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bybyx
12-09-18, 11:15 AM
Hello,
when choosing the limited oxigen suply a see 2 sliders for oxigen. Lower values means less oxigen and greater values means more oxigen?

JeromeHeretic
12-09-18, 02:28 PM
Yes, but look to new option selector, recomended values are now 3.5 for renovable supply and 1 for unrenovable oxygen reserve. But with old option selector u cant set value 3.5.


New version can be downloaded here:
ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/STIEBLER/HsieOptionsSelector_V16C.7z

CaptJulius
12-23-18, 05:12 AM
So i seems lost my digital SH3 copy , bought SH3 on Uplay , When i launch game it says v1.4, but i cant patch sh3.exe with V16B1-Patch-Kit that is included with WAC 5.0 install, in my SH3 folder i have sh3.exe and sh3_g.exe and i cant patch them... I get this "Sorry, no compatible version of sh3.exe found
Patching not possible! Exit." :06:

Any help ? :wah:

ericlea
12-23-18, 11:25 AM
try this one :



https://www.dropbox.com/s/cows0t61q8r722p/sh3.rar?dl=0

Olamagato
12-23-18, 08:31 PM
So i seems lost my digital SH3 copy , bought SH3 on Uplay , When i launch game it says v1.4, but i cant patch sh3.exe with V16B1-Patch-Kit that is included with WAC 5.0 install, in my SH3 folder i have sh3.exe and sh3_g.exe and i cant patch them... I get this "Sorry, no compatible version of sh3.exe found
Patching not possible! Exit." :06:
Any help ? :wah:
This is dumb problem. Remove fake/bloat sh3.exe and rename sh3_g.exe to sh3.exe. Repreat patch. Probably positive. If negative report that in this thread.

desperado100
03-21-19, 10:30 AM
try this one :



https://www.dropbox.com/s/cows0t61q8r722p/sh3.rar?dl=0


Thanks, this one worked.:up:


I have Uplay version and tried what Olamagato suggested but that did not fix the problem.

neocrife
05-03-19, 10:48 AM
I still don't understand, is it working with GWX or not ?

The main post saying yes, but this last page someone says no, and now i'm watching for a "little fix" ......

I really need help, because I want GWX but this fix seems aweome and you could be perfect to mix them together.

Randomizer
05-03-19, 11:13 AM
I use it in GWX3 without issues. Just follow the instructions (carefully!) and you may even get wolfpacks show up for convoy battles. My Mods list:

GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX - No Medals on Crew
GWX - Axis Mediterranean Aircraft Skins
GWX - VIIC41 Player Sub
Supplement to V16B1 (JSGME)
SRM01 - Seabed Repair Mod
SRM02 - Option for GWX Enhanced Damage Effects
Stiebler4C_Addon_for_V16B1
Functional Draggable Chrono for GWX3
depth charge noise - Rev A - GWX
GWX - 16km Atmosphere

-C

neocrife
05-03-19, 11:20 AM
I use it in GWX3 without issues. Just follow the instructions (carefully!) and you may even get wolfpacks show up for convoy battles. My Mods list:

GWX - Integrated Orders
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX - No Medals on Crew
GWX - Axis Mediterranean Aircraft Skins
GWX - VIIC41 Player Sub
Supplement to V16B1 (JSGME)
SRM01 - Seabed Repair Mod
SRM02 - Option for GWX Enhanced Damage Effects
Stiebler4C_Addon_for_V16B1
Functional Draggable Chrono for GWX3
depth charge noise - Rev A - GWX
GWX - 16km Atmosphere

-C

Thanks for the answer. But i dont find the instruction with GWX. The readme isnt talking about it. Should I install GWX first ? Or after the fix. I'm making a new clean installation right now.

Randomizer
05-03-19, 11:55 AM
What worked for me:

- Install GWX and use JMGME to tweak options as desired. Test.

- Install Supplement to V16B1 (JSGME) AFTER carefully reading all of the documentation that comes with the download. Cannot stress this to much, if you are uncomfortable editing text files using both direct entry and copy/paste you might find yourself in over your head. It's not hard but does require precision and accuracy. Test.

- Install Stiebler4C_Addon_for_V16B1 with the same caveats as for the H.Sie patching. Test.

It works if all was done correctly.

Recommend becoming very familiar with what files are changed when adding additional Mods. For example you need to manually edit the Campaign_SCR.mis file to add the wolfpack submarine units. Any additional Mod that overwrites this file MAY eliminate your wolfpacks and you may not necessarily know this until the wolfpacks continually fails to show up. Force yourself to become comfortable with the SH3 file structure, pay attention to the details and test after every change.

Good luck.

-C

neocrife
05-03-19, 01:18 PM
What worked for me:

- Install GWX and use JMGME to tweak options as desired. Test.

- Install Supplement to V16B1 (JSGME) AFTER carefully reading all of the documentation that comes with the download. Cannot stress this to much, if you are uncomfortable editing text files using both direct entry and copy/paste you might find yourself in over your head. It's not hard but does require precision and accuracy. Test.

- Install Stiebler4C_Addon_for_V16B1 with the same caveats as for the H.Sie patching. Test. It works if all was done correctly.


Didn't know for the Stiebler4C_Addon, thanks for advice, I will work on it tonight :Kaleun_Salute:

Aktungbby
05-03-19, 10:21 PM
neocrife!:Kaleun_Salute:

neocrife
05-06-19, 05:07 AM
neocrife!:Kaleun_Salute:

Hello ! :Kaleun_Salute:


By the way Randomizer, this is actualy my list :

[DEPENDANCIES]

widescreen _GWX3.0="Thomsen's Sound Pack V3.2cg""Supplement to V16B1 (JSGME)"

Thomsen's Sound Pack V3.2cg="Supplement to V16B1 (JSGME)"

[MODS]

GWX - Enhanced Damage Effects=1
GWX - Main movie - 'Das Boot'=2
GWX - No Medals on Crew=3
GWX - VIIC41 Player Sub=4
O2-Gauges v2=5
Rubini´s Underwater dust&plancton v1=6
M.E.P v6=7
M.E.P v6- VisualSensors for GWX3=8
LifeBoats&Debris_v4=9
widescreen _GWX3.0=10
Thomsen's Sound Pack V3.2cg=11
Supplement to V16B1 (JSGME)=12


As you can see, there is some dependencies, and I dont know which way is better to avoid any conflict mods. I didnt install the Stiebler4C_Addon because I got the feeling that it was too much risk to install it for the features it given me. it is really important to install this fix ?

There is a way to optimize my installation by installing something before another ? Am i making something wrong ? If you can help me, or someone, thanks. :Kaleun_Cheers:

Anvar1061
05-06-19, 06:11 AM
Hello ! :Kaleun_Salute:


By the way Randomizer, this is actualy my list :

[DEPENDANCIES]

widescreen _GWX3.0="Thomsen's Sound Pack V3.2cg""Supplement to V16B1 (JSGME)"

Thomsen's Sound Pack V3.2cg="Supplement to V16B1 (JSGME)"

[MODS]

GWX - Enhanced Damage Effects=1
GWX - Main movie - 'Das Boot'=2
GWX - No Medals on Crew=3
GWX - VIIC41 Player Sub=4
O2-Gauges v2=5
Rubini´s Underwater dust&plancton v1=6
M.E.P v6=7
M.E.P v6- VisualSensors for GWX3=8
LifeBoats&Debris_v4=9
widescreen _GWX3.0=10
Thomsen's Sound Pack V3.2cg=11
Supplement to V16B1 (JSGME)=12


As you can see, there is some dependencies, and I dont know which way is better to avoid any conflict mods. I didnt install the Stiebler4C_Addon because I got the feeling that it was too much risk to install it for the features it given me. it is really important to install this fix ?

There is a way to optimize my installation by installing something before another ? Am i making something wrong ? If you can help me, or someone, thanks. :Kaleun_Cheers:
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
O2-Gauges v2 is installed after Supplement to V16B1 and don't forget AI_Sensors for Stiebler4C_V16B1 patch and MEP v6

neocrife
05-06-19, 06:50 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
O2-Gauges v2 is installed after Supplement to V16B1 and don't forget AI_Sensors for Stiebler4C_V16B1 patch and MEP v6

You're totaly right ! Thanks for your important answer. I forgot the sensor, but don't know where to put it. :k_confused:

I must copy the folder in the JSMGE folder, it is right ? And activate the AI_Sensors for Stiebler4C_V16B1 after the mod or before ? I have some problem to understand what is more important to rewrite...

I deleted the M.E.P v6- VisualSensors for GWX3. Is it right ? :06:

The widescreen_gwx3 is rewriting eng_menu as V16B1 and the sound pack.... I'm so confused..

John Pancoast
05-06-19, 07:08 AM
Any GWX user who wants to use Stiebler's work should really get the GWX file under his name at this site. Second file from the top. Password, "Woelfe".

https://maikhaas.synology.me:5001/sharing/MtAJLwchp

It has all the file editing already done. Just put your patched (both Hsie and Stiebler) sh3.exe file in it, copy it to your mods folder and enable, and the Stiebler work is done for GWX.
You'll still need to do the actual patching in his "standard" patch folder. But as said, then just copy your patched sh3.exe into the GWX folder from the site above.
Another reminder of a common mistake made with the Hsie/Stiebler patch combo; if you're going to use the Stiebler patch, patch your sh3.exe first with the Hsie patch, but DO NOT use the options selector in his patch folder.
Copy your Hsie patched sh3.exe to Stiebler's patch folder, patch is with his patch, and then use the options selector in HIS folder to choose your options.

neocrife
05-06-19, 07:26 AM
Any GWX user who wants to use Stiebler's work should really get the GWX file under his name at this site. Second file from the top. Password, "Woelfe".

https://maikhaas.synology.me:5001/sharing/MtAJLwchp

It has all the file editing already done. Just put your patched (both Hsie and Stiebler) sh3.exe file in it, copy it to your mods folder and enable, and the Stiebler work is done for GWX.
You'll still need to do the actual patching in his "standard" patch folder. But as said, then just copy your patched sh3.exe into the GWX folder from the site above.
Another reminder of a common mistake made with the Hsie/Stiebler patch combo; if you're going to use the Stiebler patch, patch your sh3.exe first with the Hsie patch, but DO NOT use the options selector in his patch folder.
Copy your Hsie patched sh3.exe to Stiebler's patch folder, patch is with his patch, and then use the options selector in HIS folder to choose your options.

Thanks.

By the way, Why puting the AI_Sensors for Stiebler4C_V16B1 into my mod folder if I only installed the V16B1 ? Not the 4C

John Pancoast
05-06-19, 08:11 AM
Thanks.

By the way, Why puting the AI_Sensors for Stiebler4C_V16B1 into my mod folder if I only installed the V16B1 ? Not the 4C

You don't have to, personal preference if you only use the Hsie patch. I do not know the particulars of the AI file in Stiebler's patch, other than they're to be used when one uses the 4C patch too.

neocrife
05-06-19, 08:30 AM
You don't have to, personal preference if you only use the Hsie patch. I do not know the particulars of the AI file in Stiebler's patch, other than they're to be used when one uses the 4C patch too.

I have so much pain to make everything running perfectly.

I DL your GWX gold folder, fresh install. Install GWX.exe, then took the SH3.exe and put it on the V16B1 folder. I use the patch.exe. Everything okay.

As you said, didnt execute the Hsi, just copy/paste the new patched exe to the fix, and did the same thing. Now it is full patched with the Stiebler4C. Then, I used the Hsi, check the box, everything checked.

Now, where to paste the new sh3.exe ?

What I have to do ? I dont understand : " then just copy your patched sh3.exe into the GWX folder from the site above."

I never did such thing by the past. Why copy my exe to the GWX folder ? I thoguht I must do it on the main SH3 folder.... :k_confused:

I'm so confused. The GWX folder I downloaded, you said every files on the Stiebler4C and V16B1 are in this GWX folder, right ? So, I dont have to copy or editing anything ?

I think you are talking about the "GWX3_Stiebler4B_Addon_for_V16B1" on the website you put here. I checked it and seems to be good edited as I did manualy (for wolfpack as example).

John Pancoast
05-06-19, 08:53 AM
I have so much pain to make everything running perfectly.

I DL your GWX gold folder, fresh install. Install GWX.exe, then took the SH3.exe and put it on the V16B1 folder. I use the patch.exe. Everything okay.

As you said, didnt execute the Hsi, just copy/paste the new patched exe to the fix, and did the same thing. Now it is full patched with the Stiebler4C. Then, I used the Hsi, check the box, everything checked.

Now, where to paste the new sh3.exe ?

What I have to do ? I dont understand : " then just copy your patched sh3.exe into the GWX folder from the site above."

I never did such thing by the past. Why copy my exe to the GWX folder ? I thoguht I must do it on the main SH3 folder.... :k_confused:

I'm so confused. The GWX folder I downloaded, you said every files on the Stiebler4C and V16B1 are in this GWX folder, right ? So, I dont have to copy or editing anything ?

Here you go, sounds like you've already done some of this but here's the steps anyway. It can be confusing, hang in there.

Hsie patch only in GWX instructions:

1. Copy your patched to v1.4 sh3.exe into Hsie's patch folder. Run his patch. If you're only going to use the Hsie patch, run the options selector in his folder and choose your options.
If you're also going to use Stiebler's patch, do not use the option selector in the Hsie folder. You will use the option selector in Stiebler's folder instead.

2. If you're only going to use the Hsie patch, place your Hsie patched sh3.exe into the "Supplement to......" folder in his patch folder. You will have to extract the "Supplement to...." folder first as it comes compressed in a .7z file, in Hsie's patch folder.

3. Then, copy the "Supplement to....." folder containing your Hsie patched sh3.exe and the "O2" folder in Hsie's patch folder into your game's mods folder and enable. Do the "02" folder last, as it needs to overwrite files in the "Supplement to...." folder.
Best to make them the last mods you enable. You are now ready to play SH3 with Hsie's patch.
At the main menu, it should say his patch number in the lower right corner.

Both Hsie and Stiebler patches in GWX instructions:

1. Copy your patched to v1.4 sh3.exe into Hsie's patch folder. Run his patch. DO NOT use the option selector in Hsie's folder.

2. Copy your Hsie patched sh3.exe into Stiebler's patch folder.

3. Patch your sh3.exe with his patch.

4. Run the options selector in Stiebler's folder and choose what you want.

5. Copy your now Hsie/Stiebler patched sh3.exe into the "GWX Stiebler......" folder I gave you the link for. This file already has all the necessary files placed and edited where they need to be for GWX. It takes the place of you having to do the editing, etc. yourself for GWX.

5. Place both the Hsie "Supplement to....." folder from the Hsie patch folder and the "GWX Stiebler...." Stiebler folder (this folder should contain your sh3.exe) into your sh3 mods folder and enable both. Hsie first. Both mods preferably the last mods you enable, with the 02 folder from Hsie's patch folder applied after these.
You are now ready to play sh3 with both the Hsie and Stiebler patches applied.

neocrife
05-06-19, 09:04 AM
Any GWX user who wants to use Stiebler's work should really get the GWX file under his name at this site. Second file from the top. Password, "Woelfe".

https://maikhaas.synology.me:5001/sharing/MtAJLwchp

It has all the file editing already done.


Thanks to help me for instructions. But I still doubt about the file you are talking about. About the "GWX For..." Which file ? I'm going to the list, => stiebler and i have many files on the list. I dont have any "GWX For...". :ping:

Oh nevermind you edited your post :D

John Pancoast
05-06-19, 09:13 AM
Thanks to help me for instructions. But I still doubt about the file you are talking about. About the "GWX For..." Which file ? I'm going to the list, => stiebler and i have many files on the list. I dont have any "GWX For...". :ping:

Oh nevermind you edited your post :D

Sorry about that; to many words to remember !

neocrife
05-06-19, 09:20 AM
Here you go, sounds like you've already done some of this but here's the steps anyway. It can be confusing, hang in there.

Hsie patch only instructions:

1. Copy your patched to v1.4 sh3.exe into Hsie's patch folder. Run his patch. If you're only going to use the Hsie patch, run the options selector in his folder and choose your options.
If you're also going to use Stiebler's patch, do not use the option selector in the Hsie folder. You will use the option selector in Stiebler's folder instead.

2. If you're only going to use the Hsie patch, place your Hsie patched sh3.exe into the "Supplement to......" folder in his patch folder. You will have to extract the "Supplement to...." folder first as it comes compressed in a .7z file, in Hsie's patch folder.

3. Then, copy the "Supplement to....." folder containing your Hsie patched sh3.exe and the "O2" folder in Hsie's patch folder into your game's mods folder and enable. Do the "02" folder last, as it needs to overwrite files in the "Supplement to...." folder.
Best to make them the last mods you enable. You are now ready to play SH3 with Hsie's patch.
At the main menu, it should say his patch number in the lower right corner.

Both Hsie and Stiebler patches in GWX used instructions:

1. Copy your patched to v1.4 sh3.exe into Hsie's patch folder. Run his patch. DO NOT use the option selector in Hsie's folder.

2. Copy your Hsie patched sh3.exe into Stiebler's patch folder.

3. Patch your sh3.exe with his patch.

4. Run the options selector in Stiebler's folder and choose what you want.

5. Copy your now Hsie/Stiebler patched sh3.exe into the "GWX Stiebler......" folder I gave you the link for. This file already has all the necessary files placed and edited where they need to be for GWX. It takes the place of you having to do the editing, etc. yourself for GWX.

5. Place both the Hsie "Supplement to....." folder from the Hsie patch folder and the "GWX Stiebler...." Stiebler folder (this folder should contain your sh3.exe) into your sh3 mods folder and enable both. Hsie first. Both mods preferably the last mods you enable.
You are now ready to play sh3 with both the Hsie and Stiebler patches applied.

I choose the 2ndd : both.

Did what you said, and seems to be :

[DEPENDANCIES]

Supplement to V16B1 (JSGME)="GWX3_Stiebler4B_Addon_for_V16B1"
GWX3_Stiebler4B_Addon_for_V16B1="O2-Gauges v2"

[MODS]

GWX - 16km Atmosphere=1
GWX - No Medals on Crew=2
Supplement to V16B1 (JSGME)=3
GWX3_Stiebler4B_Addon_for_V16B1=4
O2-Gauges v2=5

The folder " GWX3_Stiebler4B_Addon_for_V16B1" contain my exe patched.

Did I make things right ? :k_confused:

How can I launch the game ? By the exe on the GWX3_sti... ?

neocrife
05-06-19, 09:23 AM
Sorry about that; to many words to remember !

Don't worry, I have the same feeling :har:

John Pancoast
05-06-19, 09:35 AM
I choose the 2ndd : both.

Did what you said, and seems to be :

[DEPENDANCIES]

Supplement to V16B1 (JSGME)="GWX3_Stiebler4B_Addon_for_V16B1"
GWX3_Stiebler4B_Addon_for_V16B1="O2-Gauges v2"

[MODS]

GWX - 16km Atmosphere=1
GWX - No Medals on Crew=2
Supplement to V16B1 (JSGME)=3
GWX3_Stiebler4B_Addon_for_V16B1=4
O2-Gauges v2=5

The folder " GWX3_Stiebler4B_Addon_for_V16B1" contain my exe patched.

Did I make things right ? :k_confused:

How can I launch the game ? By the exe on the GWX3_sti... ?

Looks good ! Give it a try ! You should be able to start the game by the sh3.exe in the game folder, as the sh3.exe in the GWX3 Stiebler folder replaces it when that folder is enabled in your mods.

neocrife
05-06-19, 10:08 AM
Looks good ! Give it a try ! You should be able to start the game by the sh3.exe in the game folder, as the sh3.exe in the GWX3 Stiebler folder replaces it when that folder is enabled in your mods.

Good news, have wolpack working, menu is 1.6b1. Got some buttons like "surrender uboat".

Seems to work. Thanks, hope that can help others people to install it ! Thanks a lot ! :Kaleun_Cheers:

Have some news questions :

- When I want to change something with the Hsie option selector (repair time, surrender...), it update which .exe ? I must c/paste the .exe from the folder, to the folder GWX3 Stiebler folder to update ?

- If I want to make MEP V6 working, I need to update "the AI_Sensors for Stiebler4C_V16B1 patch and MEP v6" but where do I put the AI_Sensors_GWX.dat ? By put the folder on JSMGE and enable it ?

- How about to put a 1920x1080 GUI ? How to make something working without rewriting things and start bugging the whole installation ? :k_confused:

And about the 02 gaugeV2 , dont know if it working. How to check it ?

John Pancoast
05-06-19, 11:02 AM
Good news, have wolpack working, menu is 1.6b1. Got some buttons like "surrender uboat".

Seems to work. Thanks, hope that can help others people to install it ! Thanks a lot ! :Kaleun_Cheers:

Have some news questions :

- When I want to change something with the Hsie option selector (repair time, surrender...), it update which .exe ? I must c/paste the .exe from the folder, to the folder GWX3 Stiebler folder to update ?

- If I want to make MEP V6 working, I need to update "the AI_Sensors for Stiebler4C_V16B1 patch and MEP v6" but where do I put the AI_Sensors_GWX.dat ? By put the folder on JSMGE and enable it ?

- How about to put a 1920x1080 GUI ? How to make something working without rewriting things and start bugging the whole installation ? :k_confused:

And about the 02 gaugeV2 , dont know if it working. How to check it ?

Great, good job ! Yes, the Stiebler patch and files add a surrender and request new orders option, among other good things.
Look at the readme file in his patch folder for details. Basically makes SH3 as close to AOD as you're going to get.

Questions answers:

- if you want to change the options you select, just copy the .exe from the GWX Stiebler folder back into the Stiebler patch folder (if it isn't still there), run the options selector and choose what you want or don't want, then copy this changed .exe file back into your GWX Stiebler folder.
I don't know if it's necessary, but it might be best to remove the GWX Stiebler folder from your mod list first, then do the above, then re-enable the GWX Stiebler folder again.
I don't know if a new .exe version placed into the folder would work without this step or not.
Guess you could try.

- any AI_sensors.dat file would go in your SH3/data/library path, of your main game install. You can place it there manually or via JSGME.
But to work, any new such file has to be named AI_sensors.dat. I.e, in your AI_Sensors_GWX.dat example, that file would have to be renamed AI_Sensors.dat and then placed in the location mentioned above.

- I have an old laptop where the NYGM 16k environment is the max it can handle, so sorry, I don't know much about wide screen or other environmental mods as I don't use them.

- Missed this earlier; your CO2 gauge should now read 02 instead. There is also an oxygen test you can do for the Hsie patch. See his readme for details.

neocrife
05-06-19, 12:23 PM
Great, good job ! Yes, the Stiebler patch and files add a surrender and request new orders option, among other good things.
Look at the readme file in his patch folder for details. Basically makes SH3 as close to AOD as you're going to get.

Questions answers:

- if you want to change the options you select, just copy the .exe from the GWX Stiebler folder back into the Stiebler patch folder (if it isn't still there), run the options selector and choose what you want or don't want, then copy this changed .exe file back into your GWX Stiebler folder.
I don't know if it's necessary, but it might be best to remove the GWX Stiebler folder from your mod list first, then do the above, then re-enable the GWX Stiebler folder again.
I don't know if a new .exe version placed into the folder would work without this step or not.
Guess you could try.

- any AI_sensors.dat file would go in your SH3/data/library path, of your main game install. You can place it there manually or via JSGME.
But to work, any new such file has to be named AI_sensors.dat. I.e, in your AI_Sensors_GWX.dat example, that file would have to be renamed AI_Sensors.dat and then placed in the location mentioned above.

- I have an old laptop where the NYGM 16k environment is the max it can handle, so sorry, I don't know much about wide screen or other environmental mods as I don't use them.

- Missed this earlier; your CO2 gauge should now read 02 instead. There is also an oxygen test you can do for the Hsie patch. See his readme for details.

Thanks for your help again.

I checked for some features like Stiebler fix for Radar on Turms but I dont find any modified conning towers (turms) files in my installation. Do I need to add it manualy ? Thought that everything needed was in the folder. Maybe I'm wrong. I didnt have any CTD but I enable the whole fix of the Hsie selector. Dont see any Fumo outside. :k_confused:


And really need a tips for 1920x1080 SH3 GWX V16B1 Stiebler if you can help me guys :O:

John Pancoast
05-06-19, 12:43 PM
Thanks for your help again.

I checked for some features like Stiebler fix for Radar on Turms but I dont find any modified conning towers (turms) files in my installation. Do I need to add it manualy ? Thought that everything needed was in the folder. Maybe I'm wrong. I didnt have any CTD but I enable the whole fix of the Hsie selector. Dont see any Fumo outside. :k_confused:


And really need a tips for 1920x1080 SH3 GWX V16B1 Stiebler if you can help me guys :O:

I've not bothered with the turms, but there is a folder in the standard Stiebler patch folder that has the files needed. The standard Stiebler patch folder, not the GWX Stiebler one.
See his readme about them. Not sure why, but they're not included in either the NYGM or GWX files.
You would have to add them yourself.

neocrife
05-06-19, 01:09 PM
I've not bothered with the turms, but there is a folder in the standard Stiebler patch folder that has the files needed. The standard Stiebler patch folder, not the GWX Stiebler one.
See his readme about them. Not sure why, but they're not included in either the NYGM or GWX files.
You would have to add them yourself.

Yes, seems like. I should disable it on the hsie selector then.

John Pancoast
05-06-19, 01:12 PM
Yes, seems like. I should disable it on the hsie selector then.

Yes, if you don't want to use them. Since I've never installed them, no idea how it works.

neocrife
05-06-19, 01:37 PM
Yes, if you don't want to use them. Since I've never installed them, no idea how it works.

As others stuff like Air Torpedo or Cam Ship mod. Too much things to replace and I dont want to take more risk. Game is fine here :D

I just really need that goddamn GUI 1080p and be sure that I'm not making mistake to rewrite things in wrong order and create new bugs. :wah:

John Pancoast
05-06-19, 02:00 PM
As others stuff like Air Torpedo or Cam Ship mod. Too much things to replace and I dont want to take more risk. Game is fine here :D

I just really need that goddamn GUI 1080p and be sure that I'm not making mistake to rewrite things in wrong order and create new bugs. :wah:

The air torpedo, etc. may be part of the GWX Stiebler, you'd have to look at the files in that folder. I can't remember.
They are part of the NYGM files.

Noobicum4Ever
12-29-19, 02:11 PM
"Additional Notes:
4) The patcher will remove the copy protection of your sh3.exe. Since this is not legal, you must not use this patcher if you have a copy-protected version."

Are problems with the steam version or the Uplay version or are they 100% compatible?

Noobicum4Ever
12-29-19, 02:28 PM
I installed SH3 Uplay version, I installed gwx, I installedGWX Hardcode Fixes V16B1 for dummies (with replace the origial files when unziped), I activate the 2 mods and another gwx mods via JSGME + I run compatibility with win 7 and administrator optin activated and the result: it is not compatible with x64 Windows, a message from Windows...
I found this patch trying to find the 4GB GWX compatible patch!

Anvar1061
12-29-19, 04:09 PM
You must keep the original sh3.exe in a safe place and use it for patch.

Noobicum4Ever
12-29-19, 04:48 PM
You must keep the original sh3.exe in a safe place and use it for patch.

I will try tomorrow!
Now is 23:47 (11:47 PM) in Romania!

Olamagato
01-01-20, 06:28 AM
Hardcode Fixes are full compatible with Windows XP SP2 (2 not 3!) and previous. Windows 98/2000 too. But Windows 2000 has poor clock resolution and Windows 98 is too old then Windows XP SP2 is best option.

NicoBdM
01-11-20, 03:11 AM
Hi guys,

Need some help...
I just bought SH3 on Uplay and tried to patch the .exe with H.Sie. Didn't work. It told me that my version is not compatible. I checked on Uplay, it's 1.4.
I run Win10 64, is there any issue with this one? Or do I do anything wrong?
Thanks for the help.

Sail safe ;)

Aktungbby
01-11-20, 04:02 AM
NicoBdM!:Kaleun_Salute:

propbeanie
01-11-20, 11:55 AM
Hi guys,

Need some help...
I just bought SH3 on Uplay and tried to patch the .exe with H.Sie. Didn't work. It told me that my version is not compatible. I checked on Uplay, it's 1.4.
I run Win10 64, is there any issue with this one? Or do I do anything wrong?
Thanks for the help.

Sail safe ;)
For my UPlay SH4, I copied the entire contents of the SH4 game folder - not the UPlay or other stuff, just the game folder, and pasted it into a new folder of my own naming, outside of "Program Files (x86)" and did my modding inside of that. Create short-cuts etc. as needed for the new location. I am not sure about getting H.Sie's to work on the UPlay version though still, but give it a go. Make sure that the "Read-only" attribute on the SH3.exe is turned-off, so that H.Sie and 4Gig Patch can write to it. :salute:

NicoBdM
01-11-20, 03:33 PM
For my UPlay SH4, I copied the entire contents of the SH4 game folder - not the UPlay or other stuff, just the game folder, and pasted it into a new folder of my own naming, outside of "Program Files (x86)" and did my modding inside of that. Create short-cuts etc. as needed for the new location. I am not sure about getting H.Sie's to work on the UPlay version though still, but give it a go. Make sure that the "Read-only" attribute on the SH3.exe is turned-off, so that H.Sie and 4Gig Patch can write to it. :salute:

Thanks for the reply ;)
My game is not in Program Files, not even on C:. I knew the trick ;) Read only attribute OFF. Don't understand. I go back read more stuff...
Thanks again buddy

propbeanie
01-11-20, 05:25 PM
Well, UPlay messed with the SH5 executable file, maybe they did SH3 also... Do the regular mods work OK? Be sure and read-up on H.Sie's patch though. I do remember having issues years ago, and I do not recall what it was, other than I was forgetting a step (the "Supplement"??)... But mine was an older SH3 version back then, and you had to do other tricks for it beforehand. But be sure and follow the directions to a "T". I have not tried it lately on my Steam version, but it did work on it, prior to Steam changing their license checks a few years back... I might have to give it a go again... :salute:

propbeanie
01-11-20, 08:58 PM
I just thought of something else NicoBdM... you cannot have LAA or the 4Gig Patch applied. If you do, run whichever again, and set it back to "normal", which would be "False" in LAA. In other words, remove the ability to access more ram. I just went to do H.Sie again, and that stopped me on try #1. I now have a patched SH3.exe, and it functions as intended. :salute:

NicoBdM
01-12-20, 06:28 AM
BdM reporting...

Tried again and again to apply H.Sie but I can't figure it out. I guess the sh3.exe from Uplay is not compatible (I saw in the readme file from H.Sie multiple versions of the original .exe - SF, noSF, EMEA, etc - but none related to the one from Uplay.
Actually, I dived into H.Sie to use the ARB WideGui... GWX seems to work properly. ARB too except the map : cut in half, completely off.
I searched a little on the forum but didn't find anything about Uplay and hardcode fixes... Damn.

EDIT : I better looked into the game folder and noticed there were 2 .exe files : sh3.exe and sh3_g.exe. When I checked the properties of the files, I noticed that sh3.exe had no info at all. Meanwhile, sh3_g.exe had version info and all the good properties... Tried with this one, and, hooray, it worked, I mean tycho fix worked for ARB WideGui, and guess what, the mod works !!! The map is Ok, the game looks fantastic. But, H.Sie fix didn't work...
Geez, this one was tricky... I'll light flares if the next mods make me sweat like this one...
@propbeanie : forget the MP I sent you, don't bother ;) Thanks again for the help and moral support lol

Ktl_KUrtz
03-12-20, 07:53 PM
h.sie's message box is full.
Does anybody know where I can make a donation by way of thanks for this excellent mod?
Many thanks if you can help.
KUrtz

Niume
03-16-20, 02:15 AM
How to make resupply ships act like resupply u-boats(Milkcows). I mean so I get only few torpedeos after resupplying with the ship.

John Pancoast
03-16-20, 04:16 AM
How to make resupply ships act like resupply u-boats(Milkcows). I mean so I get only few torpedeos after resupplying with the ship.

Not sure you can. Fwiw, historically the resupply ships never gave torpedoes to any u-boat.

I just don't use them in the game for this reason. You could also just shoot the extra ones off to get rid of them if desired.

Niume
03-16-20, 05:10 AM
Not sure you can. Fwiw, historically the resupply ships never gave torpedoes to any u-boat.

I just don't use them in the game for this reason. You could also just shoot the extra ones off to get rid of them if desired.
I remembered that people would just rename the resupply ships with like U-belchen. Then it would act like resupply u-boat

John Pancoast
03-16-20, 05:59 AM
I remembered that people would just rename the resupply ships with like U-belchen. Then it would act like resupply u-boat

Ah, you're right. Forgot about that. H.sie even mentions it in his readme.

Kapitän
03-20-20, 03:22 AM
I remembered that people would just rename the resupply ships with like U-belchen. Then it would act like resupply u-boat


Does this also work for bases, e.g., Bergen => U-Bergen?

shadow_wxh
03-22-20, 08:53 PM
Tested on WAC5.2 currently these mode option either incompatiable or faulty:

Hsie Mod:
Periscope fix (blurrs the free camera as well)
Torpedo fix (anything above -5m is certain to fail)
Bad Weather fix (weather does not improve)

Stiebler Mod:
CAM-Ship (No Aircraft fly-off CAM ship)
Air Torpedo (WAC has Air Topedo Included)
Turm Fix (WAC has Turm Radar Included)

This doesnt mean the MOD itself is wrong but people should be cautious when selectiong these options.

John Pancoast
03-22-20, 09:00 PM
Tested on WAC5.2 currently these mode option either incompatiable or faulty:

Hsie Mod:
Periscope fix (blurrs the free camera as well)
Torpedo fix (anything above -5m is certain to fail)
Bad Weather fix (weather does not improve)

Stiebler Mod:
CAM-Ship (No Aircraft fly-off CAM ship)
Air Torpedo (WAC has Air Topedo Included)
Turm Fix (WAC has Turm Radar Included)

This doesnt mean the MOD itself is wrong but people should be cautious when selectiong these options.


I'm not following your post completely, but regarding the cam ship option, if you don't have all the necessary files put into WAC, it won't work even if the option is checked.

You need both the files and the option checked. Unless WAC already has the files ?

shadow_wxh
03-23-20, 06:32 PM
I'm not following your post completely, but regarding the cam ship option, if you don't have all the necessary files put into WAC, it won't work even if the option is checked.

You need both the files and the option checked. Unless WAC already has the files ?

Hmm what files are you refering to? Files included in H.sie mod already or it's actually requires another CAM-Ship MOD?

John Pancoast
03-23-20, 07:00 PM
Hmm what files are you refering to? Files included in H.sie mod already or it's actually requires another CAM-Ship MOD?


It requires various files to have the cam ship work in the game. The option checked in Stiebler's (not H.sie's) patch won't work without them and it usually would cause a ctd in the game or game won't start if the option is checked but the files aren't present or modded incorrectly.


These are found in Stieber's patch files :


1. the cam Hurricane aircraft, which is a modded version of the stock Hurricane, which goes in the "air" folder of the game.



2. The files for the M36B ship for the "sea" folder of the game.


3. The modded cfg files for the Hurricane and the M36b ship for the "roster" folder of the game.


Stieber's patch is required to have the cam ship function. I think you have it installed via your earlier post ?
If so, check to make sure all the files from it listed above are in your game, and also read his cam ship instructions in his patch, specifically making sure the M36B ship is changed to a "type 8" vs. a "type 102" ship in the cfg files.


Very easy process.

shadow_wxh
03-24-20, 12:31 AM
It requires various files to have the cam ship work in the game. The option checked in Stiebler's (not H.sie's) patch won't work without them and it usually would cause a ctd in the game or game won't start if the option is checked but the files aren't present or modded incorrectly.


These are found in Stieber's patch files :


1. the cam Hurricane aircraft, which is a modded version of the stock Hurricane, which goes in the "air" folder of the game.



2. The files for the M36B ship for the "sea" folder of the game.


3. The modded cfg files for the Hurricane and the M36b ship for the "roster" folder of the game.


Stieber's patch is required to have the cam ship function. I think you have it installed via your earlier post ?
If so, check to make sure all the files from it listed above are in your game, and also read his cam ship instructions in his patch, specifically making sure the M36B ship is changed to a "type 8" vs. a "type 102" ship in the cfg files.


Very easy process.

I am pretty sure I done exactly all that.Anyone can do a seprate test under WAC5.2 I would like to know.

John Pancoast
03-24-20, 05:09 AM
I am pretty sure I done exactly all that.Anyone can do a seprate test under WAC5.2 I would like to know.

Ok, may be something peculiar to WAC that is the problem then.

FUBAR295
03-24-20, 11:00 AM
I am pretty sure I done exactly all that.Anyone can do a seprate test under WAC5.2 I would like to know.

I was not able to get the CAM ship mod to work in either GWX or WAC 5.2. It is a CTD when enabled. I too, followed everything to the letter but no joy. I really feel it is a combination of things in the supermods outside of NYGM that become problematic and possibly not compatible with some system setups. It is not a game breaker if the mod does not work for me.

Good hunting,
FUBAR295

John Pancoast
03-24-20, 11:12 AM
I was not able to get the CAM ship mod to work in either GWX or WAC 5.2. It is a CTD when enabled. I too, followed everything to the letter but no joy. I really feel it is a combination of things in the supermods outside of NYGM that become problematic and possibly not compatible with some system setups. It is not a game breaker if the mod does not work for me.

Good hunting,
FUBAR295




Strange; I've had it work in GWX, stock, and a Rub install. However one other thing I forgot to mention; I added the cam ship info. to the same convoy spots in the above .rnd files as it's found in the NYGM .rnd file.


Just copied one instance of it in NYGM (they're all the same, total of 12 I think) and then just pasted that info. per above.

Anvar1061
03-24-20, 11:35 AM
Instructions_Stiebler4B
CAM-ship mod
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
Iambecomelife (IABL) created two or more CAM (catapult-merchant) ships for his well known
Merchant Ship mod. The earliest release, M36B, is stable, and incorporated with the major supermods,
including NYGM and GWX. More recent releases include IABL’s M21B and T14B. The ships
must be included within campaign_RND.mis or single-mission files as warships (UnitType=8) if they
are to fly off aircraft. Note that the original SH3 did NOT include any CAM ships, and therefore,
naturally, the devs made no provision for code for them.
The problem with the warship CAM-ships is that they continue to attack your U-boat when within
range, time and time again. In real-life, the CAM-ship carried ONE Hurricane fighter-bomber, which
was catapulted off the deck of the ship, and had to be abandoned when it ran out of fuel. Just one
suicide mission (for the aircraft, the pilot was rescued when he landed on the sea next to the CAMship).
The purpose of this mod is to reduce the number of aircraft flying from a CAM-ship (usually one),
after each flight over the U-boat. Thus the CAM-Ship aircraft will not keep attacking the U-boat.
It is necessary to add a new aircraft “CAMHurricane” to the Data\Air folder, and to the
Data\Roster\British\Air folder. The CAM-ship should contain “CAMHurricane” for the aircraft in its

John Pancoast
03-24-20, 11:38 AM
Instructions_Stiebler4B
CAM-ship mod
:Kaleun_Wink:
Iambecomelife (IABL) created two or more CAM (catapult-merchant) ships for his well known
Merchant Ship mod. The earliest release, M36B, is stable, and incorporated with the major supermods,
including NYGM and GWX. More recent releases include IABL’s M21B and T14B. The ships
must be included within campaign_RND.mis or single-mission files as warships (UnitType=8) if they
are to fly off aircraft. Note that the original SH3 did NOT include any CAM ships, and therefore,
naturally, the devs made no provision for code for them.
The problem with the warship CAM-ships is that they continue to attack your U-boat when within
range, time and time again. In real-life, the CAM-ship carried ONE Hurricane fighter-bomber, which
was catapulted off the deck of the ship, and had to be abandoned when it ran out of fuel. Just one
suicide mission (for the aircraft, the pilot was rescued when he landed on the sea next to the CAMship).
The purpose of this mod is to reduce the number of aircraft flying from a CAM-ship (usually one),
after each flight over the U-boat. Thus the CAM-Ship aircraft will not keep attacking the U-boat.
It is necessary to add a new aircraft “CAMHurricane” to the Data\Air folder, and to the
Data\Roster\British\Air folder. The CAM-ship should contain “CAMHurricane” for the aircraft in its


I'd bet that is the most common install error done........or not done as it were.

Anvar1061
03-24-20, 11:46 AM
M36B.CFG

[Unit]
ClassName=M36B
UnitType=8
MaxSpeed=13
Length=147
Width=18.1
Mast=30.1
Draft=6.9
Displacement=6850
RenownAwarded=260

[2DCompartments]
UnitPos=56,8,403,20
NbOfComp=4
Name1=Propulsion
Area1=58,5,30,18
Name2=Keel
Area2=164,2,187,10
Name3=Engines Room
Area3=207,13,52,18
Name4=Fuel Bunkers
Area4=261,13,30,18

[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=FBHurricaneMk1
Squadron1No=1

FUBAR295
03-24-20, 12:20 PM
Anvar1061,

Thanks, but I did all of that. Even the big red letter change you noted. :03:

What ever it is, prevents the mod from running without CTD, at least on my machine. It only works in NYGM.

Good hunting,
FUBAR295

Anvar1061
03-24-20, 12:36 PM
Anvar1061,

Thanks, but I did all of that. Even the big red letter change you noted. :03:

What ever it is, prevents the mod from running without CTD, at least on my machine. It only works in NYGM.

Good hunting,
FUBAR295

"and
data\campaigns\campaign\campaign_RND.mis (change ‘Type=102’ to ‘Type=8’ in the campaign
file; you may need to check campaign_SCR.mis also.)"

FUBAR295
03-24-20, 01:06 PM
"and
data\campaigns\campaign\campaign_RND.mis (change ‘Type=102’ to ‘Type=8’ in the campaign
file; you may need to check campaign_SCR.mis also.)"

Even checked that my friend. As I said before it is not a game breaker for me if it works or not. I did fine without the CAM ship mod before and have spent more time on this then I care to think about.

But again, Thank you, maybe some one else can benefit from your advice. :Kaleun_Salute:
Good hunting,
FUBAR2945

shadow_wxh
03-25-20, 03:11 AM
I am afraid some the MOD option is not as generic as it is hoped be be. It feels like it is more fine tuned to work on NYGM as for other MODS we just have to test and see.My guess is this CAM-Ship feature has something to with the ship modelling as well I 'll make a new thread post if I find a solution.

N0_Name
05-29-20, 08:18 PM
I've been having issues installing this mod I think the problem is coming from the wolfpacks but i'm just not sure anymore if anyone could help me out that would be great.

John Pancoast
05-29-20, 08:35 PM
I've been having issues installing this mod I think the problem is coming from the wolfpacks but i'm just not sure anymore if anyone could help me out that would be great.


Be glad to help. What's the problem(s) ?

N0_Name
05-31-20, 07:46 PM
The issue appears to be that the mod isn't installing correctly I've gone through the mod installation instructions multiple times but I can't figure out what exactly is causing the problem.

John Pancoast
05-31-20, 08:19 PM
The issue appears to be that the mod isn't installing correctly I've gone through the mod installation instructions multiple times but I can't figure out what exactly is causing the problem.

What kind of error are you getting when you try to use it ?

N0_Name
05-31-20, 09:15 PM
I'm not getting any sort of error message but rather it simply fails to load even when activated in JSGME.

John Pancoast
05-31-20, 09:17 PM
I'm not getting any sort of error message but rather it simply fails to load even when activated in JSGME.

Ok. You put your Sh3.exe in the Supplemental folder, and put that folder into JSGME ?
Post your mod list when you can.

Olamagato
06-01-20, 07:20 AM
Remember that if you bought SH3 in the Uplay or Steam service, then after installing the game always run it once being online, and then deactivate Uplay/Steam - enable offline mode. Then you can and should make a copy of the SH3 catalog, and it's best to install a supermod and any other mods on the copy.
The UPLAY service controls the content of files in the game directory and corrupts all attempts by JSGME and independent mod installers.
Always treat the original SH3 directory as a copy you have no control over.

Haesig
09-01-20, 06:38 PM
Hey everyone, I'm playing with GWX 3.0 and this patch, only problem is I'm receiving empty messages from BdU and my CE. I followed the instructions to edit the en_menu and de_menu, but no luck. I've tried it as part of the "Supplement to V16B1" mod as well as directly editing the SH3 files to no avail. Is there something I need to do besides just copying and pasting the additional lines? Any help is much appreciated.

Anvar1061
09-02-20, 02:06 AM
Hey everyone, I'm playing with GWX 3.0 and this patch, only problem is I'm receiving empty messages from BdU and my CE. I followed the instructions to edit the en_menu and de_menu, but no luck. I've tried it as part of the "Supplement to V16B1" mod as well as directly editing the SH3 files to no avail. Is there something I need to do besides just copying and pasting the additional lines? Any help is much appreciated.
I suppose you are using the Commander, which in turn can overwrite your en_menu and de_menu files. Then you do it
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
https://www.subsim.com/radioroom/showpost.php?p=2691851&postcount=72

marcelw93
11-23-20, 07:34 AM
Should I use the torpedo fix from the hardcore fix and the torpedo dud setting in the realism settings of silent hunter both or just only the hardcore fix?

Marcel

John Pancoast
11-23-20, 08:41 AM
Should I use the torpedo fix from the hardcore fix and the torpedo dud setting in the realism settings of silent hunter both or just only the hardcore fix?

Marcel

Both.

marcelw93
11-23-20, 09:50 AM
Both.

Thanks

John Pancoast
11-23-20, 10:52 AM
Thanks

:salute:

marcelw93
11-29-20, 02:04 PM
https://youtu.be/T6q51fYy7M0?list=PLIGYcR_Gx8AsJ958u0Q1GRqrKJDiOs-mH&t=433
I saw many empty messages from the CE at 7:13 . I modified the en_menu because of the H.sie patch and have the same empty messages mostly while taking damage . Has anyone an idea? Is it a feature from gwx to hide some unrealistic informations for the player? I have the problem without using the Commander, too.

My modlist:
GWX - Captain America's Officer Icons=1
GWX - No Medals on Crew=2
Thomsen's Sound Pack V3.2cg=3
Rbs1_SH4_Effects_GWX_30_71=4
Rapt0r's Uniforms V2.0 [Grey]=5
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch=6
M.E.P v6=7
Optional - ShipVanishingHull for MEP v6=8
Optional - FSF for MEP v6=9
TKSS18 German U-Boats Compilation=10
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)=11
FixAllSubGWX=12
GermanUboatCompilation_Sensors_for_GWX=13
ARB WideGui 1920x1080=14
English & Deutsch=15
ARB WideGui 1920x1080 v0.3.1=16
ARB WideGui NoSwastikaFix=17
Sh3_volumetric_clouds&fog_V2.2=18
Ricks_GWX_Rec_Man_Final=19
M.E.P v6- VisualSensors for GWX3=20
Supplement to V16B1 (JSGME)=21

John Pancoast
11-29-20, 04:20 PM
https://youtu.be/T6q51fYy7M0?list=PLIGYcR_Gx8AsJ958u0Q1GRqrKJDiOs-mH&t=433
I saw many empty messages from the CE at 7:13 . I modified the en_menu because of the H.sie patch and have the same empty messages mostly while taking damage . Has anyone an idea? Is it a feature from gwx to hide some unrealistic informations for the player? I have the problem without using the Commander, too.

My modlist:
GWX - Captain America's Officer Icons=1
GWX - No Medals on Crew=2
Thomsen's Sound Pack V3.2cg=3
Rbs1_SH4_Effects_GWX_30_71=4
Rapt0r's Uniforms V2.0 [Grey]=5
Rapt0r's Uniforms V2.0 [Grey - All Leather] Patch=6
M.E.P v6=7
Optional - ShipVanishingHull for MEP v6=8
Optional - FSF for MEP v6=9
TKSS18 German U-Boats Compilation=10
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)=11
FixAllSubGWX=12
GermanUboatCompilation_Sensors_for_GWX=13
ARB WideGui 1920x1080=14
English & Deutsch=15
ARB WideGui 1920x1080 v0.3.1=16
ARB WideGui NoSwastikaFix=17
Sh3_volumetric_clouds&fog_V2.2=18
Ricks_GWX_Rec_Man_Final=19
M.E.P v6- VisualSensors for GWX3=20
Supplement to V16B1 (JSGME)=21


You have H.sie's patch where it belongs in the mod order; last. That means the file that controls the messages, en_menu.txt isn't being overwritten by any other mod with the same file. I.e,. Thompson's sound pack has the same file. I don't know the "English & Duetsch" mod.
So in that case, one of two things is the cause:
1. Said text file is not in H.sie's folder. It shoud be under data\menu.

2. Said text file is in H.sie's folder but it wasn't modded correctly per his instructions. I.e., the added messages weren't added to the end of your en_menu.txt file.
3. The "We're taking damage" message is #604 in the file. See if it or any of the other messages mentioning damage are incorrect in any way.



Not getting the messages is always either an incorrect installation or the file being overwritten.

marcelw93
11-30-20, 04:10 AM
You have H.sie's patch where it belongs in the mod order; last. That means the file that controls the messages, en_menu.txt isn't being overwritten by any other mod with the same file. I.e,. Thompson's sound pack has the same file. I don't know the "English & Duetsch" mod.
So in that case, one of two things is the cause:
1. Said text file is not in H.sie's folder. It shoud be under data\menu.

2. Said text file is in H.sie's folder but it wasn't modded correctly per his instructions. I.e., the added messages weren't added to the end of your en_menu.txt file.
3. The "We're taking damage" message is #604 in the file. See if it or any of the other messages mentioning damage are incorrect in any way.



Not getting the messages is always either an incorrect installation or the file being overwritten.

Yeah, its only the sound mod, which also contains an en_menu file. I reinstall the game with mods, but the problems is still there. I also checked that the en_menu file was changed correctly. On patrol I receive messages about oxygen which is a positiv test accordingly to the manual of the Hardcore fix. The line we´re taking damage is also correct. I don't know exactly which lines are missing, but it happens normally after i hit a mine. I think, that the reason is maybe the Tssk18 german u-Boat compilation. But this mod change just the command_en, not the en_menu file. 3727

The Englisch & Deutsch Mod comes with the ARB WideGUI to change design for use with german and english language.

Thank you for your help.

Marcel

John Pancoast
11-30-20, 06:47 AM
Yeah, its only the sound mod, which also contains an en_menu file. I reinstall the game with mods, but the problems is still there. I also checked that the en_menu file was changed correctly. On patrol I receive messages about oxygen which is a positiv test accordingly to the manual of the Hardcore fix. The line we´re taking damage is also correct. I don't know exactly which lines are missing, but it happens normally after i hit a mine. I think, that the reason is maybe the Tssk18 german u-Boat compilation. But this mod change just the command_en, not the en_menu file. 3727

The Englisch & Deutsch Mod comes with the ARB WideGUI to change design for use with german and english language.

Thank you for your help.

Marcel

Apply only the supplement to the game and see if they work then. If so, then apply each mod you want one at time (with H.sie's patch last), testing each one as they're installed.
That will tell you where the conflict is. If they don't work with only H.sie's patch installed, there is the problem.

marcelw93
11-30-20, 05:00 PM
Apply only the supplement to the game and see if they work then. If so, then apply each mod you want one at time (with H.sie's patch last), testing each one as they're installed.
That will tell you where the conflict is. If they don't work with only H.sie's patch installed, there is the problem.

Today I played at first GWX Vanilla, just with the 4GB-Patch. And it worked correct. No empty messages. The next try I installed The H.Sie Patch (The
V16B1-Patch-Kit). First I copied the files into the game directory. Then I patched the sh3.exe. After that I select the options with the HsieOptionsSelector (didn`t activate Diesel damage and Wolfpack). After that I copied the en_menu and de_menu files into the Supplement folder and added the additional lines before I activated the Supplement mod. I checked the correct activation of the supplement mod. Then I started the 20th time 1945 at Bergen and drove directly into the near mine field. And of course I received blank messages from the CE. I receive other messages like ,,oxygen 20%"

I'm feeling like a noob.

John Pancoast
11-30-20, 05:11 PM
Today I played at first GWX Vanilla, just with the 4GB-Patch. And it worked correct. No empty messages. The next try I installed The H.Sie Patch (The
V16B1-Patch-Kit). First I copied the files into the game directory. Then I patched the sh3.exe. After that I select the options with the HsieOptionsSelector (didn`t activate Diesel damage and Wolfpack). After that I copied the en_menu and de_menu files into the Supplement folder and added the additional lines before I activated the Supplement mod. I checked the correct activation of the supplement mod. Then I started the 20th time 1945 at Bergen and drove directly into the near mine field. And of course I received blank messages from the CE. I receive other messages like ,,oxygen 20%"

I'm feeling like a noob.


Couple questions: 1. What is meant by "First I copied the files into the game directory" ? The only files from H.sie's patch that should be copied only into your mods folder are the supplement folder and the O2 gauge folder. Maybe that is what you mean.
2. Are you copying the patches additional text lines to the end of your existing en_menu.txt file, after the last existing text ? (which should have first been copied to the data/menu folder of the supplement folder. Don't mod the files in their installation locations.)


Since the messages worked before you added H.sie's patch, the only solution is an incorrect build/install of his patch. Take a close look at things including his instructions and how you did things.
If you want, I can upload my en_menu.txt file and you can try that instead of yours.

marcelw93
11-30-20, 06:46 PM
Couple questions: 1. What is meant by "First I copied the files into the game directory" ? The only files from H.sie's patch that should be copied only into your mods folder are the supplement folder and the O2 gauge folder. Maybe that is what you mean.
2. Are you copying the patches additional text lines to the end of your existing en_menu.txt file, after the last existing text ? (which should have first been copied to the data/menu folder of the supplement folder. Don't mod the files in their installation locations.)


Since the messages worked before you added H.sie's patch, the only solution is an incorrect build/install of his patch. Take a close look at things including his instructions and how you did things.
If you want, I can upload my en_menu.txt file and you can try that instead of yours.

I used my installation location as my workfolder for patching.:oops: To give it another try I take my backup Sh3-installation and install GWX one more time. Following the manual I created a workfolder where I patched my Sh3 with success. Then I selected the options of the fix. After that I moved the file to the supplement folder, which I extracted earlier.

For this test I will only use GWX. So I copied the files en_menu and de_menu into the supplement folder (data/menu). Then I added the lines from the Append_to_de/en files. After I finished, I copied the Supplement folder to the Mod folder of the game directory. Then I activated the ,,mod" with JSGME. Then I checked if JSGME worked correctly. JSGME has overwritten the files in the game directory with the files from the supplement folder.

Then started Silent Hunter another time. Go to periscop depth and try to rise my periscop at 8 knots. Not possible, so at least parts of H.sie are working correctly. Staying submerged, the LI talks : Oxygen: 20%. This is one of the added lines.

And finally I hit a mine and see many blank messages from my CE while my boat has heavy flooding...

Sry for the long text, but maybe you can see a mistake.

Would be nice, if you can give me your en/de_menu files. I don't think it will work, but at least it is a test worth.

Thank you very much

Marcel

John Pancoast
11-30-20, 06:57 PM
I used my installation location as my workfolder for patching.:oops: To give it another try I take my backup Sh3-installation and install GWX one more time. Following the manual I created a workfolder where I patched my Sh3 with success. Then I selected the options of the fix. After that I moved the file to the supplement folder, which I extracted earlier.

For this test I will only use GWX. So I copied the files en_menu and de_menu into the supplement folder (data/menu). Then I added the lines from the Append_to_de/en files. After I finished, I copied the Supplement folder to the Mod folder of the game directory. Then I activated the ,,mod" with JSGME. Then I checked if JSGME worked correctly. JSGME has overwritten the files in the game directory with the files from the supplement folder.

Then started Silent Hunter another time. Go to periscop depth and try to rise my periscop at 8 knots. Not possible, so at least parts of H.sie are working correctly. Staying submerged, the LI talks : Oxygen: 20%. This is one of the added lines.

And finally I hit a mine and see many blank messages from my CE while my boat has heavy flooding...

Sry for the long text, but maybe you can see a mistake.

Would be nice, if you can give me your en/de_menu files. I don't think it will work, but at least it is a test worth.

Thank you very much

Marcel


Ok let me re-install GWX and H.sie's patch and then I'll upload it. I heavily edit the en_menu.txt files so it'd be easier if I just start from scratch instead, but I'll get it done this evening US cst time.

marcelw93
11-30-20, 07:04 PM
Ok let me re-install GWX and H.sie's patch and then I'll upload it. I heavily edit the en_menu.txt files so it'd be easier if I just start from scratch instead, but I'll get it done this evening US cst time.

Thank you for the fast reply and for the quick help. :)

John Pancoast
11-30-20, 07:08 PM
Thank you for the fast reply and for the quick help. :)


Also do a quick check of your en_menu.txt file and see if you have message #604 and if so what does it say.

marcelw93
11-30-20, 07:10 PM
Also do a quick check of your en_menu.txt file and see if you have message #604 and if so what does it say.
604=We're taking damage, sir!

John Pancoast
11-30-20, 07:11 PM
Also see if you have the flooding messages, #592-594. I just realized GWX edits out the "We have flooding" message with ";" (less quotation marks) so that may be your problem.

John Pancoast
11-30-20, 07:14 PM
604=We're taking damage, sir!


:up:

marcelw93
11-30-20, 07:15 PM
Also see if you have the flooding messages, #592-594. I just realized GWX edits out the "We have flooding" message so that may be your problem.

Ah, you mean the ,;" in front of the numbers?
;592=We have flooding, sir!
593=We have heavy flooding, sir!
594=We have critical flooding, sir!
595=Hull damaged, sir!
;596=We may have been detected, sir!

This could be the reason...

John Pancoast
11-30-20, 07:18 PM
Ah, you mean the ,;" in front of the numbers?
;592=We have flooding, sir!
593=We have heavy flooding, sir!
594=We have critical flooding, sir!
595=Hull damaged, sir!
;596=We may have been detected, sir!

This could be the reason...


Yep. Remove that ";" and try it again, just GWX and H.sie. That message can get repeated a lot hence the edit to not use it.

marcelw93
11-30-20, 07:27 PM
Yep. Remove that ";" and try it again, just GWX and H.sie. That message can get repeated a lot hence the edit to not use it.

Now I see why it was edited...
In fact after I deleted the ,,;" I have no blank messages from the CE.

John Pancoast
11-30-20, 07:29 PM
Now I see why it was edited...
In fact after I deleted the ,,;" I have no blank messages from the CE.


So everything is working ok ?

marcelw93
11-30-20, 07:35 PM
So everything is working ok ?

Yes, I was just worried about the blank messages and thought I made mistakes at my modlist. I want to start a new career soon and I don't want to restart my career because of failures of the modifications.

Thanks for the help and happy hunting!

John Pancoast
11-30-20, 07:52 PM
Yes, I was just worried about the blank messages and thought I made mistakes at my modlist. I want to start a new career soon and I don't want to restart my career because of failures of the modifications.

Thanks for the help and happy hunting!


Great ! Have fun !

Subtype Zero
12-24-20, 12:31 AM
Hi, back to SH3 after a LONG absence and I have a dumb question about what do to with the SH3.exe after it has been patched. Do I paste it back into my SH3 game folder, or do I now start the game by clicking on the patched SH3.exe in my working folder? OR do I start the game using Sub Commander?



Thanks for the help. There are so many new mods and patches to old mods that it is very easy to get confused, especially as I get closer and closer to retirement age.

Fifi
12-24-20, 01:01 AM
Hi, back to SH3 after a LONG absence and I have a dumb question about what do to with the SH3.exe after it has been patched. Do I paste it back into my SH3 game folder, or do I now start the game by clicking on the patched SH3.exe in my working folder? OR do I start the game using Sub Commander?



Thanks for the help. There are so many new mods and patches to old mods that it is very easy to get confused, especially as I get closer and closer to retirement age.

Hi,
Once patched, put it back where it was!
Then if you have Cmdr installed start game via Cmdr.

:Kaleun_Salute:

John Pancoast
12-24-20, 06:21 AM
Hi, back to SH3 after a LONG absence and I have a dumb question about what do to with the SH3.exe after it has been patched. Do I paste it back into my SH3 game folder, or do I now start the game by clicking on the patched SH3.exe in my working folder? OR do I start the game using Sub Commander?



Thanks for the help. There are so many new mods and patches to old mods that it is very easy to get confused, especially as I get closer and closer to retirement age.

Place the .exe in the folder "Supplement to...." found with H.sie's patch. Place this folder in your game's mod folder and enable via JSGME. The folder's files, including the .exe file, then override the ones in your game. Check his instructions as he explained what to do.
NOTE: Be sure to also do the other preparations to this folder via the patches instructions or some of the patches fixes may not work correctly/give error messages.
Commander can be used with the patch.

Subtype Zero
12-24-20, 02:05 PM
Thank you, mates!

I skimmed the manual, but somehow missed the part about the supplement folder!

Dostie
01-02-21, 11:06 PM
Hi guys, my time compression is stuck at 1024 max. I tried to change it in commander and tried directly in the game folder but it won’t change. I just want to boost my max time compression to roughly 2048 so going to the USA isn’t so long. Do the hard coded fixes change any of this?I can’t thank the modders enough, they took a decent out dated game and made it phenomenal!

stork100
01-02-21, 11:25 PM
There's another main.cfg in the My Documents folder. Tweaking that one should solve the issue.

Dostie
01-02-21, 11:37 PM
There's another main.cfg in the My Documents folder. Tweaking that one should solve the issue.

I will give it a try thanks

Dostie
01-03-21, 01:05 AM
There's another main.cfg in the My Documents folder. Tweaking that one should solve the issue.

That did indeed work, thanks a bunch!

stork100
01-03-21, 01:13 AM
That did indeed work, thanks a bunch!

Pleased to hear that. You're welcome.
:salute:

John Pancoast
01-03-21, 03:14 AM
That did indeed work, thanks a bunch!

Glad you have fixed the problem but it should also be able to be done in Commander.
Not sure why it didn't work for you.

Dostie
01-03-21, 10:26 PM
Glad you have fixed the problem but it should also be able to be done in Commander.
Not sure why it didn't work for you.

Yeah I’m not sure. Everything else in commander seems to work fine. It’s probably a mod conflict of sorts but I am enjoying the game way too much to even think about touching my mods. I have everything the way I like it.

tarkalak
03-15-21, 10:09 AM
Hello All,


Have anyone managed to install this patch on a Ubisoft Connect (Uplay) installed game?


I am on Ubuntu 20.04 and installed Ubisoft Connect and Silent Hunter 3 with Lutris. I am able to run the unmodded game and also to install mods that doesn't change the sh3.exe file. I can run .exe files in the same prefix, so I can run SHCommander and JSGME.


If anyone has a solution for Windows I should be able to figure it out on lutris myself.



However when I tried to install the h.sie hardcoded patch, it fails.
I did delete everything, reinstall and tried on a fresh install.


h.sie complains that the exe isn't compatible.


I went down to check the version and found out that the sh3.exe file doesn't have a version and seems to be changed. The sh3_g.exe file seems to be the real exe, and it does launch the game.


I renamed sh3_g.exe to sh3.exe, but this still tells me the version is incompatible. The version of the Uplay installed sh3_g.exe is 1.4.0.1 which means it is the latest 1.4b patch.


I also tried the SH3-VersionCheck-2015.exe on the Uplay sh3.exe (finds nothing) and on the renamed sh3_g.exe (prints lots of versions and stuff, but says h.sie is incompatible).


Have anyone had any luck with the Uplay Silent Hunter 3?
Or I should get the steam version instead. I have googled this thoroughly but there is no information about the uplay version of Silent Hunter 3.


Best Regards,
tarkalak

blackswan40
03-15-21, 10:15 AM
Hi tarkalak theres a third option Sir pm me your name and your postal address and ill send you two copies on SH3 on Dvd copied from this original dvd already patched to 1.4b no starforce protection and once installed no need for dvd in drive.


@Subsim the pride runs deep we look after our own Salute



https://www.subsim.com/radioroom/picture.php?albumid=1230&pictureid=11186

Ktl_KUrtz
03-15-21, 11:20 AM
Hi tarkalak theres a third option Sir pm me your name and your postal address and ill send you two copies on SH3 on Dvd copied from this original dvd already patched to 1.4b no starforce protection and once installed no need for dvd in drive
blackswan40 has sent these dvd's to me and they work just fine!
Guta Jadt.

Aktungbby
03-17-21, 11:20 AM
tarkalak!:Kaleun_Salute:

Kal_Maximus_U669
03-17-21, 01:11 PM
yes this is the best I use it from the start...no starforce...no problem... :har:

Doolar
03-17-21, 01:38 PM
they are just what I needed. two thumbs up.:Kaleun_Thumbs_Up:

tarkalak
03-21-21, 07:35 AM
Hi tarkalak theres a third option Sir pm me your name and your postal address and ill send you two copies on SH3 on Dvd copied from this original dvd already patched to 1.4b no starforce protection and once installed no need for dvd in drive.


@Subsim the pride runs deep we look after our own Salute



https://www.subsim.com/radioroom/picture.php?albumid=1230&pictureid=11186


Thanks. Well, I live in Bulgaria and I don't know how much postage of disks is from the US. (Assuming you are in the US, of course.) Silent Hunter 3 on steam is about $5 right now, so it might not be worth the postage costs.


Assuming that steam doesn't have the same problem. :Kaleun_Salute:

blackswan40
03-21-21, 08:10 AM
I live in Co Durham UK ive sent many disks to Usa other parts of Uk and Europe there would be no charge to you Sir it would cost me less than a large coffee to send the disks to you.
It would be a very sad world indeed if no one helped a fellow Subsim Member get SH3 squared away me being a Subsim Mod Guru its what i do all I need from you tarkalak PM me your postal address and the two copies of SH3 dvd's will be sent to you Sir.

@Subsim the pride runs deep we look after our own

Ktl_KUrtz
03-21-21, 08:28 AM
I live in Co Durham UK ive sent many disks to Usa other parts of Uk and Europe there would be no charge to you Sir it would cost me less than a large coffee to send the disks to you.
It would be a very sad world indeed if no one helped a fellow Subsim Member get SH3 squared away me being a Subsim Mod Guru its what i do all I need from you tarkalak PM me your postal address and the two copies of SH3 dvd's will be sent to you Sir.

@Subsim the pride runs deep we look after our own
:Kaleun_Cheers:
KUrtz

Captain_Frog
03-26-21, 07:41 PM
Hello all just a quick one hopefully, I’m using GWX and Hsie patch, all seems to be working well apart from the messages.

I test the dive to 20 and wait for the oxygen message. The message comes through but it comes through from the CE is that correct? I’ve made sure to copy and paste the relevant lines into enmenu and demenu. I have looked around and it seems like the text box should be showing LI not CE. What am I doing wrong? I have a feeling it is an issue with where I’m pasting the lines of text in my enmenu/demenu folder.

Thanks in advance!

stork100
03-26-21, 08:52 PM
Welcome Captain Frog. By the sounds of it to me you've done everything correctly. CE and LI are the same thing I believe. I think it's either a different megamod or German language that gives you LI instead of CE. All good. :up:

Aktungbby
03-30-21, 10:51 AM
Captain_Frog!:Kaleun_Salute:

Jimbuna
03-30-21, 01:42 PM
Welcome Captain Frog. By the sounds of it to me you've done everything correctly. CE and LI are the same thing I believe. I think it's either a different megamod or German language that gives you LI instead of CE. All good. :up:

Most likely the case :yep:

Welcome to SubSim Frog :Kaleun_Salute:

Anvar1061
03-30-21, 02:51 PM
The message comes through but it comes through from the CE is that correct?
en_menu.txt
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
609=Chief Engineer (CE)
610=Navigator (NA)
611=Weapons Officer (WE)
612=Radio/Radar Operator (RA)
613=Hydrophone/Sonar Operator (SO)
614=Watch Officer (WO)
---------------------------------------------------------
2070=CE; from Chief Engineer
2071=NA; from Navigator
2072=WE; from Weapon Officer
2073=RA; from Radioman
2074=SO; from Sonarman
2075=WO; from Watch Officer

Achilles2035
06-13-21, 12:12 PM
There seems to be a problem cause I run the Ubisoft Connect Version of SH3 the patcher doesn't detect the exe file for some reason I have it with GWX and I followed instructions carefully.

Hebe Vollmaus
06-13-21, 05:27 PM
There seems to be a problem cause I run the Ubisoft Connect Version of SH3 the patcher doesn't detect the exe file for some reason I have it with GWX and I followed instructions carefully.

The reason is simpel. The hsie-patcher was made at a time when your UbiSoft-version was unborn/not available. So it is unknown to the patcher.

Sangamon Taylor
07-26-21, 06:35 AM
The reason is simpel. The hsie-patcher was made at a time when your UbiSoft-version was unborn/not available. So it is unknown to the patcher.

So, do I understand from this thread that there is no way to patch the SH3 download from Ubisoft with H.SIE's hard coded fixes? Is there no way to make it compatible?

Hebe Vollmaus
07-27-21, 02:43 PM
So, do I understand from this thread that there is no way to patch the SH3 download from Ubisoft with H.SIE's hard coded fixes? Is there no way to make it compatible?

If you have done exactly what was written in the documentation to the patcher then there is only one correct answer to both questions - no way. Wow, that was easy.

The h.sie patcher knows exactly five versions of different sh3.exe's which was released in the past at the time when the patcher was created. The "Sorry, no compatible version of sh3.exe found" and "Patching not possible! Exit" can really not be misinterpreted. There is no way around. _With The Original H.Sie Patcher_

It may be possible to ask the Creators of the new version of the sh3.exe why they have changed the exe. Maybe to some sort of copy-protection or DRM, or only to make its users angry, i dont know for shure.


But, if you reconfigure your view to the 'problem' you may get what you want since there is more than one solution.
The easyest one is use a different SH3 release (or a different sh3.exe including some other files). If possibly one that is compatible with the patcher.

To create a New version of the patcher to make it compatible Is possible, since h.sie has released the Source-code to the public.

Sangamon Taylor
07-27-21, 11:43 PM
If you have done exactly what was written in the documentation to the patcher then there is only one correct answer to both questions - no way. Wow, that was easy.

The h.sie patcher knows exactly five versions of different sh3.exe's which was released in the past at the time when the patcher was created. The "Sorry, no compatible version of sh3.exe found" and "Patching not possible! Exit" can really not be misinterpreted. There is no way around. _With The Original H.Sie Patcher_

It may be possible to ask the Creators of the new version of the sh3.exe why they have changed the exe. Maybe to some sort of copy-protection or DRM, or only to make its users angry, i dont know for shure.


But, if you reconfigure your view to the 'problem' you may get what you want since there is more than one solution.
The easyest one is use a different SH3 release (or a different sh3.exe including some other files). If possibly one that is compatible with the patcher.

To create a New version of the patcher to make it compatible Is possible, since h.sie has released the Source-code to the public.

Thanks. I expected that was the answer but it never hurts to ask.

In fact I've started using LSH3 2020 which comes with the SH3.EXE already patched in the mod. Running it with Ahnenerbe Wide GUI and Fifi Enhancements. All good.

Fook Ubisoft! :k_confused:

Headshotkill
01-06-22, 06:05 PM
Hi everyone, my first post and I already have a problem to share with you!
Recently discovered SH3 through Wolfpack345's videos and got exited to try it out myself, bought a copy from Steam.
I read a bit of this thread and suspect I might have a copy-protected version of the game's .exe. However I've already installed Grey wolves expansion, can anyone confirm the steam version of the game is doomed because of copy-protection or does a clean .exe from steam work with the patcher and Grey wolves should be installed after?

If it's doomed, could someone be kind enough to send me a clean copy over mail? (If you'd like me to pay for the costs just send me the needed bank information and I'll transfer the money when the copy arrives).

Cheers!

blackswan40
01-06-22, 06:19 PM
Hi Headshotkill ive sent you a PM with a download link to my Mediafire site
the SH3 download is from this original install its already patched to 1.4
Run SH3 fire up happytime single mission then it makes a SH3 Folder in your documents for all your carrer saves



https://www.subsim.com/radioroom/picture.php?albumid=1230&pictureid=11186


unpack SH3 Download with 7zip then place the SH3 Folder on drive C:/ but outside Program Files x86

if you are going to use GWX or other Super Mods you will need the 4Gig Patch download link below

https://www.subsim.com/radioroom/downloads.php?do=file&id=5737

also Commander Mod 3.2 download link below

https://www.subsim.com/radioroom/downloads.php?do=file&id=4789


If your going to use GWX3 dont forget the GWX Commander mod config file so GWX and the Commander Mod talk to each other


At Subsim the pride runs deep we look after our own salute Sir happy hunting

Headshotkill
01-07-22, 12:47 PM
Hey everyone!

Just wanted to let you know I got my game up and running with the same loadout as Wolfpack345 from youtube.
Special thanks to Blackswan40 for helping me out with the .exe file and also thanks to Doolar for some additional tips.

:Kaleun_Cheers:Time to sink some merchants!:Kaleun_Cheers:

Aktungbby
01-07-22, 01:10 PM
Headshotkill

John Pancoast
01-12-22, 10:55 PM
I'd like to increase these a bit to more closely match the historical number/chances of one.
I imagine it would require a hex editor which I'm usually able to figure out IF I know the address(es) to look at. No idea how to find them myself.
If anyone has any info. on this I'd appreciate it. Pm if desired.

Federico
08-20-22, 04:08 PM
unfortunately every time i try to download it i just get redirected to a mediafire new download key finding page. Not sure how to fix this

Plissken_04
08-21-22, 05:49 AM
unfortunately every time i try to download it i just get redirected to a mediafire new download key finding page. Not sure how to fix this




https://maikhaas.synology.me:5001/fsdownload/C0cPgmFli/H.SIE

Federico
08-21-22, 07:04 AM
thanks for the link, it installed just fine, but when i try to apply the patch it tells me my version of silent hunter3 is not compatible, i use uplay.
Is this a common occurance?

bedros
09-20-22, 03:11 PM
Hello guys, I'm trying to change the spawn probability of hsie Wolfpack, opening the campaignSCR there are 12 ai sibs north west of new Scotland so it doesn't depends by position; someone know how to edit the file that calculates the probability for Wolfpack activation?

Regards

bedros
09-25-22, 03:02 PM
Hi again guys, I'm trying to track the zones where Wolfpack is available, could you share your experiences maybe with patrol grid if possible.

Thanks

FUBAR295
09-25-22, 03:24 PM
Bedros,

Check this :

https://www.subsim.com/radioroom/showthread.php?t=253187

Keep in mind that the wolfpacks are attached to the convoys and spawn under the proper conditions.

Good hunting,
FUBAR295

Tigerzhunters
03-08-23, 03:40 AM
Hi Headshotkill ive sent you a PM with a download link to my Mediafire site
the SH3 download is from this original install its already patched to 1.4
Run SH3 fire up happytime single mission then it makes a SH3 Folder in your documents for all your carrer saves



https://www.subsim.com/radioroom/picture.php?albumid=1230&pictureid=11186


unpack SH3 Download with 7zip then place the SH3 Folder on drive C:/ but outside Program Files x86

if you are going to use GWX or other Super Mods you will need the 4Gig Patch download link below

https://www.subsim.com/radioroom/downloads.php?do=file&id=5737

also Commander Mod 3.2 download link below

https://www.subsim.com/radioroom/downloads.php?do=file&id=4789


If your going to use GWX3 dont forget the GWX Commander mod config file so GWX and the Commander Mod talk to each other


At Subsim the pride runs deep we look after our own salute Sir happy hunting
Can i get that too? Cause Im forgor steam password Since my Laptop Complete destroyed in water because of the flood in my house and forgor to pack that from the floor and totally destroyed Yea that 2021 but i appreciate it

:Kaleun_Salute:

Tabris
06-08-23, 09:58 PM
Hi all, I'm guessing this is the right place to ask this:

While I know it's wholly ahistorical, I'm looking to remove the limitation that forbids type II and XXI boats from resupplying at the U-tankers. Can anyone advise on how this may be done?

Thanks,
- Tabris

Kiane
10-29-23, 07:27 AM
Hello,

I had an ongoing discussion with several other Silent Hunter 3 fans for the OneAlex mod (it uses this patch, otherwise not relevant to the discussion), and while there were certainly a lot of disagreements, I was of the opinion that the 98% failure rate for shallow torpedoes in rough weather was too harsh. For example Kretschmer's U99 had 2 breached torpedoes in Dec 1940 in rough waters which impacted and detonated (one above the waterline, one below), and a third torpedo which was a bit deeper.

https://uboat.net/allies/merchants/ship/707.html

If you believed the 98% figure, then Kretschmer's shot was a .02 * .02 = 0.04% chance of occurring. I understand the argument of rough waters damaging the horizontal stabilizers, but I am skeptical of this 98% figure. Is there any way to reduce this from 98% to say 30%? I would find this more reasonable. In terms of the math provided in the documentation, this would be the 98% at D1 which linearly falls as depth approaches D2 (probability p0).

My query in picture from:
https://i.imgur.com/9HF1xTp.png

If there is no immediate setting for this, would anyone besides Hsie (I understand he is "retired") have the decompiled files so I could make the changes in code myself? (I have code experience).

Thank you in advance for any assistance! :Kaleun_Thumbs_Up:

John Pancoast
10-29-23, 09:43 AM
Hello,

I had an ongoing discussion with several other Silent Hunter 3 fans for the OneAlex mod (it uses this patch, otherwise not relevant to the discussion), and while there were certainly a lot of disagreements, I was of the opinion that the 98% failure rate for shallow torpedoes in rough weather was too harsh. For example Kretschmer's U99 had 2 breached torpedoes in Dec 1940 in rough waters which impacted and detonated (one above the waterline, one below), and a third torpedo which was a bit deeper.

https://uboat.net/allies/merchants/ship/707.html

If you believed the 98% figure, then Kretschmer's shot was a .02 * .02 = 0.04% chance of occurring. I understand the argument of rough waters damaging the horizontal stabilizers, but I am skeptical of this 98% figure. Is there any way to reduce this from 98% to say 30%? I would find this more reasonable. In terms of the math provided in the documentation, this would be the 98% at D1 which linearly falls as depth approaches D2 (probability p0).

My query in picture from:
https://i.imgur.com/9HF1xTp.png

If there is no immediate setting for this, would anyone besides Hsie (I understand he is "retired") have the decompiled files so I could make the changes in code myself? (I have code experience).

Thank you in advance for any assistance! :Kaleun_Thumbs_Up:

When the H.sie patch is used, it creates a file in your install main directory called Hsie.ini
The "Torpedo Failure Fix" section is where this can be adjusted.

Kiane
10-29-23, 09:40 PM
When the H.sie patch is used, it creates a file in your install main directory called Hsie.ini
The "Torpedo Failure Fix" section is where this can be adjusted.

Hello,

The Torpedo Failure Fix has the following:


;-----------------------------------------------------------------------
; 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=0.20
; Impact Pistol, June'40-June'42. Range: [0.00 - 0.99]. Default: 0.10
Val4=0.10
; 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=0.25
; Magnet Pistol, June'40-June'42. Range: [0.00 - 0.99]. Default: 0.10
Val7=0.10
; Magnet Pistol, after June 1942. Range: [0.00 - 0.99]. Default: 0.02
Val8=0.02
;-----------------------------------------------------------------------

This does not include the 98% chance of torpedo failure at D1, these failures are for the p0 chance at D2. Unless I am misunderstanding something here.

Thank you,
:Kaleun_Salute:

John Pancoast
10-30-23, 06:32 AM
Hello,

The Torpedo Failure Fix has the following:


;-----------------------------------------------------------------------
; 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=0.20
; Impact Pistol, June'40-June'42. Range: [0.00 - 0.99]. Default: 0.10
Val4=0.10
; 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=0.25
; Magnet Pistol, June'40-June'42. Range: [0.00 - 0.99]. Default: 0.10
Val7=0.10
; Magnet Pistol, after June 1942. Range: [0.00 - 0.99]. Default: 0.02
Val8=0.02
;-----------------------------------------------------------------------

This does not include the 98% chance of torpedo failure at D1, these failures are for the p0 chance at D2. Unless I am misunderstanding something here.

Thank you,
:Kaleun_Salute:

Correct this is for only p0. D1 can't be changed except by your earlier idea. No idea where to get the files you want.

But if you do get them, also edit the wolfpack part so that there are more off the Iberian Peninsula as historically was the case, and that the North Atlantic ones occur more frequently. :)

Hebe Vollmaus
11-12-23, 07:38 AM
[8<--]
If there is no immediate setting for this, would anyone besides Hsie (I understand he is "retired") have the decompiled files so I could make the changes in code myself? (I have code experience).

The decompiled files? May be done by youreself with a Disassembler. This makes sense to me only if your native motherlanguage is Assembler.

I thing you mean the Sources? Go grab these from hsie's website.
Link on end of 1st post in this thread. There you will find the "Assembler sources".

HTH.

Mister_M
11-12-23, 10:33 AM
Strange that this 0.98 value can't be modified... :hmmm:

Fluffysheap
11-22-23, 08:34 PM
Hi,
I've installed this patch version V16B1 and have found that the realistic repair times are not working correctly for me. What I experience is that, while it says on the damage control screen that repairs will take an hour or two, it actually only takes about five minutes. I have experienced this both times I took damage on my current career. I had a fully staffed damage control team including an officer, but I only assembled the damage control team after taking the damage.



Does anyone have ideas?



I know the patch is working somehow because obvious things like the fog, night vision, periscope, torpedo reload and radio message changes are working correctly.



My installed mods are:
GWX 3 Gold

GWX 16km Atmosphere
GWX Open Hatch Mod
GWX Enhanced Damage Effects
GWX Integrated Orders
GWX No Medals On Crew
TDW's Ship & Plane Fire Damage 1.4
h.sie Supplement to V16B1 (which I constructed according to the instructions)

Rubini's Lifeboats & Debris v4
SH3 Commander


Additionally I have deactivated a few h.sie options in the option selector: Snorkel speed limit, Oxygen supply, Wolfpack (and wolfpack without contact reports), torpedo failure, diesel damage.

Aktungbby
11-22-23, 11:34 PM
Fluffysheap!:Kaleun_Salute:...back on the surface after 12 years' 'silent running'!:up:

propbeanie
11-24-23, 10:01 AM
Hi,
I've installed this patch version V16B1 and have found that the realistic repair times are not working correctly for me. What I experience is that, while it says on the damage control screen that repairs will take an hour or two, it actually only takes about five minutes. I have experienced this both times I took damage on my current career. I had a fully staffed damage control team including an officer, but I only assembled the damage control team after taking the damage.

Does anyone have ideas?

I know the patch is working somehow because obvious things like the fog, night vision, periscope, torpedo reload and radio message changes are working correctly.

My installed mods are:
GWX 3 Gold

GWX 16km Atmosphere
GWX Open Hatch Mod
GWX Enhanced Damage Effects
GWX Integrated Orders
GWX No Medals On Crew
TDW's Ship & Plane Fire Damage 1.4
h.sie Supplement to V16B1 (which I constructed according to the instructions)

Rubini's Lifeboats & Debris v4
SH3 Commander

Additionally I have deactivated a few h.sie options in the option selector: Snorkel speed limit, Oxygen supply, Wolfpack (and wolfpack without contact reports), torpedo failure, diesel damage.
Had you previously played the game, then modded the exe, then played again without emptying the Save game folder? If you did not empty "C:\Users \UserName \Documents \SH3", then you might have a mish-mash of an unmodded and modded SH3 install. Emptying the Save folder will force the game to refresh with all-new data. You do lose any progress and game settings you have changed already, of course.

Fluffysheap
11-25-23, 05:04 AM
Yes, although completely clearing the data folder is not a requirement described in the documentation.


Is there a specific setting that needs to be reset? I don't see anything obvious, except for having realistic repair times enabled in the realism settings, which I do.


For what it's worth, the patch was installed before beginning the current career.

vanjast
12-24-23, 04:00 PM
The decompiled files? May be done by youreself with a Disassembler. This makes sense to me only if your native motherlanguage is Assembler.

I thing you mean the Sources? Go grab these from hsie's website.
Link on end of 1st post in this thread. There you will find the "Assembler sources".

HTH.
I've done nothing but develop in Assembler.. (40+ years) but as for dis-assembling others high level (c+) mess... not interested.

But for those eager beaver to chase down the rabbit hole... this piece is handy.. Courtesy NSA too.
https://ghidra-sre.org/

You have to think.. If they're giving this away for free... I'll let you think about your PC/Phone security fantasies.. :har:

You remember that person that said.. "We have it all".:arrgh!:

millnate
11-27-24, 01:11 PM
Testing the Wolfpack mod using the single mission as the guide tells me to, but it doesn’t seem to be working. Convoy spotted, and contact report sent with direction and speed, I can see my message sent in the log and then…. Nothing.

How long does it take for BDU to respond with any message (either attack or wait)?

I also cannot see any other contact reports I subsequently try to send, although my radio officer tells me it’s sent (only the initial contact report in the log).

Everything else seems to be working…

Thanks!

John Pancoast
11-27-24, 06:52 PM
Testing the Wolfpack mod using the single mission as the guide tells me to, but it doesn’t seem to be working. Convoy spotted, and contact report sent with direction and speed, I can see my message sent in the log and then…. Nothing.

How long does it take for BDU to respond with any message (either attack or wait)?

I also cannot see any other contact reports I subsequently try to send, although my radio officer tells me it’s sent (only the initial contact report in the log).

Everything else seems to be working…

Thanks!

- Can't remember exactly but a reply takes an hour or three to get. Fast forward the time until you get one.

- You can't send another message for iirc an hour past the original.

Been awhile since I messed with it, but that's the general idea; both of your situations require time.

millnate
11-27-24, 07:52 PM
- Can't remember exactly but a reply takes an hour or three to get. Fast forward the time until you get one.

- You can't send another message for iirc an hour past the original.

Been awhile since I messed with it, but that's the general idea; both of your situations require time.

Okay thank you!

millnate
11-27-24, 10:03 PM
- Can't remember exactly but a reply takes an hour or three to get. Fast forward the time until you get one.

- You can't send another message for iirc an hour past the original.

Been awhile since I messed with it, but that's the general idea; both of your situations require time.

It’s working! Thanks for the info. Guess I just expected a reply sooner but it’s all working perfectly

Thanks again!

John Pancoast
11-28-24, 09:02 AM
It’s working! Thanks for the info. Guess I just expected a reply sooner but it’s all working perfectly

Thanks again!

:up:

millnate
12-03-24, 10:08 AM
Strange follow up question…

Does anyone know if I can use the Wolfpack add on without running Hsie’s patch? I doubt it’s as easy as just merging the campaign and menu files so that wolfpacks are available without running the .bat file.

Asking because while wolfpacks are working for me, there are some issues that have popped up that have caused me to revert back to the original .exe. But I’d love to get the wolfpacks and BDU messages back without running the patch.

Thanks!

Hebe Vollmaus
12-08-24, 05:37 AM
Strange follow up question…

Does anyone know if I can use the Wolfpack add on without running Hsie’s patch? I doubt it’s as easy as just merging the campaign and menu files so that wolfpacks are available without running the .bat file.

Asking because while wolfpacks are working for me, there are some issues that have popped up that have caused me to revert back to the original .exe. But I’d love to get the wolfpacks and BDU messages back without running the patch.

Thanks!
A very strange question.
Its like to eat an apple, without an apple.

Go read h.sie v16b1 "Assembler sources".
There you may find the functions needed to inject into the sh3.exe to work the Wolfpack. Without the patch, the added Boats into the Campign-file will sit there without doing anything.


There is also "Sergbutos WolfpackMod V3 Reloaded" on h.sie website, but needs heavy edit the Campaign-file.

HTH

The Gentle Uncle
02-01-25, 09:44 PM
Greetings
Fog sighted and Fog disappears messages don't appear, neither does time compression change when that happens, so I get no fog warning. Other H.sie features such as engine damage, torpedo reload and even wolfpacks function properly. How can I fix this? I'm using LSH3 2022 and some custom mods.