View Full Version : Continuation of H.sie's patches by Stiebler.
Stiebler
03-14-11, 12:24 PM
Owing to unfortunate personal circumstances, H.sie has said that he is unable to continue his patching mod for SH3.exe (see this link:
http://www.subsim.com/radioroom/showthread.php?t=174225 ) for a time of uncertain extent.
I have decided therefore to start a separate thread so that my own ideas and coding, which were being adapted by H.sie for incorporation into his 'V15' patch for SH3.exe, are available to all users.
I have created, with H.sie's permission, a special patch which includes all these items:
1. H.sie's original V15E3 patch, which includes all his fixes up to and including H.sie's fix to place the Watch Officer on the bridge when you surface the U-boat.
2. Our new silent-running mod, which includes a mixture of both our coding.
3. My U-tankers fix and code, another essential fix!
4. My Bdu Congratulations fix and code.
5. My War News fix and code.
Let us be clear about this: the patch, like H.sie's original, is not an executable file of itself. It is a patch for those who already own legitimately Ubisoft's SH3 U-boat simulation, which can still be purchased from numerous outlets, including Amazon. It patches Ubisoft's file SH3.exe in order to fix well known flaws, it does not replace it. We have no intention of breaking Ubisoft's copyright.
Moreover, as with H.sie's original work, you must have a version of SH3.exe which lacks the Starforce protection. Recent boxed commercial editions of SH3 work well, and are very cheap. There have been some complaints to H.sie that versions downloaded from Steam are not suitable. Instructions are provided with the patch kit, which will convert your existing file SH3.exe into SH3.old. However, I would advise very strongly that *first* you make a separate backup in a different folder of your existing SH3.exe file!
At some future date, we hope that H.sie will be able to include items 2-5 above properly into his original patch. However, I have tested this combined package thoroughly with NYGM, and it functions correctly during complete war patrols and is stable (no CTDs). I have every confidence that it will also function correctly with GWX, stock SH3, and other super-mods.
The Silent-Running Fix.
When the U-boat is silent-running, the pumps are turned off and therefore water slowly creeps in through tiny leaks and collects in the bilges. This makes the U-boat heavier, and it begins to sink very slowly, unless the U-boat is moving fast enough for the hydroplanes to counter the sinking motion.
This is now mimicked with our mod which works by slowly lowering the dial on the player-set depth gauge. The result is that the mod will work with all the super-mods, regardless of how their trim/buoyancy is set.
However, there are defects with this approach - for example, blowing tanks in an emergency will not set the depth gauge to surface level, which you must do yourself. In fact, control of the U-boat becomes an interesting challenge now. And I leave players to find out how to manage it themselves! (It is quite easy when you know how.) But one thing is sure: you cannot now creep at slow speed into a convoy while silent-running from a long distance away. And you must manage silent-running and depth when the escorts attack you.
The U-tankers Fix.
Everyone complains that, when you dock at a U-tanker in mid-ocean (in the super-mods), you lose all your current renown/tonnage for medal purposes, you get a full refuelling, full repairs, full torpedo load-out (which you cannot select) and you lose the patrol grid which BdU ordered. And then you start again from the tanker a month after you docked! (unless using SH3Patrol or SH3Commander). And JScones always complained that it added an extra patrol to the count of patrols which the U-boat had really made, so his popular SH3Commander retired you prematurely as commander.
No longer! Now you 'pseudo-dock' at the U-tanker. When you are close enough, you press ESCAPE, then 'Exit Patrol', just as if you were planning to dock.
However... when you are asked 'Continue mission' or 'Dock at U-463' (for example), you click on 'Continue Mission'. *Now* you carry on your patrol with the same torpedo load-out that you had when you reached the U-tanker, you retain the patrol grid details, you receive some repairs to your hull-integrity (but not to equipment) and you receive a fuel upgrade, of up to 30% of the full capacity. (So if you had 50% fuel when you docked, you will now have 80% fuel.)
Unlike conventional docking at a base, pseudo-docking is only possible if there is no 'heavy fog' and windspeed must be 10 m/s or less. Also, you can only pseudo-dock at U-tankers, not at surface tankers (eg Brake, or Charlotte Schliemann), nor at land bases.
SH3 has needed this mod for a long, long time. (But you can still choose to dock in the old way, if you wish.)
War News Fix.
These are the messages found in data\campaigns\campaign\messages_en/de.txt. Whenever you receive a message, your time compression (TC) falls to 1. Very, very irritating, as you try to sail at TC=2048 across the Atlantic while reading a good book.
The only solution in the past to this problem has been to remove the radio operator, so you don't get the messages at all.
But with this new fix, the messages just go past without affecting TC. The messages are not lost, they are stored anyway by the game, so you can always read them at your convenience later. This mod should appeal especially to players of GWX.
BdU Congratulations.
No matter how many ships you report sunk, BdU says only 'Keep up the good work', or similar, without any variety. Now there is some variety, depending on tonnage sunk. However, you *must* first locate file data\menu\en_menu.txt (or de_menu.txt), then go to command '4198=Keep up the good work' and insert an asterisk, to give '4198=*Keep up the good work' (or similar, depending on super-mod and language). Now the mod will work properly.
Similarly, whenever you are out of torpedoes when you make a radio status report, BdU always orders you to return to base without other comment. This is not very useful. If you want the congratulations here too, then place an asterisk for command 4199 also.
Download the file V15_Stiebler_Patch.7z from:
http://www.subsim.com/mods1/nygm/V15_Stiebler_Patch.7z
Enjoy it. Feedback appreciated.
[Edit: Forgot to mention - latest version (1.2) of the Options Selector for H.sie patches is also included with the download.]
Stiebler.
brett25
03-14-11, 12:49 PM
Sieibler, very cool work, as always mate, pseudo docking idea is brilliant! Are you certain about the historical amount of water build up vs negative buoyancy? Sounds like it would occur but nothing too dramatic. What would be our sink rate now? will test with NYGM, thanks:salute:
A MUST HAVE. :yep:
Congrats matey..
A MUST HAVE. :yep:
Congrats matey..
I second that. Great mod:rock:
reaper7
03-14-11, 01:16 PM
Well done mate, the fixes sound great.
Look forward to using them :yeah:
Hi Stiebler,
great work! Thanks a lot! I will test it as soon as possible.
Just a few questions:
1. How does the Silent-Running Fix interact with the anti-humming bird mod? Is it save to use both in parallel? I guess yes, but a confirmation would be great.
2. War News Fix: Does TC still drop to 1 if you receive a radio message about a contact (not only on the map, but also with a text message)?
3. BdU Congratulations: If the return message is replaced, does it take the new message from the same pool as the congratulation messages?
4. Are you planning to finish h.sie's CO2 work, so that it works historically correct :D
Again, thanks for your efforts!
Kind regards, LGN1
Magic1111
03-14-11, 03:27 PM
Wow, wonderful MOD !
In my opinion an Must-have-MOD ! :yeah:
Thanks stiebler (and h.sie) ! :up:
fitzcarraldo
03-14-11, 04:23 PM
Dowloading now, I´ll test it.
It seems awesome...Many thanks, Stiebler!!
Best regards.
Fitzcarraldo :salute:
Hi Stiebler,
What a good news! Thanks for more this great mod!
I can't test it now but just few comments on the Utanker functionality - is't possible to add just one torpedo (or a random number from 0 to 3) when "docking at a utanker? Also could be possible to go ahead a random number of hours (let's say 1 to 7 hours for example) to simulate the time expent on the milkcow? If possible these two random functions will add even more to realism and uncertanty to the game!:up:
fitzcarraldo
03-14-11, 04:40 PM
Hi Stiebler:
I applied the patch, now. And I´ll test in a few minutes...
Only a little (but annoying) issue: in the instructions txt, you tell to put the files "somewhere", or preferibly in mods folder. Well...I can patch my SH3.exe with all the contents of the patch in the root folder (my C:\SH3, where is the SH3.exe). Only in this folder, the bat files works...:yep:
Many thanks!
Fitzcarraldo :salute:
Hello Stiebler,
Great news, indeed,
I assume the Pandora's Box (SH3.exe patching) will stays open for longtime….
You say: "you can only pseudo-dock at U-tankers, not at surface tankers (eg Brake, or Charlotte Schliemann), nor at land bases."
Why?
If you can associate only U-boot from Submarine folder, so, perhaps we can assimilate some ships, or/and bases, to an invisible U-boot (a U-boot with transparent skin?)
Thank you very much for your time on moding.
Stiebler
03-15-11, 05:25 AM
Questions answered in order:
@LGN1:
1. How does the Silent-Running Fix interact with the anti-humming bird mod? Is it save to use both in parallel? I guess yes, but a confirmation would be great.
Answer: Safe to use both.
2. War News Fix: Does TC still drop to 1 if you receive a radio message about a contact (not only on the map, but also with a text message)?
Answer: Yes (actually it drops to TC=8, if you have default settings). The war news uses a different code flow from the other messages.
3. BdU Congratulations: If the return message is replaced, does it take the new message from the same pool as the congratulation messages?
Answer: Yes (and no restriction on language). You can change the messages in file HsieContents.txt, which is used by the Options Selector. However, *NO single message can exceed 30 characters* (otherwise it will be truncated by the Options Selector, to save a CTD with SH3.exe.)
4. Are you planning to finish h.sie's CO2 work, so that it works historically correct?
Answer: No, I don't know how, and besides H.sie is likely to resume work on his own mods/ideas at some later date.
@Rubini:
is't possible to add just one torpedo (or a random number from 0 to 3) when "docking at a utanker? Also could be possible to go ahead a random number of hours (let's say 1 to 7 hours for example) to simulate the time expent on the milkcow? If possible these two random functions will add even more to realism and uncertanty to the game!
Answer: I agree with this idea. I was hoping H.sie would know how to add the torpedoes(!) - he has already made the torpedo reload fix. As for adding a few hours, I did consider that, but really it makes no difference to the patrol if you leave the tanker immediately, rather than after six hours. The more changes that are made to code, the greater the chance of a bug arising.
@Fitzcarraldo:
Only a little (but annoying) issue: in the instructions txt, you tell to put the files "somewhere", or preferibly in mods folder. Well...I can patch my SH3.exe with all the contents of the patch in the root folder (my C:\SH3, where is the SH3.exe). Only in this folder, the bat files works.
Answer: The SH3.exe file must be placed in the same file folder as the patch kit, in order that the patch functions correctly. I would advise very strongly that you place everything in its own folder, run the patch kit, then move the patched SH3.exe file into your main setup for SH3. Better still, install the new SH3.exe file with JSGME, so that you can easily reverse the process. But be sure to have a backup of the original SH3.exe file somewhere.
@NGT:
"you can only pseudo-dock at U-tankers, not at surface tankers (eg Brake, or Charlotte Schliemann), nor at land bases." Why?
Answer: The tankers need to be identified. All U-tankers begin with 'U-'. Surface tankers could have any name, which will be hard to distinguish. How can the code tell the difference between 'Brake' and 'Penang'? - both are seen by the game as bases. So we identify tankers as 'U-'. (You could rename 'Brake' to 'U-Brake' in your campaign files, if you wish.) There is also a major difference of operation. When a U-boat docked at a rocking U-tanker in mid-ocean, the crews mostly remained on board their own U-boats and the two U-boats would separate as quickly as possible. Surface tankers could be placed in ports or in quiet areas of the major oceans. In either case, most of the U-crew would be allowed on board the surface tanker for many hours, in order to give them a rest. The crew really did 'dock' at a surface tanker.
Thanks for all the feedback. I hope you all remain as enthusiastic *after* you have tested the patch.
Stiebler.
Hi Stiebler,
What a good news! Thanks for more this great mod!
I can't test it now but just few comments on the Utanker functionality - is't possible to add just one torpedo (or a random number from 0 to 3) when "docking at a utanker? Also could be possible to go ahead a random number of hours (let's say 1 to 7 hours for example) to simulate the time expent on the milkcow? If possible these two random functions will add even more to realism and uncertanty to the game!:up:
I agree with the torpedo idea, that would be great.
As for the time delay, my suggestion is to find the milkcow and then spend the six hours or so beside it before actually docking to it.
This way you can, in addition to simulating the time spent, also simulate the risk of being spotted while refueling and reloading. If an enemy spots you during the time you wait, you have to start all over again after the enemy has departed (or was destroyed).
You might also consider a few minute delay before moving or diving if spotted, to simulate the need to cut the fuel lines between the boats first.
Finally, thank you Stiebler and H.sie for coding all these wonderful realism fixes for our enjoyment. The time and effort you've put into this is very much appreciated.
irish1958
03-15-11, 10:32 AM
Does this patch interfere with the 4GB patch? I assume it does not.
Thanks for this work. I hope hsie works it out and can return soon. We at SubSim will miss him.
AMAZING :o
I'm very happy that you continued the path opened by H.Sie, the old SH3 still can give a lot of fun :up:
Now if only you could find a fix for the air cover at high TC :hmmm:
I suggested long ago to extend the area where the game recognizes you as "close to land" and thus allows only low TC, would that now be possible with your coding abilities?
Robin40
03-15-11, 04:42 PM
Does this patch work with SH3 Starforce or SH3 Starforce-free patched?
silentwayIII
03-15-11, 06:50 PM
Steibler: Great mod...but. Downloaded patch, put contents in a folder in my NYGM mods directory, dbl clicked on bspatch, dbl clicked on HsieOptionsSelector. After HsieOptionsSelector clicking dialog box said it could not locate sh3.exe in this folder. Put sh3.exe in folder with your patch files, dbl clicked bspatch, dbl clicked HsieOptionsSelector, dialog box says "this is the *unpatched* sh3.exe! It must be patched first!
Is there something I'm not doing or did I miss a step? Thanks.
silentwayIII
Stiebler
03-16-11, 04:45 AM
@Robin40:
No to both your questions.
You must have an unpatched version of SH3.exe which is free from Star Force.
Probably the file date on a suitable version of SH3.exe will be for the year 2006 - it is on my versions. (From a recent boxed edition of SH3 and from a downloadable version which lacks Starforce, see Neal Stevens' sticky in the SubSim SH3 main thread (not the Mods thread).)
@Silentway III.
You have correctly placed everything into its own folder.
However, if the HsieOptionsSelector says that you have an unpatched file, then it is certain that your attempt to patch SH3.exe did not work!
Place the unmodified, unpatched, SH3.exe in your special folder for this patch, with all the other items from the patch kit. Then double click on 'patch_SH3.bat'.
I know the patch works. Before I uploaded the patch kit, I tested it on my own unpatched SH3.exe (date 2006), and then used the Options Selector, and then installed the patched, options-selected SH3.exe into my SH3 game. THen I completed a full patrol with it, testing all the options.
Try again. Good luck!
Stiebler.
Hans Witteman
03-16-11, 09:57 AM
Hi mate,
Nice to see that someone is taking this in hand because this would be the only way to improve the game mechanic deep in it core.
Wish you the best of luck and with permission will included this in U-BOOT_HAHD.
Best regards Hans
Krazyranger75
03-16-11, 04:43 PM
Hey, I have the steam version and it fails to patch.
irish1958
03-16-11, 09:40 PM
Stiebler,
Thanks for all your work. I have seven installs and backup installs of SH3.exe, one unmodified SH3GWX and one NYGM also unmodified.
All but two of them are starforce free and not modified or patched. Of these seven, six failed the patch and the last one did patch.
Since there is such a problem, apparently, with a lot of other people also executing the patch correctly, would it be able to post a patched SH3.exe file which would work with most or all installs? And then place this file in the program and execute the options? I don't know if this would work or be legal.
Also, what are the files "bspatch.exe and eciv.exe" Should I click on and run them after I have patched the SH3.exe file, and run the options? Or have they already been run by the program? I can't fine the info in the readme.
I am excited about running the game after these great mods are added, as most correct basic flaws that have never been addressed by the developers.
"Keep up the good work"
Stiebler
03-17-11, 03:37 AM
@Hans Witteman, KrazyRanger75, Irish 1958:
It is a pity that there seem to be so many versions of SH3.exe around, and so few that can be patched. However, H.sie has already looked into this problem, and there is no easy fix.
There is no other solution, you must have the correct version of SH3.exe. Why not buy the latest boxed version? It is very cheap now, certainly less than 5$/£ from Amazon.
However, one thing that H.sie and I cannot do: we cannot distribute a patched file of SH3.exe itself. This is against SubSim rules and breaks Ubisoft's copyright (H.sie and I are distributing our own original material, not that of someone else). It would also mean that no one would have to buy a copy of SH3 again, since most of the other SH3 files have been made freely available by the super-mods.
bspatch.exe and fciv.exe are files called by the patching kit, specifically by patch_SH3.bat (read this bat file with a text editor.) They are well known patching tools.
Hans Witteman: you can distribute my patch with U-boot_HAHD, but only the patch. Neither H.sie nor I can authorise distribution of the patched SH3.exe file itself. You should give credit to H.sie (major) and me (minor).
Stiebler.
Stiebler
03-17-11, 04:09 AM
@Hitman@
Now if only you could find a fix for the air cover at high TC :hmmm:
I suggested long ago to extend the area where the game recognizes you as "close to land" and thus allows only low TC, would that now be possible with your coding abilities?
Many thanks for the feedback.
Unfortunately, there can be no fix in theory for air cover at high TC.
This is because the aircraft 'jumps' from point to point as it approaches the U-boat. The U-boat is moving slowly, and makes small jumps. The aircraft moves perhaps 10-15x faster, and therefore its jumps are 10-15x larger. At TC=1024, the jumps of both are 32x greater than at TC=32. This means that, at high TC, the aircraft is likely to jump over the U-boat without seeing it (limited visual/radar range) when both positions are calculated every code cycle. This is a random effect. Sometimes the aircraft will finish its jump close enough to the U-boat that both sides can see the other. But sometimes the jump will miss the U-boat by a distance outside the range of visibility from aircraft to U-boat and vice-versa.
It might perhaps be possible to identify when the aircraft is close to the U-boat, and reduce TC to a lower level. But that would be obvious to the player, who would dive at once. So this is not a solution either.
Concerning low TC close to land:
I do not know how the game recognises 'close to land'. A coding solution might be to measure depth below the U-boat, to detect shallow waters. But I believe that few players would wish to be forced to travel always at low TC when in shallow water.
Stiebler.
Fader_Berg
03-17-11, 10:01 AM
However, H.sie has already looked into this problem, and there is no easy fix.
Acctually there is...
I'm working to release the source code of patSH3r under OSL3 in a couple of weeks (cleaning up the code). If you would do the same, this problem would be out of the way quite fast, I think. :up:
@Irish1958:
There might be more files than the exe-file that differs. I know two releases that have five different DLL-files too.
Acctually there is...
I'm working to release the source code of patSH3r under OSL3 in a couple of weeks (cleaning up the code). If you would do the same, this problem would be out of the way quite fast, I think. :up:
@Irish1958:
There might be more files than the exe-file that differs. I know two releases that have five different DLL-files too.
The patSH3r is a very good and democratic idea. Will be very good if all the sh3.exe patchs could be release this way.
I live in Brazil and we don't have Sh3 here anymore neither amazon allows me to buy it (import restrictions). I have the necessary files without starforce because a good soul here give me his files. But for sure not all ppl have or can have it.
And also a memory only patch is yet better (if possible of course).
drakkhen20
03-17-11, 08:36 PM
ok even though the install instructions are alittle confusing. what i found is that like stiebler said you have to have a version of the exe thats before 2006. mine said 2005 which by the way i had to reinstall the original version and patch it then install everything again. so far it does work with gwx. tested out the slow sinking in silent running... totaly awsome. but what you have to do is make a new folder where ever you want and extract all files into it and then you find your sh3.exe in your sh3 main directory and right click on it and click on copy then open the folder you just made and extracted all the files to, right click in the window and click on paste, you should see the sh3.exe in your folder now. then you proceed as directed in his readme. hope that helps.:yeah:great work.
:salute:
silentwayIII
03-19-11, 11:44 PM
Steibler, after your reply to my post, I ordered, through subsim/Amazon, the boxed version of SilentHunter which also included sh2. Arrived today. Loaded it and then tool a look at the date of the file. June, 2005. So no luck! Who did you get your version from? My interest in the mod is considerable, but this is the fourth sh3 I've bought over the years and without knowing for sure that I am getting the right version, it willl probably be the last. Any help in directing me to the "right" version is appreciated.
I'm sure there are many other sh3 players who would like to use the mod, but getting the right version is paramount so that funds are not wasted on versions most of us already have, but won't work with the mod. Thanks.
SilentwayIII
SquareSteelBar
03-20-11, 02:44 AM
...and then tool a look at the date of the file. June, 2005. So no luck!...My sh3.exe is from June 14th, 2005, too - and it's the correct one..
What file size is yours? -> right click on it -> Properties -> 1.331.200 Bytes
or better: what md5 checksum? -> 510b271d14621361386197be6bd8cc0c
Stiebler
03-20-11, 04:42 AM
@SilentwayIII:
I did not mean to imply that the SH3.exe file dated 12 February 2006 was the only one that might work with the H.sie patch system, merely that it was a version that did work.
It is the checksum total that counts, and determines whether or not the file will be accepted by the patching system. So try what you have with the patch-kit anyway.
Specifically, I have just re-checked the last version of SH3 that I purchased (from Amazon UK, several months ago). It is a DVD ROM with the logo 'Revival' clearly written in the bottom right corner of the front of the box packaging. The distributors are 'Focus Multimedia Ltd', www.focusmm.co.uk.
The date of the SH3.exe file in *this* box is 14 June 2005 (same as SquareSteelBar). It works fine with the patch kit, same checksum as the 2006 version.
Thanks for the helpful feedback, SquareSteelBar.
Stiebler.
fitzcarraldo
03-20-11, 06:39 AM
Steibler, after your reply to my post, I ordered, through subsim/Amazon, the boxed version of SilentHunter which also included sh2. Arrived today. Loaded it and then tool a look at the date of the file. June, 2005. So no luck! Who did you get your version from? My interest in the mod is considerable, but this is the fourth sh3 I've bought over the years and without knowing for sure that I am getting the right version, it willl probably be the last. Any help in directing me to the "right" version is appreciated.
I'm sure there are many other sh3 players who would like to use the mod, but getting the right version is paramount so that funds are not wasted on versions most of us already have, but won't work with the mod. Thanks.
SilentwayIII
You have a PM...
Best regards.
Fitzcarraldo :salute:
fitzcarraldo
03-20-11, 06:45 AM
@SilentwayIII:
I did not mean to imply that the SH3.exe file dated 12 February 2006 was the only one that might work with the H.sie patch system, merely that it was a version that did work.
It is the checksum total that counts, and determines whether or not the file will be accepted by the patching system. So try what you have with the patch-kit anyway.
Specifically, I have just re-checked the last version of SH3 that I purchased (from Amazon UK, several months ago). It is a DVD ROM with the logo 'Revival' clearly written in the bottom right corner of the front of the box packaging. The distributors are 'Focus Multimedia Ltd', www.focusmm.co.uk.
The date of the SH3.exe file in *this* box is 14 June 2005 (same as SquareSteelBar). It works fine with the patch kit, same checksum as the 2006 version.
Thanks for the helpful feedback, SquareSteelBar.
Stiebler.
Also my SH3.exe is 14 june 2005, the patch works fine on my GWX and LSH3 installations.
I use WS dll (with MaGUI WS), and works fine too; no problems between the sh3 patch and the WS dll.
For install the patch, I put all the files of the patch folder in the root folder of the game (in my case, C:\SH3GWX or C:\LSH3) and run the bat.
My actual JSGME list in GWX:
Generic Mod Enabler - v2.6.0.157
[C:\SH3\MODS]
GWX - No Medals on Crew
GWX - Late War Sensors Snorkel Antennas
GWX - VIIC41 Player Sub
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
LifeBoats&Debris_v4
GWX - Merged Campaign Wilhelmshaven v6
Wooden_Lifeboats_Mod_1.1
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
Combat Radio Frequency
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
Ice Age
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
WAC4.1 SubPen_animated_18.02.2010
Thomsen's Sound Pack V3.2cg
Aces' St. Nazaire Sub Pens v2 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5
Merchant_Fleet_Mod_3.2
Aces' Multimod compatability fix release v1.3 public beta
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
GWX_SH4StyleFlag_fullModel
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Pascal_Port_People
BMW-R75 v.1 by TP
Evans Uniforms II
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Torpedo damage Final ver2.0
Dönitz Aces - Custom Emblems
MaGui 3.4
Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-Intro Screen for Widescreen MaGui v3.4
Q Ship mod GWX3.0
Torpedo_HAHD_1024_GWX
FM NI Fix for WideScreen MaGui v3.4
Sub Image mod
Compulsory U-boat Headdress - GWX 2.0
BritishAsdicMkIFinal
Dönitz Picture With Fly
German Images for MaGui v3.4
GWX - 16km Atmosphere
WAC3.0 RealAtlantic 2 v.TP
Thomsen's Water V4
Sawfish Emblem on caps
Authentic_Off_Faces #2
Rbs1_SH4_Effects_GWX_30_71
Rbs5-EffectsLITE
Rbs7-regularzone
German Images for Widescreen MaGui v3.4
New_clearsky_clouds
Haunting Atlantic Wind
hsMachineTelegraphGer v0.1 alpha
Flakmonkey's Interior with crew
AOTD history
Fubars crew skins 2+3+4+Elite II+Bärte
Wolfehunters_VIIC_U408_2048
Grey Brown Cloth Map
Carotio_SH3_Seafloormod - 256mb
REL_GWX_Flavored_to_Taste_FINAL
Regards.
Fitzcarraldo :salute:
brett25
03-20-11, 12:09 PM
hi Stiebler, heres an idea for a possible addition to the patch. What if flooding of tubes was linked to a drop in depth, maybe the drop could be more or less depending on how many tubes are filled. then the player needs to make more corrections for their depth:salute:
FUBAR295
03-20-11, 08:01 PM
Stiebler,
Do you intend to incorporate this in the next release of NYGM? As a long term user of NYGM (from the very beginning) I sure hope, looking forward to the new release.
Good Hunting,
FUBAR295
Hi Stiebler,
A bit OT.:DL
I was absent from Sh3 from a while, just looking at the forum eventually. I recall to read about that stock bugged wheather fixed by h.sie. Do you know if he finished it? What are you using now (on your game) to have a better wheather behaviour?
Thanks in any advice!
Stiebler
03-21-11, 04:57 AM
@Brett25:
(Flooding torpedo tubes.) That is a good suggestion, but I think it falls too far into the area of 'micro-management'. The crew ought to make that kind of compensation of buoyancy without requiring help from their commander.
@Fubar295:
The patch-kit will not be included with any release of NYGM, and, for copyright reasons, NYGM cannot include a patched copy of file SH3.exe. So I regret that you must make your own patching of your own copy of SH3.exe. However, H.sie's weather file envsim.act is already included with NYGM update 3.4A (available from my signature, below.)
@Rubini:
H.sie did indeed release his improved weather mod, see above for Fubar295. H.sie and I tried different ideas, both with the envsim.act file. Both approaches were successful, but we both agreed that H.sie's idea was better. This is the thread:
http://www.subsim.com/radioroom/showthread.php?t=177507
It is my opinion that H.sie's fix for the weather bug in SH3 was the most important single mod ever released for SH3. The persistent foggy-storms were a real game-breaker.
It's nice to see you back with SH3, Rubini.
Stiebler.
Thanks by the info and the words Stiebler!
I will download it asap.
....
It's nice to see all you guys too and Sh3 always full ahead!
My wife saw me yesterday on my pc and asked me "Again that old submarine?"
Well, I said that i like it as much I like her. Something appeared imediatelly bad in her eyes...OK, just a bit lesser than you my darling...:O:
irish1958
03-21-11, 10:12 AM
Thanks by the info and the words Stiebler!
I will download it asap.
....
It's nice to see all you guys too and Sh3 always full ahead!
My wife saw me yesterday on my pc and asked me "Again that old submarine?"
Well, I said that i like it as much I like her. Something appeared imediatelly bad in her eyes...OK, just a bit lesser than you my darling...:O:
Some women never learn about the importance of our pursuits. :wah: As hard as it is to believe, mine once asked me why I needed a new video card!
:know::know:
You better get some candy and/or flowers for her.
My wife saw me yesterday on my pc and asked me "Again that old submarine?"
Well, I said that i like it as much I like her. Something appeared imediatelly bad in her eyes...OK, just a bit lesser than you my darling...:O:
Well at least one can upgrade his sub to a Type XXI ... but the wife ... :hmmm:
reaper7
03-21-11, 02:35 PM
Hi Stiebler this was posted in the U-Boot_hahd thread but is more relevant here:
Say hans,
I was laid up thinking last night about an idea. Now I dont know exactly how adjusting or changing the pistol type was done on a torpedoe(some of the brains I do have is telling me manually). Being that if these things where done before they where loaded and placed in the tubes is a reality most overlooked, but if they could be changed while in the tube then I guess im wrong. But I have a habit of changing the pistol after I have opened the tube. Is there a way to change this to add to your mod. Something like after you opened the tube those button dont work or the weapons officer tells you "the torpedoe is already loaded" when you try to change the pistol or make torpedoe related adjustments?
Is this possible to disable impact/magnetic switching on torps that are loaded into the tubes. ;)
Fish In The Water
03-21-11, 05:27 PM
Well at least one can upgrade his sub to a Type XXI ... but the wife ... :hmmm:
:haha:
Kinda makes you wonder who the 'real' old gal is...
Stiebler
03-22-11, 09:08 AM
@Reaper7:
Is this possible to disable impact/magnetic switching on torps that are loaded into the tubes?Doubtless it is possible, but what a huge effort it would take, just because someone is too lazy to check the switches before they load the torpedo tubes!
If you find you have loaded the torpedoes wrongly, then just pretend you have not. Who will know the difference? (Or close the tubes, make the change, and open the tubes again.)
@Everyone:
Sorry, guys, but H.sie and I are interested only in trying to fix serious faults with SH3, for which there is no easy work-around.
Stiebler.
Hi Stiebler,
I was reading in your help files about periscope fix: "If the underwater speed exceeds 5 kts, the periscope may be forcibly retracted, or you may see periscope tremor instead (depending on whether the additional graphics file is added too)."
So, what are and where I can find these additional graphics file?:06:
Thanks again for this awesome mod and also thanks about that wheather info some post above!:up:
Here's another series of interesting realism issues, that you could consider fixing or improving:
- The UBoat should have when submerged a wider turn radius than when surfaced.
- The UBoat should have better seakeeping abilities when steaming against the waves than corvettes, and specially than sloops.
Both things have an impact on tactics, as they make it worth to stay surfaced instead of submerging, as well as making it worthwhile to try to dodge early war escorts in surface at night and then make an end-around to start another surface attack. As it is now, escorts pursue you till the end of the world as long as they can see you, while in real life they would return to the convoy if they are too far away. Also you can't shake them off in bad weather, whereas in real life the Uboats certainly did, intentionally going against the swell as it made life a lot more difficult for sloops and corvettes to pursue them.
Stiebler
03-23-11, 11:50 AM
@Rubini:
I have uploaded a revised patch-kit, adding the omitted files originally made by H.sie (Camerabehaviour.act, SH3Sim.act, EnvSim.act (for the weather) ).
Just download from the same link as before:
http://www.subsim.com/mods1/nygm/V15_Stiebler_Patch.7z
The new patch-kit has date 23 March 2011. Discard any previous patch-kit.
@Hitman:
These are good points you have made. Like you, I feel that U-boat should be able to outrun corvettes on the surface in poor weather; arguably, the U-boat should even outrun destroyers in storms (according to KL Fehler, U 234.)
It's rather difficult to know what to search for in the original SH3 code, though. (We need to find a valid entry point to alter existing code, but sea-keeping is a broad concept.)
Perhaps the general solution would be to lower the speed of ALL Allied ships when the weather is bad. I have noticed that convoys sailing at '7 kts' always maintain that speed regardless of the weather, while the U-boat is affected by the weather. Something to consider when H.sie returns to modding.
The turning circle of the U-boat ought to be easier to fix. Once we have found the code!
Stiebler.
Thanks again Stiebler!
Just some more questions:
Camerabehaviour.act is for periscope fix shake effect,
EnvSim.act is for weather fix,
Sh3Sim act is for ?
About storm and speed...the best option will be to slown down ALL ships in bad wether. This will be great . Well, my 2 cents!:up:
Stiebler
03-23-11, 02:26 PM
@Rubini:
Sh3Sim.act is needed for H.sie's torpedo reload mod.
See here:
http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1591318&postcount=987
Enjoy the game!
Stiebler.
fitzcarraldo
03-23-11, 02:29 PM
@Rubini:
Sh3Sim.act is needed for H.sie's torpedo reload mod.
See here:
http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1591318&postcount=987
Enjoy the game!
Stiebler.
All this stuff is only for NYGM mod, true?
I applied the patch in my SH3 GWX and all works fine.
Many thanks.
Fitzcarraldo :salute:
Stiebler
03-24-11, 04:00 AM
All this stuff is only for NYGM mod, true?No, most was created was by H.sie, who uses GWX. I use only NYGM.
I applied the patch in my SH3 GWX and all works fine.That is good news for those who use GWX.
Stiebler.
erhaps the general solution would be to lower the speed of ALL Allied ships when the weather is bad.
That would be a nice solution! In bad weather conditions all ships reduce speed, due to several reasons: First of all they become more controllable and have more reserve power to make hard maneuvers, second they hit softer against the sea, and third they prevent the risk of over-revving the engine when the screw comes out of the water.
Probably the perfect solution would be to link a progressive percentual reduction in ship speed according to the existing 4 wind states, as that means also sea states. Something like: Windspeed0 and 1 = 100% speed, windspeed 2= 90% speed, and windspeed 3= 70% speed. :up:
This all would also fix the bug you mentioned of convoys keeping speed no matter what weather. In reality, when plotting an intercept the commanders had to guesstimate the speed reduction of convoys when they were affected by bad weather, hence the importance of weather reports and forecast.
irish1958
03-24-11, 10:28 PM
That would be a nice solution! In bad weather conditions all ships reduce speed, due to several reasons: First of all they become more controllable and have more reserve power to make hard maneuvers, second they hit softer against the sea, and third they prevent the risk of over-revving the engine when the screw comes out of the water.
Probably the perfect solution would be to link a progressive percentual reduction in ship speed according to the existing 4 wind states, as that means also sea states. Something like: Windspeed0 and 1 = 100% speed, windspeed 2= 90% speed, and windspeed 3= 70% speed. :up:
This all would also fix the bug you mentioned of convoys keeping speed no matter what weather. In reality, when plotting an intercept the commanders had to guesstimate the speed reduction of convoys when they were affected by bad weather, hence the importance of weather reports and forecast.
^
YES!
fitzcarraldo
03-25-11, 07:46 AM
^
YES!
And YES!
It´s a good solution.
Regards.
Fitzcarraldo :salute:
Hi Stiebler,
Just for feedback: all working very well, the game is really much more challenge and smart now! Thanks by h.sie and your efforts on this!:up:
I noticed only one issue (that could be only at my end, I'm not sure yet) related to the periscope fix camerasbehaviour.act file that I posted on the h.sie thread.
Cheers!
frau kaleun
04-06-11, 07:30 PM
Does this patch interfere with the 4GB patch?
Sorry if I missed it, but was this question ever answered?
If the two patches are compatible, is there a recommended procedure for applying them? Does it matter which one you do first?
Works. They don't modify the same values.
So, patch on. :salute:
you can use Stieblers Options Selector to (de)select the fixes as you like and you can also use the Selector to apply the 4GB-Patch!
frau kaleun
04-07-11, 07:29 AM
So If I've already applied the 4GB patch, I can just apply this patch to the same .exe file, and then not select the 4GB patch in the options, correct?
I think the checksum will be wrong if you applied the 4GB patch BEFORE patching to V15E or whatever. But never tried it. I recommend to use original sh3.exe, patch it to V15E or whatever and after that apply 4GB (using either Stieblers Options selector or normal 4GB-patcher).
frau kaleun
04-07-11, 07:59 AM
I think the checksum will be wrong if you applied the 4GB patch BEFORE patching to V15E or whatever. But never tried it. I recommend to use original sh3.exe, patch it to V15E or whatever and after that apply 4GB (using either Stieblers Options selector or normal 4GB-patcher).
Okay, thanks, I'll give it a try. :salute:
reignofdeath
05-02-11, 06:33 PM
one question, does this mod contain all of h.sie's fixes too? Or can I install H.sie's fixes and then these without a problem??
frau kaleun
05-02-11, 07:28 PM
http://www.subsim.com/radioroom/showpost.php?p=1619297&postcount=1
I have created, with H.sie's permission, a special patch which includes all these items:
1. H.sie's original V15E3 patch, which includes all his fixes up to and including H.sie's fix to place the Watch Officer on the bridge when you surface the U-boat.
You can use either Hsie's V15E3 patch, or this one. You don't need both.
reignofdeath
05-02-11, 10:51 PM
Ahhh okay, I may just pick up this mod then when its fully released, thank you FK! :salute:
Robin40
05-03-11, 12:54 AM
Does this mod patch only the sh3.exe file?
So, if I get CTDs, can I go back with a backup sh3.exe?
I have a sh3.exe file with Starforce modded to no Starforce one
Stiebler
05-03-11, 03:02 AM
@Robin40:
Does this mod patch only the sh3.exe file?
So, if I get CTDs, can I go back with a backup sh3.exe?Almost yes to the first question: it also changes SH3Sim.act and camerabehavior.act (also envsim.act, but that has nothing to do with SH3.exe, cures the famous weather problems in Sh3, and is so useful that you should leave the new version in place).
Yes to the second question. It is not necessary to restore the original SH3Sim.act and camerabehavior.act, but you can do so if it makes you feel happier.
The mod is completely stable - I have used it for a full career with NYGM, but that means it will work with any other supermod too.
In fact, it is difficult to understand how this mod can cause CTDs. There are only two possibilities - either the patch kit functioned correctly, to provide you with a *stable* new version of SH3.exe. Or it could not patch the original SH3.exe, in which case no changes were made to it at all. If you see any CTDs, they must have another cause. [Edit: However, if you are using the NYGM supermod, see my signature below, you must have the 'Realistic Repairs' option toggled OFF. Use the Options Selector provided with the patch kit.]
H.sie is currently in the process of consolidating this patch into his previous work, see the last pages of this thread:
http://www.subsim.com/radioroom/showthread.php?t=174225
However, the current H.sie version (V15F) lacks my additions at this time. They will be incorporated shortly.
Stiebler.
frau kaleun
05-03-11, 09:45 AM
I have to say, I thought that using this was going to be a real headache and take hours to figure out, because it all seemed so complicated and there was SO much to take in with regard to the changes and new options involved.
But the actual process, once I downloaded and unzipped the file, was pretty painless. I just read the readme and followed the instructions, it only took a couple of seconds to apply the patch and so far I've had no trouble with the revised sh3.exe.
What took me forever was deciding which options I wanted, and whether I wanted to make any changes to the .txt file for new 'congratulations' messages from BdU. :O:
Oh and once you have your new sh3.exe, you can use JSGME to put it into the game (or take it out and restore the previous version) if you have problems. Just make a folder and call it 'Stiebler Hsie Patch' or whatever you like, put the new sh3.exe in it (not in any 'data' or other subfolder) and then drop the whole thing in your MODS folder. Enable with JSGME, it will overwrite your existing .exe file with the patched one. Disable, the patched one comes out, the previous one is restored. :yeah:
Robin40
05-03-11, 02:47 PM
Thx buddies
unfortunately I get a checksum error
I have a Starforce sh3 version, which I modded to a no Starforce one
ooppssss...sorry...already informed about it in a previous post
Salvadoreno
05-03-11, 03:01 PM
I have to say, I thought that using this was going to be a real headache and take hours to figure out, because it all seemed so complicated and there was SO much to take in with regard to the changes and new options involved.
But the actual process, once I downloaded and unzipped the file, was pretty painless. I just read the readme and followed the instructions, it only took a couple of seconds to apply the patch and so far I've had no trouble with the revised sh3.exe.
What took me forever was deciding which options I wanted, and whether I wanted to make any changes to the .txt file for new 'congratulations' messages from BdU. :O:
Oh and once you have your new sh3.exe, you can use JSGME to put it into the game (or take it out and restore the previous version) if you have problems. Just make a folder and call it 'Stiebler Hsie Patch' or whatever you like, put the new sh3.exe in it (not in any 'data' or other subfolder) and then drop the whole thing in your MODS folder. Enable with JSGME, it will overwrite your existing .exe file with the patched one. Disable, the patched one comes out, the previous one is restored. :yeah:
I dont get what im doing wrong here... I created a new folder, unzipped all of the patches to the folder. Copied my original SH3.exe and put it into that folder. Tried to run patch. But it was unable to work... I did all this before i modded my game. Can i still try it when i dock?? Or do i need it completely unmodded?
frau kaleun
05-03-11, 03:29 PM
I dont get what im doing wrong here... I created a new folder, unzipped all of the patches to the folder. Copied my original SH3.exe and put it into that folder. Tried to run patch. But it was unable to work... I did all this before i modded my game. Can i still try it when i dock?? Or do i need it completely unmodded?
I don't know, unless you've done something to the .exe file itself, modding the game typically doesn't affect the sh3.exe file AFAIK... unless you're talking about applying the standalone 4GB patch to it, or maybe dealing with Starforce stuff? About which I know nothing.
I didn't use the sh3.exe from any of my "playable" installs, I used the one in the original game folder that I keep strictly for file reference and copying purposes. So it was a very clean file, never even run much less patched or modded in some way. And from the post-Starforce era, thank goodness.
frau kaleun
05-03-11, 04:17 PM
@Robin40:
Almost yes to the first question: it also changes SH3Sim.act and camerabehavior.act (also envsim.act, but that has nothing to do with SH3.exe, cures the famous weather problems in Sh3, and is so useful that you should leave the new version in place).
Okay, I must've missed this part (so much for me not being confused about the process :O:). I know I got versions of those two files in the download but I didn't swap them with the ones already in my game, now I'm assuming I need to do that in order to get all the desired effects?
Would those effects be anything more than the fix for the weather and the blurring of the 'scope at higher than optimal speeds?
reignofdeath
05-03-11, 09:40 PM
I have to say, I thought that using this was going to be a real headache and take hours to figure out, because it all seemed so complicated and there was SO much to take in with regard to the changes and new options involved.
But the actual process, once I downloaded and unzipped the file, was pretty painless. I just read the readme and followed the instructions, it only took a couple of seconds to apply the patch and so far I've had no trouble with the revised sh3.exe.
What took me forever was deciding which options I wanted, and whether I wanted to make any changes to the .txt file for new 'congratulations' messages from BdU. :O:
Oh and once you have your new sh3.exe, you can use JSGME to put it into the game (or take it out and restore the previous version) if you have problems. Just make a folder and call it 'Stiebler Hsie Patch' or whatever you like, put the new sh3.exe in it (not in any 'data' or other subfolder) and then drop the whole thing in your MODS folder. Enable with JSGME, it will overwrite your existing .exe file with the patched one. Disable, the patched one comes out, the previous one is restored. :yeah:
wow thats awesome to know, wish I Would have known before I just copied over my old exe. at least Ive got the backup :)\
TheBeast
05-03-11, 10:18 PM
I can successfully patch SH3.exe but my Anti-Virus Program (Avira) Quarantines the patched file preventing me from using it.
Avira reports HEUR/Malware suspicious code (AHeAD Heuristic special detection)
Any suggestions?
Thank You!:salute:
frau kaleun
05-03-11, 10:25 PM
Is there some kind of Exceptions list in the AV program that you can add the file too, so the AV just ignores it?
Most programs I've used have a way of telling them to ignore certain files that you already know are safe.
Fish In The Water
05-04-11, 12:09 AM
Is there some kind of Exceptions list in the AV program that you can add the file too, so the AV just ignores it?
I don't have the newest version, but it used to be:
Configuration -> Expert Mode -> Scanner -> Scan -> Exception
You can also add it under:
Guard -> Scan -> Exception
Should be the same for the free version as well. :sunny:
http://i55.tinypic.com/2njdctz.jpg
TheBeast
05-04-11, 06:01 AM
I added SH3.exe to all exceptions lists I could find but it is still being snagged by Anti-Virus.
MS Anit-Malware
MS Security Suite
Avira Premium Edition
-=[EDIT]=-
I had the Scan set to intense. I lowered it one level and it worked.:up:
I don't have the newest version, but it used to be:
Configuration -> Expert Mode -> Scanner -> Scan -> Exception
You can also add it under:
Guard -> Scan -> Exception
Should be the same for the free version as well. :sunny:
http://i55.tinypic.com/2njdctz.jpg
Fish In The Water
05-04-11, 06:16 AM
-=[EDIT]=-
I had the Scan set to intense. I lowered it one level and it worked.:up:
Glad it's working, and good hunting! :arrgh!:
Stiebler
05-04-11, 07:39 AM
Thanks for all the useful information, everyone, and especially to Frau Kaleun.
@Salvoradeno:
It makes no difference at all to patching SH3.exe however many mods you may or may not have installed.
Just copy your SH3.exe into a separate folder and apply the patch kit, following the instructions provided (place patchkit and *copy* of SH3.exe into the same temporary folder).
If the patchkit says it has worked, then use the Options Selector (part of the patch kit) to decide which options you want active. If you use NYGM you must toggle OFF the realistic repairs option. Then copy the patched SH3.exe into your main SilentHunteriii folder. Or, much better, create a separate folder for the patched SH3.exe, then install it with JSGME as Frau Kaleun described above.
If the patchkit advises you that the patch has failed, then it has found a false checksum value. In other words you have a variant of SH3.exe which cannot be patched because it is non-standard for some reason. Perhaps it has Starforce present, perhaps it was downloaded from Steam, perhaps some other irregular source. In particular, any copy of SH3.exe which you have already successfully patched will NOT be accepted by the patch-kit. You must start with a clean version of commercial SH3.exe with patch 1.4b pre-added by the manufacturer and without any copy protection. In the event of any of these failures, you need to obtain a version of SH3.exe which lacks these problems. Any modern copy (purchased 2008 or later) of Ubisoft's SH3.exe in a DVD wrapping should be acceptable to the patch kit.
However, I know that H.se has been attempting to provide a patch-kit suitable for an extended set of versions of SH3.exe, and this may be the final route we take.
It is very important to understand that the patchkit places modified code into exact places of the SH3.exe file. If the file is non-standard, the patch-code will go into the wrong places with uncertain results - a euphemism for a probable CTD (or worse). That is why we have to be so careful with the check-sums to verify that you have the correct version of SH3.exe for patching.
Stiebler.
Stiebler.
SquareSteelBar
05-04-11, 08:06 AM
...you have a variant of SH3.exe which cannot be patched because it is non-standard for some reason. Perhaps it has Starforce present, perhaps it was downloaded from Steam, perhaps some other irregular source......or it was already 4GB patched.
Salvadoreno
05-04-11, 04:11 PM
Thanks for all the useful information, everyone, and especially to Frau Kaleun.
@Salvoradeno:
It makes no difference at all to patching SH3.exe however many mods you may or may not have installed.
Just copy your SH3.exe into a separate folder and apply the patch kit, following the instructions provided (place patchkit and *copy* of SH3.exe into the same temporary folder).
If the patchkit says it has worked, then use the Options Selector (part of the patch kit) to decide which options you want active. If you use NYGM you must toggle OFF the realistic repairs option. Then copy the patched SH3.exe into your main SilentHunteriii folder. Or, much better, create a separate folder for the patched SH3.exe, then install it with JSGME as Frau Kaleun described above.
If the patchkit advises you that the patch has failed, then it has found a false checksum value. In other words you have a variant of SH3.exe which cannot be patched because it is non-standard for some reason. Perhaps it has Starforce present, perhaps it was downloaded from Steam, perhaps some other irregular source. In particular, any copy of SH3.exe which you have already successfully patched will NOT be accepted by the patch-kit. You must start with a clean version of commercial SH3.exe with patch 1.4b pre-added by the manufacturer and without any copy protection. In the event of any of these failures, you need to obtain a version of SH3.exe which lacks these problems. Any modern copy (purchased 2008 or later) of Ubisoft's SH3.exe in a DVD wrapping should be acceptable to the patch kit.
However, I know that H.se has been attempting to provide a patch-kit suitable for an extended set of versions of SH3.exe, and this may be the final route we take.
It is very important to understand that the patchkit places modified code into exact places of the SH3.exe file. If the file is non-standard, the patch-code will go into the wrong places with uncertain results - a euphemism for a probable CTD (or worse). That is why we have to be so careful with the check-sums to verify that you have the correct version of SH3.exe for patching.
Stiebler.
Stiebler.
Thank you for the explanation steibler. Unfortunately i do get the checksum error, dont understand why since i purchased my SH3 from D2D this year. Maybe it has something to do with that.
Anyway i eagerly await HSIE's patch. I patched the original today no prob, very exicted.
:EDIT::
I wanted to add something. After patching to HSIE's fixes i proceeded to patrol with my current campaign. RIght away just at the westen edge of bay of biscay i encountered a small convoy with 3 merchants and 1 dd. Was detected and hunted. Suffered major damaged to hull, torpedo tubes, etc.. Seemed like everything was working fine. HE DD kept hunting till he was out of depth charges. Now here is the weird part...
Its been over 7 hours gametime, ive been on silent running, and i have not been able to shake the DD. Now i understand this is realistic as sometimes it was 20 hours or more to shake a DD, but the DD hunting me follows the same pattern like its stuck on a loop. It doesnt have anymore DCs so it just circles, loses its pinging for a second, pings again, circles, repeats... Same same same. Im running GWX with a few other mods, havent had this problem until recently. Ive sped up the tc and it just continues with pattern. No other DDs have been called but airplanes have been seen circling around diving and dropping their charges. NOne of this seems natural, and i know this may not have nething to do with the fixes but it sure is a recent problem.
I also get my watch officers repeatedly saying "Ship spotteD" over and over and over again and the message prompt comes up asking me what orders i would like to select (mantain current, dive periscope, etc).. :(
Stiebler
05-05-11, 03:09 AM
@SquareSteelBar:
...or it was already 4GB patched. Good point. Thanks.:up:
@Salvadoreno:
The destroyer circling long after it has run out of depth-charges is a well known 'feature' of SH3, and is not connected to the SH3.exe patch. One could argue that it keeps the U-boat submerged and slow, while the convoy escapes.
This feature is particularly prominent with GWX, because its AI sensors have been set to be too sensitive. However, if the destroyer has run out of depth-charges, then reload your torpedoes, rise to periscope depth, and sink it.
Stiebler.
Salvadoreno
05-05-11, 03:20 AM
@SquareSteelBar:
Good point. Thanks.:up:
@Salvadoreno:
The destroyer circling long after it has run out of depth-charges is a well known 'feature' of SH3, and is not connected to the SH3.exe patch. One could argue that it keeps the U-boat submerged and slow, while the convoy escapes.
This feature is particularly prominent with GWX, because its AI sensors have been set to be too sensitive. However, if the destroyer has run out of depth-charges, then reload your torpedoes, rise to periscope depth, and sink it.
Stiebler.
Ahh ok. Thanks again Stiebler. All tubes destroyed so thats out of question. I just thought that since the DD was an escort he would eventually head back. Guess ill just make a run for it at night or something. Figured it wasnt the patch but it just "appeared" for the first time right after installation.
@Stiebler
I downloaded yr mod and then the big surprise. I could'nt patch my exe because my version is not the requested. But why?
I bought SH3 years ago and played for years. A few weeks ago I removed st..force protection.
But I have no idea where to get the only version yr patch will accept. Any ideas, what to do? (BTW, green pepper version no more available for a correct price)
Greetz
frau kaleun
05-05-11, 01:18 PM
@tekai: I downloaded the game directly from Ubi's online store for about $10 a couple years ago. That sh3.exe works fine. Starforce-free versions of the game are also for sale on disc at that price or less, check Amazon or your online retailer of choice. :yep:
Stiebler
05-06-11, 05:29 AM
@Tekai:
As Frau Kaleun says, any recent version of SH3 on DVD should be suitable.
Most of the problems concerning H.sie's patch-kit, and my adaption of it, seem to be caused by versions of SH3 downloaded off the Internet (including legitimate, paid downloads) and by the original Starforce-protected version of SH3.
Please note that use of the Starforce removal tool removes Starforce from your computer, and maybe even from your old copy of SH3.exe, but the SH3.exe file must still contain a lot of data where Starforce once resided. Thus the checksum tests of the patch-kits will not function.
Stiebler.
@Frau Kaleun, @Stiebler
Thx for your answers and explanations. I'll try to get a new DVD via amazon. Newest version available is from 'purple hills' for low price.
Hope that's the right one.
BTW:-?, I hate it to buy 2 versions of the same game!
I hope that this will be a singular case, otherwise this is a great chance to earn a lot of money for the designers and distributers in future.
Greetz
Got the 'purple hills' version. 'exe' is now successfully patched.
Thx for your work on this.
Greetz
Stiebler
05-15-11, 03:49 AM
@Tekai:
I am glad to read that all is working well for you now.
Be sure to stay in touch with H.sie's main thread, on which all further development is being carried out.
http://www.subsim.com/radioroom/showthread.php?t=174225
Stiebler.
FIREWALL
05-16-11, 10:51 PM
@Tekai:
As Frau Kaleun says, any recent version of SH3 on DVD should be suitable.
Most of the problems concerning H.sie's patch-kit, and my adaption of it, seem to be caused by versions of SH3 downloaded off the Internet (including legitimate, paid downloads) and by the original Starforce-protected version of SH3.
Please note that use of the Starforce removal tool removes Starforce from your computer, and maybe even from your old copy of SH3.exe, but the SH3.exe file must still contain a lot of data where Starforce once resided. Thus the checksum tests of the patch-kits will not function.
Stiebler.
This says it all. When I get my new 10 buck version I'm going to throw away my old versions. Ubi and Starforce deserve bad things to happen to them. Painfull Things. :yep: And so much for that joke of a starforce removal tool.
FIREWALL
05-19-11, 10:26 PM
Whose thread do we follow to go with this mod ?
H.sie is still posting on his thread. A little confusing.
Stiebler
05-20-11, 05:55 AM
Whose thread do we follow to go with this mod?H.sie's thread.
http://www.subsim.com/radioroom/showthread.php?t=174225
This will soon have all my changes added, with H.sie's further improvements.
There will be no further developments of this mod by me, I am collaborating with H.sie.
Stiebler.
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