annoying when you're an expert on the subject and people are constantly requiring all sorts of proof instead of asking if they could please explain something they don't understand.
And the second thing is that people shouldn't be so sensitive when someone is critical towards certain aspects of a mod. There is also a difference in language and culture.
You only have to read the article that Montekidlo posted to see what that can lead to...
Hi Denis,
If you interested in torpedo crisis this is very good article IMO if you haven't read it yet:
http://eaglescholar.georgiasouthern.edu:8080/jspui/bitstream/10518/3627/1/Wright_David_H_201005_MA.pdf
It's is a very valuabale document. Good job posting it.
Myself I'm researching the torpedo crisis so I know a lot about it. Definitely not everthing tho, so please let me know if you think I'm making a wrong statement somewhere. I'm all about getting the most accurate simulation and I'm very much interested in the tactical aspects of the u-boat war.
The h.sie patch I think it's one of the best mods around here. The torpedo fix is a very good tool to simulate the torpedo crisis. However just using the default settings will not give you the result you want. But it's possible to change those settings whenever needed, that's in the manual.
The confusion about the depthkeeping problem is caused by the following:
It's how you interpreted the information you got.
Depthkeeping problems did exist in the TII torpedo, this is very well documentated. And it was definitely an issue. The thing is that during the Norway campaign the BdU was well aware of this problem. So commanders were instructed to fire their torpedoes at 2, 3 or 4m depth depending on the seastate and wind so there wouldn't be any surface runners. And that way there was not so much a problem that the torpedo was running a little bit deeper than set, that was already anticipated. So if a ship had a draught of lets say 7 meters it would still hit.
Why was torpedo failure still happening during the Norway campaign? This was due to technical problems with the impact pistols (read Denis post about the ktb's the torpedoes did hit but they where duds). BdU didn't know the impact pistols were faulty. After the campaign this problem was fixed.
Turbulance leading to torpedo failure is something completely new to me aswell. So I agree with Denis when he's critical towards that. But there is still the issue of surface runners in combination with proximity fuses that didn't work and depthkeeping problems, which made hitting ships with a shallow draught impossible. But you also got to read the manual that comes with patch, because it does state that it's mechanics aren't realistic, but it's attempting to simulate realism. Torpedoes wouldn't run 25m deeper than set, but with the patch they do to simulate a torpedo failure (duds included) or a surface runner.
EDIT: Reading through the article posted by Montekildo I see that turbulance could actually cause failure in several ways. But I would say that it wasnt that much of a factor. And something else I learned, SHV has a mod based on the article:
http://www.subsim.com/radioroom/showpost.php?p=2011321&postcount=472
Leitender
06-05-13, 03:21 AM
Vince_82
Depthkeeping problems did exist in the TII torpedo, this is very well documentated.What about the TI (G7a)? Afaik, both use the same depthkeeping apparatus "TA1" (see e.g. Wright, p. 20)? And both used the same pistol "Pi1".
Do you agree that the torpedo crisis consisted of mainly 3 parts:
1. too sensitive magnetic pistols and vibrations led to many premature explosions
2. faulty construction of the impact pistol led to torpedo rebounds
3. higher pressure in the torpedoes led to wrong (to deep) steering.
And if so, would you explain us in which way you use h.sie´s fix? However just using the default settings will not give you the result you want. But it's possible to change those settings whenever needed, that's in the manual. That would be very interesting.
To be honest, i don´t use the torpedo failure fix. Instead, i changed the "realval"(=real value) setting of the torpedo depth dial randomly to up to 3 meters deeper than displayed by using the sh3 commander (time dependant). So this minor "under steering" effect is simulated as it was in reality.
Last point: "surface runners". If the torpedoes run at the surface there occured prematures. But why did the run at the surface? Has this anything to do with the above mentioned points? I ask because in no source i read anything about such a problem in combination with the torpedo crisis.
Thank you for an Answer. It would really be appreciated.
Sincerly
Vince82
06-05-13, 06:58 AM
That's a lot. Yes, I agree and let me discuss three things:
1.
What about the TI (G7a)? Afaik, both use the same depthkeeping apparatus "TA1" (see e.g. Wright, p. 20)?
This still puzzles me. I'm trying to understand what did exactly happen, during the torpedo crisis. I know a lot about it, but I'm not an expert.
I have some sources that definitely claim that there was a difference between the two types. But why there should be a difference is unclear. It doesn't really make sense to me tbh. I'm very interested in more information about it.
2.
would you explain us in which way you use h.sie´s fix?
Quote: However just using the default settings will not give you the result you want. But it's possible to change those settings whenever needed, that's in the manual.
However just using the default settings will not give you the result you want. But it's possible to change those settings whenever needed, that's in the manual.
That would be very interesting.
That's an obvious question, because it would be very interesting know indeed.
I'm working on it! I'm preparing a sheet with all the dates and settings (which will be open to discussion ofcourse). Last patrol I was still using the default settings, but next patrol I'm planning to adjust them.
Let me give you an example. My next patrol is starting in October 1940, well after the Norway campaign. That date Uboats didn't use magnetic pistols very much because it still didn't work very well. However the Pi1 impact pistol (pi G7H) was introduced, this was actually a new and improved pistol, at the start of the war they used the Pi G7a or Pi G7a (A+B).
from the hsie.ini:
;-----------------------------------------------------------------------
; Torpedo Failure Fix.
;---------------------
; Failure rates (assuming torpedo set to depth = 0.4*windspeed or deeper)
; Impact Pistol, until June 1940. Range: [0.00 - 0.99]. Default: 0.25
Val3=0.25
; Impact Pistol, June'40-June'42. Range: [0.00 - 0.99]. Default: 0.10
Val4=0.10 (something between 0.10 and 0.20, should be fairly low)
; Impact Pistol, after June 1942. Range: [0.00 - 0.99]. Default: 0.03
Val5=0.03
; Magnet Pistol, until June 1940. Range: [0.00 - 0.99]. Default: 0.15
Val6=0.15
; Magnet Pistol, June'40-June'42. Range: [0.00 - 0.99]. Default: 0.10
Val7=0.35 (between 0.30-0.60, should be high)
; Magnet Pistol, after June 1942. Range: [0.00 - 0.99]. Default: 0.02
Val8=0.02
;-------------------------
I'm planning to adjust this file every time between patrols, when needed. Also I'm planning to use only impact pistols (using the i/m-swith) during my next patrol. Because torpedoes either had impact pistols only or commanders were forbidden to use the magnetic fuse. And adjust my torpedo loadout whenever that would be realistic.
3. About the surface runners, it's in the h.sie patch manual and you'll find more about it when you read 'wolves without teeth'. :)
Vince82
06-05-13, 06:06 PM
About the depthkeeping. Now I assume that both the TI and the TII had this problem at the start of the war. So I agree with you on that one aswell. The TI was used until the end of the war (but with improved depthkeeping later on). The TII was replaced by the TIII. And it was difficult if not impossible to have a TI with a Pi2 pistol (because a Pi2 needs a battery). This means that depthkeeping for a TI wasnt absolutely critical because it wasn't used with a magnetic pistol between mid 1940 and late 1943. While the TIII was fitted with a magnetic fuse when it was introduced in 1942. edit
Never mind about that. TI and TII are the same when it comes to depth keeping problems. This means is possible to get a very realistic simulation of the torpedo crisis if you put everything together.
-Randomisation of depth using sh3 cmdr. (Like you are using)
-Limiting yourself to using realistic settings for the i/m switch (or mod).
-The torpedo fix to simulate surface runners (depending on sea state), and technical malfunctions. Maybe this should be adjusted to 4m max instead of 6m.
-A sheet with dates and settings.
In what way cencored I would expect more cencorsip in the soviet union than anything. Eitherway not everybody writes for grants as you say those are the scientists who need to have expensive toys:har:. Most autors of history just care about getting the truth out .
Either way my intreast is in the GERMANS in world war 2 I care very little of the soviets because they never intreasted me the allies well same as the soviets. Why you may ask because the allies are glorified the soviets well never knew why I never was intreasted in them
As for it being "forbiden" to write about the soviets I just don't think it is a subject writen about often because of the communist accusations that are bound to fly.
EDIT: @Montekidlo thanks for adding info about the torpedo crises going to check to see if i have it in my personal collection.
I take offense to your comment about the Allies being glorified. First my Grandfather who was also my adopted Father served on the USS Grenadier during WW2. He made all 6 war patrols on this boat and was there when a Jap plane damaged them so badly that they had to scuttle the sub and were subsequently taken prisoner. So he got to spend the next 2 and a half years being starved, beaten and forced into slave labor in a steel mill in Yawata Japan. Yes, the Allies should be glorified. They stopped 1 mad man in Germany and kept a nation from enslaving most of Europe. Then they stopped another group of mad men on the other side of the world and kept them from enslaving most of Asia. Lets not forget the 6 million Jews that were murdered by Hitler and his cronies and the millions of Chinese and other Asians that were murdered and enslaved by Tojo and his Bunch. Also the several hundred thousand Allied POW's who were also murdered by the Japanese Empire.
desertstriker
06-05-13, 11:52 PM
Let me rephrase that for you so you can understand my position. I ment glorified because of them winning as all history goes the victor is writen to be on the right and honorable side. Now my big critism we often overlook we interned amero-japs in often terrible conditions some how that only gets a footnote in the history books while everything else is glorified.
Now if Hitler had won Germany would be glorified. There would be pictures of them freeing the japanese from the internment camps. So think of much of what the allies have writen over the years to be reversed.
I am not disrespecting anyone who served several of my family served in WW2 and probably on both sides considering my mom has russian heritage and my father has german heritage. All I am saying is that the allies commited warcrimes too and where never punished because they won and those crimes have mostly been swept under the proverbial rug.
And another thing. I AM JEWISH and my family has documented a great many who we are 99% sure where killed in the camps due to last known position being in poland. so you don't have to remind me about that thank you very much.
Edit:in case you are wondering which side is jewish its my moms side as they fled russia during their purge of the jews in IIRC the 1920s will double check that.
Montekidlo
06-06-13, 01:20 AM
There is no such thing as we allies are 100% good guys fighting against 100% bad guys. USSR perhaps the most known for imprisoning and killing people.
Western countries pretended that nothing is happening in 1932-33 Ukrainian killings.
After America was attacked by Japan at Pearl Harbor, President Franklin Roosevelt issued Executive Order 9066 consigning 120,000 people of Japanese ancestry to internment camps.
So there were and will be wrong things in the "Fighting for justice" countries so to speak.
Edit: Anyway this is wrong topic for such discussions. We should get back to more pleasant matters now :)
desertstriker
06-06-13, 01:34 AM
and that is exactly my point. but those injustices will commited by the side that won will often be overlooked by the winners while they play high and mighty and prosecute the injustices commited by the losers.
Another such episode comes to mind whenb the soviets where invading germany. The jewish resistance fighters where often killed on the spot when found. but the soviets where never charged with those instances. Also stalin killed more of his people than hitler did with any of the nazi's but hey we looked the other way there... kind of ironic though the punishments given at the nuremberg trials by the soviets when they did much of the same thing.
Leitender
06-06-13, 02:12 AM
Vince82
thank you very much for your explanations!
The german "torpedo crisis" wikipedia page shows a source which gives a statistical analysis of the overall torpedo shot successes. Please see here:
http://www.mgfa.de/pdf/ZMG_Heft%201_2009%20internet.pdf (page 16).
"mgfa" (Militärgeschichtliches Forschungsamt) means military historical research office: That´s an official site. The titles of the columns are: shots - hits - misses - technical dude - w/o result. Please ask for further translation help.
"technical dud" obviously are prematures and bouncing torpedoes due to faulty pistols, surface runners and technical problems. The dud rate was:
1939: 31/181=17%
1940: 155/898=17%
1941: 97/865=11%
1942: 156/1600=10%
1943: 52/805=6%
1944: 25/396=6%
"misses" could be due to wrong solutions OR due to depht keeping failure, which was not known at the beginning and thus not differentiated . The missing rate was
1939: 87/181=48%
1940: 322/898=36%
1941: 352/865=41%
1942: 710/1600=44%
1943: 331/805=41%
1944: 169/396=43%
So, what does that mean? The first table seams to be clear: reduction from 17% to 6% because of improvements due to improved pistols. But the second? To be honest i have expected the opposite: Highest missing rate in 1940, during the climax of the crisis, but not the lowest. So how can we interprete this numbers? No idea at the moment. That´s the big problem: Not to get many dates, but how to interpret them correctly.
Concerning the values of the hsie.ini: That´s why i asked for these three main points. If both points prematures and defect impact pistols are already simulated by the game, this additional (minimum!) failure rate of e.g. 25% at the beginning is way to much imho.
Because of the player´s interaction (we already know how to handle with the first points: Shoot at short distance to avoid prematures, use impact pistol when bad weather and shoot at 90° impact angle to avoid bounces) the "real" failure rate in the game is already reduced. Only the third point of the crisis (depth keeping) has left to be simulated. I hope i could explain what i mean.
I'm working on it! I'm preparing a sheet with all the dates and settings
I really don´t want to force you to do all that work, but although it would be interesting to know :03:
About the surface runners: I never understood why that problem should occur with the torpedo crisis. No matter which depth was to be set, with that depth keeping problem the torps should steer maybe deeper, but not narrower. Hsie´s fix in fact simulates these (sea resp. wind dependant) surface runners (of up to 98% failure rate), although the failure rate should cover all points of the torpedo crisis.
Maybe surface runners and duds due to depth keeping problems should be simulated seperate: Surface runners with h.sie´s failure fix (and much lower failure rate) and faulty depth keeping e.g. with randomly changed dial values. What du you think? This question btw. goes to everyone :03:
Sincerly
and that is exactly my point. but those injustices will commited by the side that won will often be overlooked by the winners while they play high and mighty and prosecute the injustices commited by the losers.
Another such episode comes to mind whenb the soviets where invading germany. The jewish resistance fighters where often killed on the spot when found. but the soviets where never charged with those instances. Also stalin killed more of his people than hitler did with any of the nazi's but hey we looked the other way there... kind of ironic though the punishments given at the nuremberg trials by the soviets when they did much of the same thing.
The Allies didnt committ warcrimes on the scale that Germany and Japan did. No one is clean in war. Everybody has there dirty laundry so to speak but the fact remains tha even though the U-boaters were brave men they fought for a cause that was horrible, inhuman and needed to be crushed and so there for, they are lucky to have gotten the recognition they have gotten so far, if any. Becouse as far as I am concerned they dont really deserve any. I can start pumping out statistics and numbers. What the Japanese did to the Koreans and Chinese would make your head spin. And also always remember this. The Axis started the war. And they got what they deserved.Also, as far as the Russians are concerned. We should have went ahead and taken Pattons advice as soon as the War was over. Sometimes you have to pick the lesser of two evils and set your priorities. So in order to defeat the greater threat to the whole world at the moment, we had to side with the communists.
Vince82
06-06-13, 08:24 AM
thank you very much for your explanations!
No problem, Leitender. Let me reply real quick, because I got a 'busy day':
But the second? To be honest i have expected the opposite: Highest missing rate in 1940, during the climax of the crisis, but not the lowest. So how can we interprete this numbers? No idea at the moment. That´s the big problem: Not to get many dates, but how to interpret them correctly.
During the second half of 1940 the torpedoes had a reliable pistol and targets were 'easy pickings'. As the war progressed the tactical situation changed and more and more experienced commanders were lost aswell. Besides the uboat fleet grew in size and new commanders were needed.
Montekidlo
06-06-13, 09:17 AM
The Allies didnt committ warcrimes on the scale that Germany and Japan did. No one is clean in war. Everybody has there dirty laundry so to speak but the fact remains tha even though the U-boaters were brave men they fought for a cause that was horrible, inhuman and needed to be crushed and so there for, they are lucky to have gotten the recognition they have gotten so far, if any. Becouse as far as I am concerned they dont really deserve any. I can start pumping out statistics and numbers. What the Japanese did to the Koreans and Chinese would make your head spin. And also always remember this. The Axis started the war. And they got what they deserved.Also, as far as the Russians are concerned. We should have went ahead and taken Pattons advice as soon as the War was over. Sometimes you have to pick the lesser of two evils and set your priorities. So in order to defeat the greater threat to the whole world at the moment, we had to side with the communists.
My head is still spinning from what yankees did with injuns and africans. You shouldn't be telling your laundry is a little bit cleaner than those of Axis. Because history remembers everything.
Herr-Berbunch
06-06-13, 11:06 AM
Can I remind you of the thread title - Realism- and gameplay-related hardcode fixes for SH3.EXE
Can we get back on topic. If you must persist in your current tones then I suggest taking it to PM.
Thank you, in advance.
Herr-Berbunch
desertstriker
06-06-13, 01:16 PM
of course sorry HB.
Stiebler
06-07-13, 08:40 AM
"misses" could be due to wrong solutions OR due to depth keeping failure, which was not known at the beginning and thus not differentiated . The missing rate was
1939: 87/181=48%
1940: 322/898=36%
1941: 352/865=41%
1942: 710/1600=44%
1943: 331/805=41%
1944: 169/396=43%BdU was always poor at statistical analysis.
Later in the war, as convoy defences became stronger, U-boats were forced increasingly to fire salvoes at long range. As early as Novemeber 1941, Topp reported his frustration at having to use this tactic against one of the Gibraltar-UK convoys.
If you fire four torpedoes at long-range at one target, does one hit and three misses mean that you have actually fired three misses, or no misses?
This issue is made more difficult to analyze since some of the later torpedoes were looping torpedoes.
I doubt if you can deduce anything from Leitender's table given above. Blame BdU, not Leitender!
Stiebler.
denis_469
06-07-13, 10:41 AM
Hi denis_469,
I do not fully understand what you say, so please forgive me if I misunderstand some of your points.
Here are some comments:
I'm glad for you that you have such a large database. Unfortunately, I don't have access to it. If you read my older posts in this thread, you will realize that at several instances I asked for information/help/input because of missing/unclear data. So I think you are wrong when you write 'If you not wish read orginal documents'.
I understand that you cannot upload the whole database. However, you might pick one or two documents and upload them or reference them to support your opinion.
I don't mind if people write their opinion, however, this can be done in a polite way.
I don't have any problems with your information, but I'm not glad about your phrasing. Actually, I'm glad about your comment concerning the periscope vibration. Indeed, it seems bluring happened only at higher speeds and many sources apply the XXI problems to all boats (BTW, this report mentions 7Kn: http://www.uboatarchive.net/U-413INT.htm). I will adapt my hsie.ini file accordingly (in stock SH3 you can make 12 knots while snorkeling with a VIIC without any impact on the scope. Realistic?)
Anyway, if you have good information/sources please share them with us. I guess there are some jewels in the 102577 submarine attacks.
Regards, LGN1
Edit: Concerning your comment 'I see that you made good (total) mod and thank you for this', I must say that although I spent some time on this mod, the most work by far was done by H.Sie! He did all the hard work and spent an incredible amount of time for this. All praise should go to him!
My database is easy access for all in my site:
part 1: http://sovpl.forum24.ru/?1-3-0-00000001-000-0-0
part 2: http://sovpl.forum24.ru/?1-3-0-00000007-000-0-0
I'm rare see subsim, so answer you now only.
My english not good, so whae I can, so and write.
About this mod I simple write, that was not realistic in my mind (see).
denis_469
06-07-13, 10:47 AM
denis_469,
since you have such a large database and have mentioned the oxygen issue, you might help us to clarify this issue once and for all. We had quite a few discussions on this issue, but could not find a definite answer. A good starting point is the original VIIC manual. It can be found here:
http://www.uboatarchive.net/Manual.htm
On page 84 the air purification system is described. Important points are:
"Purification system: removing CO2 by means of sodium hydroxide cartridges": I'm not aware how sodium hydroxide cartridges could release oxygen.
"Renewal system: bleeding O2 from oxygen flasks."
In the whole document I could not find a single reference to a machine/device that could produce pure oxygen to refill the flasks.
Given these informations I conclude that the submerged endurance was indeed limited. But your earlier post ("And in all subs was chemical regeneretion O2 in boats. This chemical components easy reloading in sea from other boats in real life.") seems to contrast this (and the original VIIC manual does not include any statement about 'chemical regeneration O2 in boats'). Can you please clarify/comment on this issue? Did it change during the war (the manual is from 1940, I guess)? Thanks!
Regards, LGN1
My english not good, so I can say, that you need know internal volume submarine and numbers crew members. After it see how long submarine was under water. After it divided oxigen in boat in hours under water and in result see minus hours. Minus hours can not, so this minus is regeneration. This manual, as I know, was write when was problems with chemical patrons and was remove from 1941 year. During sea refueling subs receive this atrons from subs type XIV and other boats. This what I read.
Montekidlo
06-07-13, 11:49 AM
Denis,
ето мазохизм читат как ты пишыш по англиски, луче пишы по руски а я перевиду им самое важное :)
denis_469
06-07-13, 12:26 PM
Denis,
ето мазохизм читат как ты пишыш по англиски, луче пишы по руски а я перевиду им самое важное :)
По-русски будут непереводимые идиоматические выражения.
Так что если хочешь, то переведи им чтобы прежде чем чего-то делать по реализму оружия/повреждений читали хронику атак у меня на сайте.
Montekidlo
06-07-13, 01:07 PM
По-русски будут непереводимые идиоматические выражения.
Так что если хочешь, то переведи им чтобы прежде чем чего-то делать по реализму оружия/повреждений читали хронику атак у меня на сайте.
Translation:
Before making anything about realism, armament/damages, please read attack chronicles at my web.
Leitender
06-10-13, 02:52 AM
I doubt if you can deduce anything from Leitender's table given above. Blame BdU, not Leitender!
Stiebler.
Since Vince82´s answer had a similar content, the increasing rate of "misses" could have its reason in longer shooting distances and in less experienced crews, but not primarily in technical issues. That sounds convincing. Tank you for this statement, Stiebler.
Btw, the statistical analysis was created in November 1945 (!) by the TVA (Torpedoversuchsanstalt = Torpedo Testing Institute). I don´t know where they had their data from, but i doubt they were better informed than the BdU, since many information got lost or was captured since the end of the war.
desertstriker
06-10-13, 04:29 PM
don't forget the captains who might have lied in their reports. as some did so they wouldn't get flack for missing 12 times in a patrol.
Andrewsdad
06-26-13, 02:52 AM
Salute, All !!!
For the life of me, I can't get the Appended Messages to work. My setup is:
Win7 32 bit. SH3 Commander OLC's GUI and I use a few mods such as Lite Harbor Traffic, ACM Light Map, Waterstream and Exhaust.
No problem modifying my SHE.exe with the batch file and it runs fine. I must be doing something wrong in that I can't "append" the de_menu and en_menu files so that the new messages function.
Here is what I have done:
Install and run OLC's GUI No problem with mods....
Download and unzip Hsie's package as instructed.
I make a copy of my SH3.exe and store it in a safe file I call "SH3 Stuff". (Just in case something goes wrong and the file gets corrupted, I am safe.):03:
Run the Batch file, make game play adjustments with the "SH3 Options" selector. Uncheck the 4 Gigabyte Patch.
At this point I put the modified SHE.exe into the game file and do a test run to make sure all is working. So far so good.... Exit the game.
Go to JGSME and deactivate all mods.
Now I remove the SH3.exe from the SH3 Game Folder and put it into the "Supplement to V16b1 JGSME" folder.
Put the "Supplement" into the SH3 game MODS folder.
Now I activate the MOD "OLC GOlD Mk 2 Option 3"
Then I activate the Supplement Mod. JGSME tells me that it will overwrite the en-menu and de_menu. I say OK.
Start SH3 Commander and all looks ok. Make a new career and take the boat out for shakedown.
All works fine, except the Chief Engineer Message about running at flank speed, Just the CE notation comes up. Thats OK because I have not yet put the "appended messages" in.
Exit the game....
Deactivate all the mods (JGSME)
Delete the career via Commander.
Go int the SH3 file and cut the en_menu file (copy it in my "SH3 Stuff" folder just in case) and paste it into the Supplement folder as instructed in the readme. Do the same for the de_menu file.
I open the "append to en_menu" text, select all, copy and paste it into the Supplement en_menu text, do the same for the "append to de_menu". Close and save the texts.
Now I go to JGSME. Activate OLC, then the Supplement MOD. Again I get the warning that the Supplement will overwrite the two menu files. I ok and close JGSME.
When I start Commander I get an ERROR message in the "Flotilla" box which tells me that the game will not run.
So to get to the point of this epic. How do I "append" the two menu files? I have tried also by making sure the appended lines are in numerical order with no success.
Frankly guys, I'm stumped !!!! Hilfe !!!
Thanks,
AD
ps. A new situation has also developed. I use AVG antivirus (free edition) without problems for a long time. A few days ago it decided that the Hsie Modified SH3exe had some sort of virus in it. I know that Hsie cautioned about that, just wondering if anyone else had this problem pop up in the recent past. I just make sure that I disable that part of AVG before I do anything in SH3.
Denis,
ето мазохизм читат как ты пишыш по англиски, луче пишы по руски а я перевиду им самое важное :)
More correctly:
"Это мазохизм читать как ты пишешь по английски, лучше пиши по русски, а я переведу самое важное" ...
Kapitän
06-26-13, 03:52 AM
@Andrewsdad: I just went through the same "exercise".
First off, if you have the money, get yourself new HW and a 64-bit system. It makes everything so much easier.
Next thing is to check for the Starforce Protection on you PC. If you have anything left on your PC, even in the registry, your game won't work with the "h.sie-patch."
For some of the mods, you will need the 4GB-patch, to even be able to run the game.
Also, some of the Mods you use, also have a "Campaign_SCR.mis" in it. You need to take a look at all of your Mods and check if they have the "Campaign_SCR.mis" and/or the "(en)de_menu.text" in it. If so, you will have to make the appropriate changes to them.
In any case, you just might have to delete all of your SH3-Installations and start fresh - I had to do the same a view times :yep:
Finally, if you can speak German, check out the marinesims forum, there is also a lot of valueable information to be found there.
Good luck!
Andrewsdad
06-26-13, 08:13 PM
Danke, Kapitian !!!
My computer does date to 2006. Hsie's patch does work fine for me, just the "appended" files seem to not function.
When I read his instructions for the Supplement I am not sure if I should enable it with JGSME and then append it or append and then enable.
I will take a look at OLC's files and see if it has a "Campaign_SCR.mis" file and if it does, do I need to replace it with Hsie"s?
AD
Leitender
06-27-13, 03:26 AM
Hi h.sie
i saw that you were around at the MS forum concerning the AVG issue. I made another experience: As the Balkon Hydrophone in reality was also usable during surface run, i changed the minsensorheight setting to "0" in the sensors.dat. But - that didn´t work. Further tests brought the result that every hydrophone has been switched off when depth under keel was lower then 8-9m. Is this a wished feature? Without your hydrohone fix, the minsensorsettings work as expected. I don´t want to switch off the hydrophone fix, so may i ask you if you have a suggestion?
Greetings.
Hi Leitender,
the hydrophone fix is programmed as follows:
If (DIESELS == ON) {
HYDROFONES = OFF;
}
I am surprised, that balkon hydrophone can be used during diesels working.
Leitender
06-28-13, 07:44 AM
Hi h.sie,
thank you very much for your answer. If i´m not wrong, the diesels are started at a depth of 8 or 9m, so that explains why the sonar doesn´t work anymore. The information about the surface listening ability of the balkon hydrophon comes from Roessler: "Die Sonaranlagen der deutschen U-Boote". It was a demand of Dönitz himself to get a sound device which works on the surface.
t
So i regrettably have to switch off your hydrophone fix function and in future i have to stop the Diesels before listening around in snorkel depth. That´s the simmer´s fate: If the player wants a maximum of realism, he has to act realistic and disciplined.
Greetings.
Hi h.sie,
i am using the hydrophone fix with your V16B1 Patch and it works realy fine - with all types of hydrophones including the "Balkongeraet". I've tested all 3 types of the "Balkongeraet" (VII C, IX D/2 and XXI). As soon as the Diesel starts you will hear nothing.
You can get some contacts on your map only in heavy seas when the boat comes under water for a short moment AND the Diesel stops. Specially with the type XXI. That's all.
Greetings
rowi58
Kapitän
06-28-13, 10:30 AM
Danke, Kapitian !!!
My computer does date to 2006. Hsie's patch does work fine for me, just the "appended" files seem to not function.
When I read his instructions for the Supplement I am not sure if I should enable it with JGSME and then append it or append and then enable.
I will take a look at OLC's files and see if it has a "Campaign_SCR.mis" file and if it does, do I need to replace it with Hsie"s?
AD
Assuming you mean with "appended files" the "Campaign_SCR.mis" and/or the "(en)de_menu.text", I did it just as the manual said: First I installed all my add-on-mods per JSGME, then appended the above files and added them to the "Supplement to the V16B1", which then I activated via JSGME as the very last mod.
HOWEVER, if any of your add-on-mods also have a "Campaign_SCR.mis" in it, you will need to append those as well, BEFORE activating them via JSGME.
The reason for that is, that each mod actually modifies your game install, the moment you activate it via JSGME and not when you start the game.
Since I'm not using the OLC-files, I'm afraid, I can't be of any assistance.
Viel Glück!
PS: Perhaps, h.sie can check my comments and verify if they're correct or not ...
@Leitender: Switching off diesels on the surface (or at periscope depth) for a short time period should temporarily enable the hydrophones. Sorry, more I cannot help. I will not touch that fix again, it's 2 years old. By the way: Intensively playing World Of Tanks (an unrealistic arcade game with little tactics/strategy) showed me that a game can be fun even if it is not realistic.
@Rowi: Thx for the feedback!
BEst wishes!
H.Sie
Leitender
06-28-13, 11:37 AM
I´m sorry, i have to be more precise. Some people may have difficulties in understanding: Of course i meant maxsensorheight, not minsensorheigt. And yes, the hydrophone doesn´t work on surface, no matter if the Diesels are running or not. If i switch off the hydropone fix, i can listen at the surface with the balkon - as it was intended to work.
It seems that the sh3.exe doesn´t ask if the diesels are running, but if the boat is in "Diesel propulsion" modus.
I experienced another effect: If i change depth during underwater travel, the hydrophone ability is switched off for a few seconds. Maybe the hydrophone can´t hear anything because of water turbulences when moving the rudders? Ist that intended? I´m not completely convinced if this is a "real" listening restriction. Anyway, the sonar guy will lose contact, if he has been ordered to follow one. The kaleun has to keep that in mind. Without the hydrophone fix, contact is kept during depth changes.
Maybe someone can confirm / contradict this experience - trustable?
Thank you.
edit: sorry h.sie, overlapping posts. I will give another try to a surface search and will report.
Leitender
06-28-13, 12:03 PM
Once again on surface with maxsensorheight=0: No sound effects at any time, sonar operator orders inactive. But no, it´s not that important. Just hoped to have a small discussion and exchange of experiences and opinions.
Anyway, good news, h.sie. Would be glad to have you aboard again. Walk on! Btw, i play rise of flight from time to time. Very exhausting with all these fast WWI planes... :yep: But good to relax... :D
Leitender
07-03-13, 01:49 AM
Did noone else make similar experiences with that fix than me?
Btw. reread Roessler: During tests in the baltic sea in February 1943, contact was made by a balkon hydrophone at a surface speed with Diesels of 7kn in a distance of 8.000m. In some tests, the listening ability on the surface was even better then in submerged condition, because of turbulences which occured around the upper parts of the boats.
La vache
07-04-13, 03:10 AM
Hallo Leitender
Could not reconstruct, no time.
But I find interesting contribution of Blechkoller MS (http://www.marinesims.de/wbb2/print.php?threadid=12872&page=1&sid=fc613258fe8f07a802729d15c2e16e47).
Note response!
Stoli151
07-08-13, 04:51 AM
@Leitender: Switching off diesels on the surface (or at periscope depth) for a short time period should temporarily enable the hydrophones. Sorry, more I cannot help. I will not touch that fix again, it's 2 years old. By the way: Intensively playing World Of Tanks (an unrealistic arcade game with little tactics/strategy) showed me that a game can be fun even if it is not realistic.
@Rowi: Thx for the feedback!
BEst wishes!
H.Sie@h.sie. I just wanted to thank you for making this patch available to steam users. When you made it I did not realize how much extra effort it took for little personal reward. I've enjoyed it immensely. Thanks again.
sckallst
07-18-13, 10:49 PM
Two questions:
1) Has anybody gotten this to work with the version of the game that is available from Gamersgate?
2) Should the exe fixer be run before installing GWX (assuming yes to this).
desertstriker
07-19-13, 12:48 AM
install after GWX
and what is gamersgate i never heard of it.
1) Has anybody gotten this to work with the version of the game that is available from Gamersgate?
Yes! I install this and Stiebler Add-on on version from Gamersgate, just two weeks ago. No problem for me.
sckallst
07-19-13, 09:29 PM
Thanks, Tycho.
DesertStriker, Gamersgate is a good online game store. Worth checking out if you're in the mood to buy or browse.
desertstriker
07-19-13, 10:13 PM
unfortunatly my wallet and i are not on speaking terms because of the steam summer sale atm :har: i will have to look after the next paycheck:doh:
mkIpetrucci
07-20-13, 09:39 AM
Hello. gentlemen!
After succesfully patching sh3.exe and then adding the new messages, at the last step (adding the AI-Subs for the Wolfpack Mod) I have a problem:
I am trying to add the AI subs, but I am not sure where to do it, since my last [Unit xxxx] doesn't have a corresponding [Unit xxxx.Waypoint 1]. And my last [Unit xxxx] is not a "fixed" one, it's a Hunt I Class DD.
These are my last [Unit xxxx] and [Unit xxxx.Waypoint 1] entries from the Campaign_SCR.mis file:
[Unit 6610]
Name=Hunt I Class#5
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430523
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1243556.000000
Lat=4425244.000000
Height=0.000000
Heading=36.665638
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 6610.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1243891.000000
Lat=4425694.000000
Height=0.000000
[Unit 6611]
Name=Hunt I Class#6
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430223
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=2881772.000000
Lat=3850324.000000
Height=0.000000
Heading=45.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
Side=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19400514
GameExitTime=500
Long=512207.000000
Lat=6211682.000000
Height=-8.000000
Heading=219.892242
RandStartRadius=0.000000
Density=0.000000
HeightIntervalMin=-1.000000
HeightIntervalMax=0.000000
NextWP=0
[OrdnanceUnit 1.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=509716.437500
Lat=6208702.500000
Height=-8.000000
So, where should I insert the AI subs? Variant a or b?
a.
[Unit 6610]
Name=Hunt I Class#5
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430523
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1243556.000000
Lat=4425244.000000
Height=0.000000
Heading=36.665638
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 6610.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1243891.000000
Lat=4425694.000000
Height=0.000000
HERE to insert AI subs, with a starting unit number of 6611 and and ending one of 6622 and then, also change the following Hunt I Class unit name from 6611 to 6623?
[Unit 6611]
Name=Hunt I Class#6
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430223
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=2881772.000000
Lat=3850324.000000
Height=0.000000
Heading=45.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
Side=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19400514
GameExitTime=500
Long=512207.000000
Lat=6211682.000000
Height=-8.000000
Heading=219.892242
RandStartRadius=0.000000
Density=0.000000
HeightIntervalMin=-1.000000
HeightIntervalMax=0.000000
NextWP=0
[OrdnanceUnit 1.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=509716.437500
Lat=6208702.500000
Height=-8.000000
b.
[Unit 6610]
Name=Hunt I Class#5
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19430523
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=1243556.000000
Lat=4425244.000000
Height=0.000000
Heading=36.665638
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
[Unit 6610.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=1243891.000000
Lat=4425694.000000
Height=0.000000
[Unit 6611]
Name=Hunt I Class#6
Class=DDHuntI
Type=4
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19430223
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=2881772.000000
Lat=3850324.000000
Height=0.000000
Heading=45.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0
HERE to insert AI subs, with a starting unit number of 6612 and and ending one of 6623
[OrdnanceUnit 1]
Name=AntiSubNet#1
Class=AntiSubNet
Type=501
Origin=Netherland
Side=0
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19400514
GameExitTime=500
Long=512207.000000
Lat=6211682.000000
Height=-8.000000
Heading=219.892242
RandStartRadius=0.000000
Density=0.000000
HeightIntervalMin=-1.000000
HeightIntervalMax=0.000000
NextWP=0
[OrdnanceUnit 1.Waypoint 1]
Speed=0.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=509716.437500
Lat=6208702.500000
Height=-8.000000
Thank you in advance for any info!
desertstriker
07-21-13, 12:33 AM
you might not like this suggestion but here it goes. back up the original file and "play" the file and see what works. if you get a CTD you know you did something wrong if the wolfpack test single mission fails to do something correctly try agian.
SnipersHunter
08-01-13, 02:41 AM
Thanks for the great patch h.sie :up:
JeromeHeretic
08-01-13, 09:03 PM
1939: 87/181=48%
1940: 322/898=36%
1941: 352/865=41%
1942: 710/1600=44%
1943: 331/805=41%
1944: 169/396=43%
So, what does that mean? The first table seams to be clear: reduction from 17% to 6% because of improvements due to improved pistols. But the second? To be honest i have expected the opposite: Highest missing rate in 1940, during the climax of the crisis, but not the lowest. So how can we interprete this numbers? No idea at the moment. That´s the big problem: Not to get many dates, but how to interpret them correctly.
How do you like this idea?
From end of year 42 alies destroy HUGE amount of german uboat. So old, expirienced seawolf captains was laying in his cold, steel U-coffin and kriegsmarine was pushed to train new captains and crews in big hurry and thats it. One problem was solved - the technical one. But second shows up - the human one. Germany has big problem with unexpirienced crews.
Meybe this is why percentage of failures was the same even the statistics (and tests) shows, that technical problem was solved.
JeromeHeretic
08-01-13, 09:07 PM
My head is still spinning from what yankees did with injuns and africans. You shouldn't be telling your laundry is a little bit cleaner than those of Axis. Because history remembers everything.
No, history don't remember everything, because the winners are writing history. :-)
Leitender
08-04-13, 03:34 AM
How do you like this idea?
From end of year 42 alies destroy HUGE amount of german uboat. So old, expirienced seawolf captains was laying in his cold, steel U-coffin and kriegsmarine was pushed to train new captains and crews in big hurry and thats it. One problem was solved - the technical one. But second shows up - the human one. Germany has big problem with unexpirienced crews.
Meybe this is why percentage of failures was the same even the statistics (and tests) shows, that technical problem was solved.
Hi JeromeHeretic,
thank you very much for your thoughts. From what i read, i kept in mind that Dönitz was insisting on a good education for the u-boat crews - at least for half a year in the "AGRU Front". This was supposed to be true. Others (Suhren) told anything else: training was getting worse when the war proceeded.
Another thing i was stumbling upon: if the kaleuns didn´t know that there were so many duds, they couldn´t explain torpedo failures as duds. From where should they have known this? In the best case, the failure was "unexplainable" else it was supposed to be a miss due to wrong torpedo solution. Hm...
Greetings.
Neugeniko
08-09-13, 06:10 AM
@Makman94, Rubini or h.sie
Regarding Night Vision Fix.
Hi guys,
The help file for this mod recommends changing sensors.cfg parameter -
Visual light factor to 0.8. Currently its 5.0 in GWX, that seems a big change, will it change the viablity of night surface attacks compared to GWX?
Cheers,
Neug
Neugeniko
08-09-13, 07:04 AM
@Leitender
I think if the following was programmed it would fix the experience you are having with the hydrophone. The hardest part would be finding where RPM is stored.
If (DIESELS == ON) AND RPM>0 {
HYDROFONES = OFF;
}
Neug
Leitender
08-18-13, 05:16 PM
Hi Neugeniko,
i haven´t much information about technical research of the german u-boat weapon during ww2. One of this few sources is the allready mentioned book from Roessler: "Sonaranlagen..." ("Sonar equipment...").
There we can read about testings in the baltic of the new "Balkon" installation (hydrophone beneath the keel) in 1943. A small table is shown, where different ranges are given for electric engines AND Diesel engines at different speeds!
So if i understand this table correctly, listening with the balkon hydrophone must have been possible even at surface with the diesels running.
In my understanding, the correct programming term would be:
If snorkel=erected :oops: and Diesels=on, hydrophone=off :03:
JeromeHeretic
08-18-13, 06:56 PM
Visual light factor to 0.8. Currently its 5.0 in GWX, that seems a big change,
I was tuning this parameter and the moment when i see a boat in the same time when WO tells that see a boat was something about 1.02 i think.
(Of course its dependant on MY config, because you can have different sensors.dat and i don't know on which all files this depends)
So number about 0.8 can be right. I think in all cases it can be some value between 0.5 and 2.0, no more. Are you sure, that in GWX it wasn't 0.5, but surely 5.0?
Anyway don't be afraid and just try... you will see. The value 1.02 i wrote for orientation, because is boring change value, run game, test, stop game, improve value, start game... this can be good start point for minimum "tuning iterations".
Santini
08-19-13, 06:01 AM
Is the max snorkel speed adjustable?
Lonny007
08-30-13, 12:52 PM
Hi I am trying to use this patch. Have unzipped patch in a new folder, including 1.4b SH3.exe file. I click on file Patch_SH3 and it successfully patches my SH3.exe file I then click on HsieOptionsSelector and uncheck 4G option and click OK it then says your SH3.exe in now uppated. THE probem is my SH3.exe disappears, my updated SH3.exe is now gone. I have repeated this many times and it always disappears. I am using Windows XP Home Service Pack 2. Any idess? Thanks!
Londog
Alfred Keitzer
09-09-13, 01:17 PM
May seem like an odd question, but I note that at wind speeds of 11 .. 15 knots, snorkeling is impossible. Is this also true if on the surface with the snorkel up in rough seas?
Just found out your mod. Great work. Thanks for your hardworking and for your effect !
sublynx
09-22-13, 01:15 PM
EDIT: ok, took out WB's Mission orders and contact report works again. Now I just wonder what do I need to do to have WB's Mission orders as I really like them.
I just had a twice repeated CTD while trying to send a contact report about a convoy I had just found. I have had no problems doing that before. I have recently added in mods: WB's Mission orders and Rubini's Moonlight mod. Otherwise my mod list looks like this.
1_NYGM Tonnage War V2.5 – Stand Alone Version
2_NYGM3_New
3_NYGM3_6C
4_IABLShipsforNYGM_New
5_3rd Flotilla Mod
6_NYGM HiRes Submarines
7_CaptainAmericaOfficerIcons
8_Enhanced Nav Map Plotting Tools
9_MaGui F
10_MaGui F FIX for NYGM3.4
11_German Images for MaGui F
14_Dertien No Rank On Crew
15_Evansuniforms2
16_Guns
17_KB's Diesel Sound Mod
18_LifeBoats&Debris_v4
19_More wounded & less dead crew v2 - for V16B1 (JSGME)
20_Spirit of machines
21_TMT mod (NYGM version)
22_Type VII No.3
antilag
23_sublynxmap
gap's menutools
13_Supplement to V16B1 (JSGME)
M.E.P v4.2
Optional - FSF for MEP v4.2
Optional - ShipVanishingHull for MEP v4.2
M.E.P v4.2 - VisualSensors for NYGM 3.6b
Rubini´s Underwater dust&plancton v1
Charts addon 1.4 Beta
feuerfreiloading
lynxwethrnygmhsiemep
WB's Mission Orders v1.2
Moon_light_mod
Any idea what's this about? Has anybody had CTD's while trying to send radio reports?
Hi all, recently i've been experiencing a problem with the h.sie patch V16B1 that never had before. When I started the mission, the sim CTD at 50% mission loading.
I get back to V16A3 and it works fine with same mods activated so the problem has to be the V16B1. But if I modified the exe with the hsieoptionselector and then run it, the sim loads the first time but no more until I made another change. I've deleted already the SH3 folder in My Documents, try to load with and without the SH3 Commander,...
The only option left I have is to reinstall the sim or ir there another way to solve this?
Thanks in advance. :yeah:
EDIT: ok, took out WB's Mission orders and contact report works again. Now I just wonder what do I need to do to have WB's Mission orders as I really like them.
But, they're for scripted situations in GWX, and you play NYGM?
sublynx
09-23-13, 09:16 AM
But, they're for scripted situations in GWX, and you play NYGM?
The one thing I miss in GWX vs. NYGM is the radio traffic. I feel the radio messages add to the feeling of the game and teach me about the history of the Atlantic Battle.
Here's an example of WB's messages:
19410609 1152 19410609 1913 1 100 20 @BdU@^Commander Eyes Only^1941/06/09|All U-boats: New directions to be observed on Radio messages:|1. In the attack area: Radio is to be used only for messages of tactical importance or on request from the Command, or if the enemy is already aware of the boat's positions.|2. On Passage: As above.|3. Technical: Wavelengths are to be changed frequently; additional channels to be introduced; new radio procedure to make it difficult for the enemy to take bearings.
Although following this order is not part of GWX or NYGM or SH3 it does add to the game, it teaches about the u-boat history, and one can even follow this order, if one so chooses.
What I would really like is for someone to combine WB's Mission Orders with Rudewarrior's Just Follow Orders! mod. That would be the coolest radio message immersion mod :arrgh!:
11. Oxygen-Supply - by LGN1 (idea) and h.sie (programming)
Installed mod and looks like it is working nearly fine, just got a small problem with O2 notifications: when submerged, CE (chief engineer, i believe) indeed trying to inform me of O2 levels in internal boat air, but message is not displayed.=( It looks like "06:18 CE:", "08:30 CE:" and so on, with no information dispalyed, just time mark and "CE:". Am i doing something wrong? Can be this somehow fixed? Using SH3 1.4b+GWX 3.0+SH3Commander 3.2.
rudewarrior
09-28-13, 09:13 AM
Installed mod and looks like it is working nearly fine, just got a small problem with O2 notifications: when submerged, CE (chief engineer, i believe) indeed trying to inform me of O2 levels in internal boat air, but message is not displayed.=( It looks like "06:18 CE:", "08:30 CE:" and so on, with no information dispalyed, just time mark and "CE:". Am i doing something wrong? Can be this somehow fixed? Using SH3 1.4b+GWX 3.0+SH3Commander 3.2.
Make sure the following lines are in your en_menu.txt file:
4815=Oxygen: %02.0f Percent.
4816=Oxygen back to normal: 21 Percent.
4817=Oxygen too low. Using oxygen supply.
In fact you should make sure all of the entries from the file named _Append_to_en_menu.txt are added in (or the German version if you are using it).
:up:
Make sure the following lines are in your en_menu.txt file(...)
:up:
Thanks a lot! Looks like it was my fault - not fully correct installation of mod.:oops: Hope it will work now, with 150% Realism.:)
Looks like i've found the problem: it was SHCommander replacing en_menu.txt in Data\Menu folder each time it was launched. Rewriting en_menu.txt in SHCommander\Backup! folder with patched one from this mod will solve this nuisance. Maybe it will be useful for someone using this cool mod.:up:
Tango589
10-01-13, 10:39 AM
Well done guv'nor, you've found the answer to exactly same trouble as I was having!:arrgh!:
S!
:rock:
Oops! Just noted the quantity of thread's pages...:oops: Now it is obvious that this was already discussed for sure. However, with my Engrish it could take eternity to read all the topic.:)
Anyway, i am still a bit confused with this mod. Now it is about failure probabilities for torpedoes in 39-40. I've read some popular books about, including Donitz memoirs, and got a vision that impact pistols were the lesser evil, while magnetic pistols reliability was just terrifying. In the same time, fault probabilities in this mod are 25% for impact and 15% for magnetic - and these are for calm water conditions. Having in mind that this mod is "hardcore realism" oriented, is there some historical background for such numbers? Just curious.
rudewarrior
10-02-13, 09:31 AM
Oops! Just noted the quantity of thread's pages...:oops: Now it is obvious that this was already discussed for sure. However, with my Engrish it could take eternity to read all the topic.:)
Anyway, i am still a bit confused with this mod. Now it is about failure probabilities for torpedoes in 39-40. I've read some popular books about, including Donitz memoirs, and got a vision that impact pistols were the lesser evil, while magnetic pistols reliability was just terrifying. In the same time, fault probabilities in this mod are 25% for impact and 15% for magnetic - and these are for calm water conditions. Having in mind that this mod is "hardcore realism" oriented, is there some historical background for such numbers? Just curious.
The short answer is yes. :smug:
The longest answer I'm willing to give is that the numbers are a compromise between game mechanics and the unscientific observations of U-boat commanders/BdU. :know:
SquareSteelBar
10-02-13, 12:06 PM
..."hardcore realism"...Not hardcore but hardcode...
The short answer is yes. :smug:
The longest answer I'm willing to give is that the numbers are a compromise between game mechanics and the unscientific observations of U-boat commanders/BdU. :know:
Oh, thanks. So, it is as realistic as video game could be. Thats nice for me.
Not hardcore but hardcode...
With renewable air inside the boat for only 4-5 hours, i think it could be really hardcore to survive 42-43 without snorkel.:)
Ciao a tutti! I have a simple question: for start the mod i must need restart my carrer or is possible to conserve and apply my save to new game modded? I've 17 exit long and i don't want to lost everything. thx so much: Ping:
Howdie all - new to Subsim Forums, but along time player of SH3.
I have a question about V16B1 that I could not find in the many postings to this thread.
Does V16B1 work with GWX and SH3 Commander v3.2? Any know issues or setting changes required?
Sorry if this as been asked and answered before, but I did try to locate in the thread.
Many thanks,
-- SSTK
Kapitän
12-11-13, 03:56 AM
Howdie all - new to Subsim Forums, but along time player of SH3.
I have a question about V16B1 that I could not find in the many postings to this thread.
Does V16B1 work with GWX and SH3 Commander v3.2? Any know issues or setting changes required?
Sorry if this as been asked and answered before, but I did try to locate in the thread.
Many thanks,
-- SSTK
This is the thread about the 'V16B1' or 'h.sie-patch'. I suggest, you go the beginning of this thread ...
Jimbuna
12-11-13, 05:58 AM
Ciao a tutti! I have a simple question: for start the mod i must need restart my carrer or is possible to conserve and apply my save to new game modded? I've 17 exit long and i don't want to lost everything. thx so much: Ping:
Howdie all - new to Subsim Forums, but along time player of SH3.
I have a question about V16B1 that I could not find in the many postings to this thread.
Does V16B1 work with GWX and SH3 Commander v3.2? Any know issues or setting changes required?
Sorry if this as been asked and answered before, but I did try to locate in the thread.
Many thanks,
-- SSTK
Welcome Aboard Kaleuns :salute:
BigWalleye
12-11-13, 08:05 AM
With renewable air inside the boat for only 4-5 hours, i think it could be really hardcore to survive 42-43 without snorkel.:)
With h.sie's mod, both on-board air endurance and oxygen reserve are easily adjustable over a range of about 3.5x so you can set them to whatever values you feel are most prototypical or playable. You don't have to accept the default.
Leandros
12-20-13, 07:26 AM
Having looked through the various possibilities in the mods at hand here it is obvious that these shall add a lot to the "fun" of playing SHIII. OTOH mods such as these should go hand in hand with similar mods on the opposition's side. How realistic is the proficiency of the enemy's subhunters and other surface vessels? I have a feeling they are usually a little too good at observation and, particularly, their artillery hitting ability. To my knowledge, none of the allied vessels usually encountered in SHIII had gyro-stabilized guns. They shoot like they have!
Also, regarding observation, I should think they are too good on a too regular basis. Just my opinion. Anyone?
Fred
gi_dan2987
12-21-13, 06:15 PM
Yeah it seems to me that Brit destroyers have eagle eyes at night, and ears like a deer under the water. I'm not sure how accurate that would've been. Another thing I don't like is not being able to hover just off the bottom to distort ASDIC pings. It seems like the game adds no stealth bonus for "bottom camping" if you will. Historically, commanders stuck in shallow waters would do this to hopefully screw up the ping signals enough to throw off the attack.
BigWalleye
12-22-13, 02:03 PM
FromStiebler4B_patch_Docs.pdf (documentation in Stiebler4B_V16B1_Revised.7z):
“Shallow-water Asdic” mod
It was always much harder to detect U-boats with asdic in shallow waters than in deep water, due to tides, wrecks, rocks and similar. From October 1944 - May 1945, U-boats with schnorchels patrolled very close to land around the British Isles, the so-called ‘Inshore Campaign’, relying for their protection on the poor detection ability of Asdic in shallow waters, with their fast tides, large rocks and ancient wrecks.
SH3 does not model the failure of Asdic in shallow water at all. This mod changes asdic capability according to the depth of the sea. Specifically, the ‘minimum surfaces’ (MinSurface, MS) of asdics (original values found in file ‘AI_Sensors.dat’) are now changed according to sea-depth in four bands:
Depth > 150m: MS = 100 (m2, metres squared).
Depth >100m: MS = 150.
Depth >50m: MS = 200.
Depth < 50m: MS = 300.
The ‘MinSurface’ refers to the amount of U-boat hull (in square metres) that must be impacted by the Asdic ping, if the warship sending the ping is to get a detection echo. These changes are not dependent on the year, they will apply throughout the war. Now you can prowl around the British Isles with much less chance of being detected.
I think this might be just what you are looking for. h.sie's and Stiebler's patchers have about 3 dozen very desirable fixes and improvements. They are easiest to use with NYGM, but can be adapted to any megamod (or stock SH3) with little effort.
gi_dan2987
12-22-13, 02:09 PM
I apologize Big Walleye, but I can't seem to find that download, and yes, that is precisely what I wanted! Thank you! :rock:
I am trying NYGM right now but having some issues that I think I explained in a new thread I just posted in the SH3 forum.
Basically I'm tired of the GWX3 thing and would like something else, unless GWX3 is the best there is of course.
I want 100% realism, 100% Immersion, 100% experience. That's a tall order I know, but what mod/mods/ala carte items should I have to get this? Also, I want a mod that's consistent and not full of bugs.
BigWalleye
12-22-13, 02:51 PM
Sorry, the link in the SubSim downloads section is not working. This one is, at least right now:
http://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z
Give it a try. Please let me know if it's not OK. I think it's in Plisskens's archives, too.
I posted the mod list I use with NYGM yesterday. "No known bugs." But I do have a customizing mod of my own which merges over-written files from the patchers and Hitman's optics. (It also asserts some personal preferences, like eliminating cheering. I run a taut ship!)
gi_dan2987
12-22-13, 03:04 PM
Yeah this is the revised Stiebler patch. Already got this one in JSGME and activated. I also got the small mod that changes how depth charges affect passive and ASDIC sonars, but how do I know for sure if it's working or not?
BigWalleye
12-22-13, 06:06 PM
Good question! I have always assumed that if a mod changed the files in the /Data folder, and the changes seemed to make sense, that it should operate as advertised. Other than that faith, I think it would be hard to be sure the mod you mention was working just by observing game play.
Anybody else got an idea?
Andrewsdad
12-27-13, 03:13 AM
Need Help with the Batch File.
Brand new computer :D Win7 64 with 8 gigs of RAM
Install the sim from my old disk, Installed the no-cd files, patched to V1.4.
Tested the sim and it worked great !!
Then I installed GWX and Commander. No other patches or add ons at all. Tests out just great !!!
Downloaded V1.6 etc.. When I put a copy of my SH3.exe in the file and run the batch I get the no compatible sh3 file found.
The SH3 version shows 1.4.0.1
2.22 megs in size.
What must be done to get this file to work?
Thanks !!!
AD
radcapricorn
12-27-13, 05:54 AM
Installed the no-cd files, patched to V1.4.
That's your culprit. Patcher expects original 1.4 exe.
ohmygollygosh
12-27-13, 01:00 PM
That's your culprit. Patcher expects original 1.4 exe.
I found that I could patch the "nocd" culprit with the V16B1 kit. It was the MD5 check on the Stiebler3_V16B1 addition that finally forced me to buy a new starforce free copy of SH3.
Incidentally that also cured my saved game bug which had plagued me for years.
Jimbuna
12-27-13, 01:15 PM
I found that I could patch the "nocd" culprit with the V16B1 kit. It was the MD5 check on the Stiebler3_V16B1 addition that finally forced me to buy a new starforce free copy of SH3.
Incidentally that also cured my saved game bug which had plagued me for years.
Now you have one of the coolest names I've come across in these parts :rock:
Andrewsdad
12-27-13, 01:45 PM
On my old computer running Win7/32 I had no problem with the patch working as I had been running the sim for a while until I discovered h.sie's fixes.
There should be no Starforce since the sim was not started until after I put in the no-cd files.
If I were to uninstall everything and run the batch file on V1.4 before installing the no-cd/no Starforce files would that work or will those items ruin the SH3.exe?
AD
radcapricorn
12-27-13, 02:18 PM
Patcher expects original 1.4 exe.
If I were to uninstall everything and run the batch file on V1.4 before installing the no-cd/no Starforce files would that work or will those items ruin the SH3.exe?
AD
Patcher expects original 1.4 exe.
Don't install any no-cd "items" at all. Just get ubi's exe (1.4) and apply h.sie's patch. Don't patch it further with any other "items" afterwards. Well, except for Stiebler's additions.
Andrewsdad
12-29-13, 08:42 PM
Salute !!
Redcapricorn, I tried it your way and it still failed to work. So I deleted the hsie package and did a reg cleaning (just in case).
Installed the no-cd patch.
Then I downloaded hsie again, unzipped it to my "SH3 Stuff" folder and successfully got it to work !!!
So it looks like my first download of the zipped file was faulty... maybe....
Thanks for the help, guys !!!
AD
Andrewsdad
12-29-13, 08:44 PM
Next question.... I am running AVG Anti-Virus (free version). This keeps deleting my patched SH3.exe. Is there another anti-virus you can recommend that is more SH3 friendly?
Thanks,
AD
mikey117us
12-29-13, 10:46 PM
Any newer Anti-Virus that deletes files has a sub-routine called deep-scan ( I use avast ) I was having several files deleted and when I could not figure out the problem and I needed to do a Clean Install it would not unpackage the sh3 digital download version, so I went back to a star farce protected 2005 dvd version I started it once modded it and files were missing like sh3.exec. Then I figured out in settings on my Anti-Virus there was a Deep-Scan it was the Culprit. No Deep Scan! after that the digital download extracted installed everything works and my Anti-Virus leaves my games alone.
ohmygollygosh
12-30-13, 01:45 PM
[QUOTE=Andrewsdad;2157627]Next question.... I am running AVG Anti-Virus (free version). This keeps deleting my patched SH3.exe. Is there another anti-virus you can recommend that is more SH3 friendly?
AVG will be fine. You just need to ask it to ignore every folder where you have sh3.exe in it.
Open Avg.
Options/Advanced Settings/Exceptions/Add Exception
Then select 'folder' and browse to where your sh3.exe is.
Good question! I have always assumed that if a mod changed the files in the /Data folder, and the changes seemed to make sense, that it should operate as advertised. Other than that faith, I think it would be hard to be sure the mod you mention was working just by observing game play.
Anybody else got an idea?
Well, you can always do experiments. For instance, play the same situation again and again (to avoid any random results) with and without the mod and see if you can see a difference. If you don't observe any difference, chances are very high that the mod does not work.
I have done several experiments with the 'depth-charge water disturbance' mod and could not see any effect (even with the increased settings TDW recommended). See the thread
http://www.subsim.com/radioroom/showthread.php?t=181513&page=8
and my posts starting at #112. And since no one came up with a test/situation that clearly shows a difference with and without the mod (or gave reasons why my tests were wrong/not suitable), I don't think it works as intended.
Don't get me wrong, I would be really glad if someone could prove me wrong and provide clear evidence that the mod works. The missing effect of the depth-charges on the sensors is one of the few things still missing in SH3 :wah:
Regards, LGN1
BigWalleye
12-30-13, 05:35 PM
The missing effect of the depth-charges on the sensors is one of the few things still missing in SH3 :wah:
And it certainly would be nice to be able to hide behind them, as I believe they did R/L.
UncleBoomer
12-30-13, 06:18 PM
Hi Guys,
After trying to install different new mods (mainly Aces Super Turms and FM New Interior), my V16B1-patch doesn't work anymore, also the FM 2.1D doesn't work anymore either, even though both worked before on my GWX3.0 installation.
With the V16B1 patch installed via JSGME, now the game starts as before, on the lower left corner it still reads V16B1 BUT when I want to load a saved game in home base, the game crashes.
I'm kind of stumped, because it all worked before, with the same game installation and career but after fiddling around with the mods, everything kind of went downhill from there :wah:
Has anyone experienced something similar and perhaps, have any tips for me?
Im having the same issue .. Anyone have an idea of what could be the conflict here? Does this just have to do with the order in which mods are activated ? Im using GWX 3.0 (16km , enhanced dmg, no medals, CM icons) and hardcode patch. But activating fm interior new causes a crash on mission load. Game runs fine with fm interior de-activated.
Thanks.
original post at page 240 of the thread
BigWalleye
12-30-13, 08:04 PM
Two rules for avoiding saved game CTDs on loading:
1) Never make any change to the mod load except when you have saved in port between patrols. There are some mods that require you to start a new career after you activate them. Most are not that stringent, but most will not work properly if you activate them and then try to load a mid-patrol save. And changing the mod load means making a change, then "putting it back like it was." Do not change the mod load AT ALL and try to load a mid-patrol save. (Yes, I know there are exceptions to this. But rather than trying to explain which mods might be OK, it is safer to make this a rigid rule.)
2) Never save a career using an existing savegame name. Delete the old save, then save again using the same name. But saving using an existing name can lead to failures, including CTDs. All three Ubisoft SH titles use a complex save algorithm, involving multiple files. Not all of these get rewritten properly when you write over an existing save. Deleting an existing save may only delete the name from the savegame list, but when you save using a name which is not on the list, ALL necessary files are written afresh. That is not always the case when you save using an existing name.
If you are using SH3 Commander, there is an additional rule: Never make the slightest change to your mod load without rolling back Commander. If you ignore this rule, you WILL corrupt your game files, and the only sure way to restore them is by a complete reinstall. If you find you have done this through neglect or carelessness, don't fight! Do a complete reinstall and you will be happier faster than if you try to undo the mess. Guess how I know this is true.
There are posts on this forum that describe all manner of special conditions (near land, near a port, near enemy vessels, submerged, et cetera) that are said to affect the stability of saved games.. But my experience has been that when I follow the three rules I've stated, I do not have problems loading and running saved games. When I don't - if I forget or try to save time - I do have problems. YMMV
UncleBoomer
12-30-13, 09:07 PM
Thanks for the quick reply sir. I will take your advice about saved files and mods. However, Ive also had this problem when starting single missions which should rule out a saved game file. Am I wrong?
Thank You :salute:
BigWalleye
12-30-13, 09:54 PM
Afraid I can't say, as I've never played a single mission. Don't know how things work.
JeromeHeretic
01-02-14, 05:13 AM
There are posts on this forum that describe all manner of special conditions (near land, near a port, near enemy vessels, submerged, et cetera) that are said to affect the stability of saved games..
No save near as 50km to port - When you do it, after load of save scripted ships in port are crashing to ground etc.
No save submerged - Quite secure, but sometimes save is crazy and after load you respawn deep in 500 m, so your sub crash imediately.
Save near some other boats - Game often CTD, when try load save like this. But it can be anything, not only enemy vessels. The safest way to save is go to max compression. If time is runing quickly, without time jaming, probably you are alone in big distance. Dive and listen carefully around for any contact (save can crash for example for dolphines too...), if there's no contact, go to surface and do save. Like this you have 90 % probability that save will be functional.
10tacle
01-21-14, 11:55 AM
Could someone please point me to the Stiebler download link, it's somewhat hard to find all the downloads to the mentioned enhancements. Coud not find it in the download section.
Thanks a ton,
10tacle
Stiebler
01-21-14, 12:31 PM
The current Stiebler add-ons. These must be added AFTER you have patched SH3 with H.sie's mod.
http://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z (for NYGM, stock SH3 and some other super-mods).
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z (for GWX users).
H.sie's mod mainly alters the hard-code.
My addition alters hard-code and also requires a number of changes to other files. This makes it hard to add, and many players have had difficulties, despite detailed instructions. NYGM has virtually all files correctly installed already.
Stiebler.
10tacle
01-21-14, 01:06 PM
Hi,
now that's what I call service. THANK YOU!
Will try these as soon as I find some time to do so...
Best,
10tacle
Tinman764
02-05-14, 04:06 PM
Looks like i've found the problem: it was SHCommander replacing en_menu.txt in Data\Menu folder each time it was launched. Rewriting en_menu.txt in SHCommander\Backup! folder with patched one from this mod will solve this nuisance. Maybe it will be useful for someone using this cool mod.:up:
Sir, if I could kiss you, I would! Thank you!!! This thing was driving me NUTS!
:Kaleun_Cheers:Have a beer!
2) Never save a career using an existing savegame name. Delete the old save, then save again using the same name. But saving using an existing name can lead to failures, including CTDs. All three Ubisoft SH titles use a complex save algorithm, involving multiple files. Not all of these get rewritten properly when you write over an existing save. Deleting an existing save may only delete the name from the savegame list, but when you save using a name which is not on the list, ALL necessary files are written afresh. That is not always the case when you save using an existing name.
...im sorry BigWalleye, I don't understand this part - especially the first two sentences. could explain again?:up:
Haven't played SHIII for ages - mainly because the idea of spending hours and hours to get the game working with the mods I want was repulsive - but now decided to install it again. This time though I only activated a handful of mods so I would manage to even play the game.
Problem is that every time WO reports 'Fog Sighted', the game crashes. I doubt the mods I have would create any major conflicts which might cause the CTDs. And as the fog feature is in HC fixes it has to do something with that, though I have no idea how. Does anyone have any idea what might be the problem here?
So I have Stiebler's HC fixes and these mods:
DBSM+fix
Flags_enlighten
WB's Decks Awash + Fuel
UAS
Torpedo damage final 2.0
TWD_Ship Plane Fire Damage
Hitman Optics for GWX
No continous 'Ship Spotted'
OLC's Modified Searchlight Beams
No Medals No Ranks
Pascal_damage_screen
Real Depth Charge
Sobers real smoke darker
TMT v2+ThomsensShips
TMT fix
Das Boot Clothes
Red Night Map
Supplement to V16B1
desertstriker
02-06-14, 08:51 PM
Just checking but you have Hsies hardcode patch installed already right?
the only thing i can think of is that there is a corrupted line of code that could have happened you patched the .exe. the cause sould be a corrupted download or AV/firewall intercepted it
BigWalleye
02-06-14, 09:43 PM
...im sorry BigWalleye, I don't understand this part - especially the first two sentences. could explain again?:up:
Sorry, I'll try again.
Normally, if I want to change the contents of a file and keep the same filename, I can just do a save operation which overwrites the existing contents with the new contents. A SAVE operation in Silent Hunter (3, 4, or 5) is much more than a simple filesave. There are a number of files that must be updated. And when you try to perform a SAVE operation using a savegame name that is already in use, Silent Hunter does not perform all the needed file updates properly. If you want to always save your current patrol situation under the name MYPATROL, you can select MYPATROL from the list of savegames displayed and click SAVE. This will generally result in a corrupt save, which will not load properly.
The only reliable way to perform a SAVE and keep the same savegame name is to, first, delete the existing save with the name you want to reuse. Then enter that name as a new savegame name and click SAVE. This will result in a successfu, loadable save. In my example, you would first delete the savegame named MYPATROL. Then type the name MYPATROL into the entry line and click SAVE. This saves the game under the savegame name MYPATROL without trying to update existing files. This works.
I hope this is a bit clearer.
Just checking but you have Hsies hardcode patch installed already right?
the only thing i can think of is that there is a corrupted line of code that could have happened you patched the .exe. the cause sould be a corrupted download or AV/firewall intercepted it
Yes, I do. I redownloaded Hsie's hardcoded patch and just in case unchecked the fog warning feature (which I only realized to do after I asked help here, surprisingly) and it seems to be working alright. No CTDs during 21-day patrol! :up:
I have to install the fixed .exe with all of these other changes before I can use Stiebler's weather mod? I am in the middle of a GWX career and I don't want to start a brand new one just to fix this. Although, the weather this past patrol has been truly agonizing...
Stiebler
02-16-14, 07:13 AM
I have to install the fixed .exe with all of these other changes before I can use Stiebler's weather mod? I am in the middle of a GWX career and I don't want to start a brand new one just to fix this.The Stiebler weather fix is completely self-contained (contains file envsim.act only), and you can install it at any time, even in mid-patrol after saving the game.
However, the Hsie hard-code fix, and my additional hard-code Addon, both alter various other SH3/GWX configuration files, and therefore both these hard-code fixes must be installed when you are at base - at your main operating base, not at a temporary base. Use JSGME to install the new files, so you can remove them again if they clash with previous mods. (Actually, it's better to start a clean install (including GWX) in your case, add the Hsie and Stiebler-GWX hardcode fixes, TEST NOW THAT THE GAME PLAYS CORRECTLY, and then add any further mods, making sure that the new mods do not alter files already altered by the hard-code fixes.)
If you have already installed Hsie's hard-code fix, which contains the Hsie weather fix, and you want to use the Stiebler Weather Fix, you must un-check the toggle for 'weather' in the Options Selector that is supplied with the Hsie hard-code fix. Otherwise, if you have Hsie weather toggled on, and the Stiebler weather file, you will obtain unpredictable results from the weather.
I hope this complicated explanation is clear enough.
Stiebler.
Thanks Stiebler, I think I will just use your fix without any of the other hard coded stuff for the moment. I assume the version in hsie's media fire directory is the current one? "NYGM Bad Weather Fix V1"?
Stiebler
02-17-14, 10:36 AM
@Wolf52:
I can no longer remember which version is in "NYGM Bad Weather Fix V1". I can't find a copy.
However, NYGM addon 3.6D has a copy of envsim.act dated 24 Nov 2011, while the Stiebler 4b hard-code patch currently has envsim.act dated 7th July 2012.
The latest version will certainly be the best of the three, but there isn't a large difference between them.
Just download either NYGM3.6D or the Stiebler 4b code patch from my signature below, and copy out the envsim.act file into a folder that you can install with JSGME. Don't attempt to use any other files from these mods, since they need further files to run properly.
Stiebler.
Thanks Stiebler! Looking forward to some sensible weather.
I run the patch and its tell me its found a compatible EXE. I run the batch file. I see the old exe file and the new. When I go to run the Option Selector I'm told there is not exe file there.
Any advise?
Stiebler
02-21-14, 03:36 AM
@q65:
Place the Options Selector file and the new SH3.exe file in the same folder. Remove the original SH3.exe file.
Stiebler.
Hi Stiebler, you may want to check out that file you directed me to in the hard code patch, ever since i put it in my game I cannot start any missions without it crashing. I did not use any files other than envsim.act.
Thanks for the Help. I found it's the AVG that is causing me all kinds of problems.
Stiebler
02-24-14, 02:31 PM
@Wolf52:
Concerning envsim.act:
I have now had the chance to carry out a patrol with the envsim.act from the Stiebler 4b Addon patch, the file envsim.act being dated 7th July 2012.
I had no CTD at any time, and the weather changed in the manner expected.
There must be some other cause of your problem reported above on Feb 22nd.
Stiebler.
gordonmull
02-25-14, 05:09 PM
First of all, great work H.Sie! Some really annoying little bugs tackled and some cool features to boot.
However, I'm having problems. I think I've done everything to the letter, but I get an error saying:
Incompatible sh3.exe version found
hsie.act not started.
Patches not applied.
I've put my patched .exe here after patching in the main folder with Patch_SH3.bat http://www.flickr.com/photos/57278801@N04/12779927513/in/photostream/
(http://www.flickr.com/photos/57278801@N04/12779927513/in/photostream/)
I've made all other necessary amendments to the games files.
Does anyone have any suggestions? I'm running GWX on Windows 8.
Stiebler, hope you didnt go through a whole patrol just to figure this out. I went back to the version I mentioned earlier from h.sie's files dated 4/23/2011 and that file seems to work. The other one just immediately crashes the game after the mission loading progress bar loads fully. It happens both with career and single missions.
Lokisaga
02-26-14, 12:26 AM
Hi all,
Thanks to all of you I finally got h.sie's wonderful fixes working.
steevo45
03-18-14, 11:55 AM
Just checking. Those GWX add ons from Steibler a few posts below are the ones that give you (after patching the SH£,exe) all the options like fido torps, shallow water asdic etc. Asking cos watched a video on how to install Steibler's mod in steam and the add ons he used looked different. Please correct my ignorance if wrong and inform where those options add ons are.
Help much appreciated cos been looking forward to enriching my SH3 experience for a long time with this mod but getting nowhere with Windows 8 compatibility problems.
Thnx to all those great subsim modders, we salute you!
barel80
03-19-14, 08:57 AM
Hello, i have a problem with steam version of SH3 and hardcode fixes. I use Windows 8. Tried to patch SH3.exe by patch, but it doesnt work. I saw tutorials made by desertstriker.
Patch still reports that i have "non compatible version of SH3.exe".
Is it caused by Windows 8 ?
Thanks in advance.
barel80
03-19-14, 09:49 AM
Problem solved after reinstalling SH 3 :rock::wah::D.
BigWalleye
03-19-14, 09:51 AM
Hello, i have a problem with steam version of SH3 and hardcode fixes. I use Windows 8. Tried to patch SH3.exe by patch, but it doesnt work. I saw tutorials made by desertstriker.
Patch still reports that i have "non compatible version of SH3.exe".
Is it caused by Windows 8 ?
Thanks in advance.
Probably caused by the Steam version, which is not the same as the publisher's version. (Lots of good ol' DRM.) A public version of SH3 will cost you less than $10, DVD or download. It's an easy way to avoid problems with mods and patches.
steevo45
03-19-14, 10:22 AM
YES, the same thing happened!
Finally managed to patch the SH3 exe with HSei's patcher but the other part with Steibler's GWX3 4B Addon for V16B1 siad couldn't find a compatible version of .exe.
VERDAMMT!! was so looking forward to those juicy mods in the Hsei option selector.
Thought I could do it by turning off firewall and virus protection but no!
Anybody out there who can help us using Windows 8?
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