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View Full Version : Stiebler 'Surrender' and 'Smoke on Horizon' patchkit for H.sie V15G2


Stiebler
08-04-11, 06:33 AM
EDIT:
Now includes code for the CAM-ships, see post#18, or click here:
http://www.subsim.com/radioroom/showpost.php?p=1743111&postcount=18


Also, the 'Smoke-on-Horizon' mod no longer is active during darkness.
Update 26 August 2011. Updated again 5 September 2011.


I have now prepared the patchkit, and uploaded it to here (revised link 5 September 2011):
http://www.subsim.com/mods1/nygm/Stiebler_Surrender_Smoke_CAM_2.7z


This patchkit is an overlay for H.sie's V15G2 patchkit for the original SH3.exe.
You MUST have V15G2 in order to use my new patchkit. See here:
http://www.subsim.com/radioroom/showthread.php?t=174225


The 'Surrender' mod should be familiar to previous users of H.sie's V15G1 mod, and the code has been slightly upgraded for this new version. It allows you to abandon your U-boat at sea when the situation is hopeless (e.g. badly damaged, no fuel) and, with luck, be rescued by another U-boat. Great news for 'Dead-is-dead' players!

The 'Smoke on the Horizon' mod tries to recreate those magical moments from the famous Aces of the Deep U-boat simulation, when you first encounter a convoy. The code uses my adaption of the SH3 original code to report a convoy, and is subject to the same limitations as the original: it works less well in conditions of poor visibility (including darkness). So sometimes you may get three or four reports of 'Ship spotted,sir!', before the required 'Smoke on the Horizon, sir'. Be aware of this occasional defect, but it was part of the original coding.

Full descriptions of the mods are included with the help file for the revised Options Selector, included in the download package. Installation instructions are also included as txt files in the download package.

I hope you enjoy this addition to H.sie's V15G2 mod,

Stiebler.

Magic1111
08-04-11, 06:45 AM
Hi Stiebler !

Wonderful, will try it this evening !!!! :rock::rock::rock:

Many thanks:up: and best regards,
Magic:salute:

urfisch
08-04-11, 07:24 AM
interesting, thanks!

Victor Schutze
08-04-11, 10:16 AM
Thank you Stiebler! :rock:

Huge addition to the Sim! :yeah:

Volk2
08-04-11, 12:17 PM
Thank you very much! :yeah:

Fish In The Water
08-04-11, 09:20 PM
Good work Stiebler, thank you! :salute:

Rubini
08-16-11, 08:01 AM
Hi Stiebler,

How are you mate?

Long time absent form Sh3...many thanks by yours new mods mate! They are just great as always!:up:

About "smoke on the horizon", how it works? (I tried to find some info but don't found it). Will my crew report a smoke on the horizon instead ship spotted only when we found a convoy? Is it also triggered by the distance of the contact?

Thanks by any advice!

Rubini.

Stiebler
08-16-11, 09:37 AM
Hallo again Rubini!,

Nice to see you back again in this forum.

The instructions about *how* the "Smoke-on-the-Horizon" mod functions is given in the file HsieOptions.chm, which is part of the patch download, and can also be accessed from the included HsieOptionsSelector.

I hope the explanation is all clear, please let me know if you require further details.

Stiebler.

Rubini
08-16-11, 09:48 AM
Thanks Stiebler.

I already downloaded the mod file, looked at the files...but only at .txt!:damn:

I will look at the correct file and will return late here.:up:

Edited: Ok, info clear and understood.:up: Will start a new patrol asap as i have some few free time these days! See you!

Stiebler
08-26-11, 10:43 AM
I have updated my Surrender/Smoke-on-Horizon mod, with the inclusion of code to handle a CAM-ship (Catapult-Aircraft-Merchant-ship). In addition the Smoke-on-Horizon mod has been upgraded to prevent the watch-officer from shouting ‘Smoke on the Horizon, Sir!’ during the hours of darkness (thanks to code discovered by H.sie).

CAM-ships provided temporary air cover to threatened British convoys from mid 1941 to about March 1943. They were merchant ships, carrying normal merchandise, but fitted with a catapult forward that could throw a Hurricane fighter into the air. The aircraft patrolled the vicinity of the convoy when U-boats were thought to be present until its fuel was exhausted. Then it crash-landed in the sea next to the CAM-ship and the pilot was rescued. The aircraft was lost. Thus each CAM-ship could provide just ONE flight. There was rarely (if ever) more than one CAM-ship added to any one convoy. In later years, CAM-ships were replaced by escort carriers, which had flight decks to allow aircraft to return to land.

CAM-ships are NOT provided as part of the original SH3, therefore naturally the devs have provided no code for them. However IAmBecomeLife (IABL) has created at least three ships with catapults fitted, M36B, M21B and T14B. The first of these, M36B, was released by itself some years ago, is added to most of the super-mods now, and is well tested and completely stable. The other two are provided as part of his major MFM-Interim-Beta mod, a release of many merchant ships, and are less well known.

All IABL’s ships can be adapted to fly off aircraft by making two changes. The first is to change UnitType to 8 (was previously 102 for M36B, or 100 in GWX) in the M36B.cfg file (data\sea\M36B.cfg) (or M21B or T14B), and the second is to add these lines to the bottom of the same file:

[AirGroup 1]
StartDate=19390101
EndDate=19430601
Squadron1Class=FBHurricaneMk1
Squadron1No=1

You will also need to change the roster entry (data\roster\british\sea\M36B.cfg) for the CAM-ship, to give it the same UnitType=8, and DOC=19410501, DOD=19430301

The problem with these changes is that SH3 regards the new AirGroup as a conventional airbase, like the land airbases, which fly off fresh aircraft whenever the U-boat is within range. Thus, if you approach a convoy protected with a CAM-ship, you are attacked repeatedly by the one Hurricane which is supposed to have crashed after its first flight. This is not realistic.

My mod allows the Hurricane to make up to five ‘appearances’ in succession over your U-boat, whether surfaced or submerged. The times of these ‘appearances’, which you will rarely see, vary according to circumstances (none during darkness), but typically last up to six hours. This gives the Hurricane plenty of time to find you once, and to make repeat attacks if you remain on the surface, but the aircraft will then stop flying. If you dive at once, and stay submerged until darkness, you should be completely safe from a further attack.

In order to function, my mod provides its own Hurricane, a clone of the original Hurricane, with changed, unique, radius and name (‘CAMHurricane’). This mod needs to be installed with JSGME, and you MUST change ‘Squadron1Class=FBHurricaneMk1’ in the cfg file above to ‘Squadron1Class=CAMHurricane’.

Tested for many hours in mission and campaign files, works well. Important limitation: once the local CAMHurricane ceases to fly, NO CAM-ship (of the same type, eg M36B) will fly off another Hurricane until you restart the game completely. It is not sufficient to reload a new career or a saved game, you must restart SH3. It seems that all CAM-ships of the same unit name share the same airbase - which my patch has now altered. This is not a serious limitation, since U-boats will have encountered Hurricanes from CAM-ships very rarely anyway.

Users of GWX: it seems that the CAM-ship M36B is provided with GWX3 (as type 100), but it is not scripted into any convoy. You will need to change *one* of the generic (‘ClassName=[NULL]’) British merchant ships in convoys from 1941 to mid 1943 to a ClassName=M36B, UnitType=8.

The code can be enabled/disabled with the new Options Selector (supplied with the patch) in the usual way.
Download the patch from here:
http://www.subsim.com/mods1/nygm/Stiebler_Surrender_Smoke_CAM.7z

Stiebler.

fitzcarraldo
08-26-11, 01:27 PM
I have updated my Surrender/Smoke-on-Horizon mod, with the inclusion of code to handle a CAM-ship (Catapult-Aircraft-Merchant-ship). In addition the Smoke-on-Horizon mod has been upgraded to prevent the watch-officer from shouting ‘Smoke on the Horizon, Sir!’ during the hours of darkness (thanks to code discovered by H.sie).

CAM-ships provided temporary air cover to threatened British convoys from mid 1941 to about March 1943. They were merchant ships, carrying normal merchandise, but fitted with a catapult forward that could throw a Hurricane fighter into the air. The aircraft patrolled the vicinity of the convoy when U-boats were thought to be present until its fuel was exhausted. Then it crash-landed in the sea next to the CAM-ship and the pilot was rescued. The aircraft was lost. Thus each CAM-ship could provide just ONE flight. There was rarely (if ever) more than one CAM-ship added to any one convoy. In later years, CAM-ships were replaced by escort carriers, which had flight decks to allow aircraft to return to land.

CAM-ships are NOT provided as part of the original SH3, therefore naturally the devs have provided no code for them. However IAmBecomeLife (IABL) has created at least three ships with catapults fitted, M36B, M21B and T14B. The first of these, M36B, was released by itself some years ago, is added to most of the super-mods now, and is well tested and completely stable. The other two are provided as part of his major MFM-Interim-Beta mod, a release of many merchant ships, and are less well known.

All IABL’s ships can be adapted to fly off aircraft by making two changes. The first is to change UnitType to 8 (was previously 102 for M36B, or 100 in GWX) in the M36B.cfg file (data\sea\M36B.cfg) (or M21B or T14B), and the second is to add these lines to the bottom of the same file:

[AirGroup 1]
StartDate=19390101
EndDate=19430601
Squadron1Class=FBHurricaneMk1
Squadron1No=1

You will also need to change the roster entry (data\roster\british\sea\M36B.cfg) for the CAM-ship, to give it the same UnitType=8, and DOC=19410501, DOD=19430301

The problem with these changes is that SH3 regards the new AirGroup as a conventional airbase, like the land airbases, which fly off fresh aircraft whenever the U-boat is within range. Thus, if you approach a convoy protected with a CAM-ship, you are attacked repeatedly by the one Hurricane which is supposed to have crashed after its first flight. This is not realistic.

My mod allows the Hurricane to make up to five ‘appearances’ in succession over your U-boat, whether surfaced or submerged. The times of these ‘appearances’, which you will rarely see, vary according to circumstances (none during darkness), but typically last up to six hours. This gives the Hurricane plenty of time to find you once, and to make repeat attacks if you remain on the surface, but the aircraft will then stop flying. If you dive at once, and stay submerged until darkness, you should be completely safe from a further attack.

In order to function, my mod provides its own Hurricane, a clone of the original Hurricane, with changed, unique, radius and name (‘CAMHurricane’). This mod needs to be installed with JSGME, and you MUST change ‘Squadron1Class=FBHurricaneMk1’ in the cfg file above to ‘Squadron1Class=CAMHurricane’.

Tested for many hours in mission and campaign files, works well. Important limitation: once the local CAMHurricane ceases to fly, NO CAM-ship (of the same type, eg M36B) will fly off another Hurricane until you restart the game completely. It is not sufficient to reload a new career or a saved game, you must restart SH3. It seems that all CAM-ships of the same unit name share the same airbase - which my patch has now altered. This is not a serious limitation, since U-boats will have encountered Hurricanes from CAM-ships very rarely anyway.

Users of GWX: it seems that the CAM-ship M36B is provided with GWX3 (as type 100), but it is not scripted into any convoy. You will need to change *one* of the generic (‘ClassName=[NULL]’) British merchant ships in convoys from 1941 to mid 1943 to a ClassName=M36B, UnitType=8.

The code can be enabled/disabled with the new Options Selector (supplied with the patch) in the usual way.
Download the patch from here:
http://www.subsim.com/mods1/nygm/Stiebler_Surrender_Smoke_CAM.7z

Stiebler.

Hi, Stiebler:

I have the Surrender Patch working very fine with V15G2. Can I engage the Hurricane Mod in JSGME in my installation or must I repatch the original SH3.exe with the two patches?

Many thanks for your work!

Fitzcarraldo :salute:

Fish In The Water
08-26-11, 06:00 PM
In addition the Smoke-on-Horizon mod has been upgraded to prevent the watch-officer from shouting ‘Smoke on the Horizon, Sir!’ during the hours of darkness (thanks to code discovered by H.sie).

A most welcome addition, thanks again for your efforts... :salute:

Stiebler
08-27-11, 01:47 AM
@Fitzcarraldo:

I regret that you must re-patch your SH3 with my new patch.

Remember that my new patch is an upgrade to H.sie's V15G2 only. If you have another copy of SH3 patched with V15G2 already available, then it is necessary only to patch it a second time with my revised patch.

If you do not have a copy of SH3+V15G2 available, then unfortunately first you will have to re-patch your original SH3.exe with H.sie's V15G2 again. This time, remember to make a backup copy of it!

@Everyone:
Just to make it completely clear:
When you add 'Airgroup 1' to the CAM-ship's cfg file, as in my previous post #10, be sure to type in:
[AirGroup 1]
StartDate=19390101
EndDate=19430601
Squadron1Class=CAMHurricane [and not FBHurricaneMk1]
Squadron1No=1

Also, the spelling of CAMHurricane is critical, four upper-case letters and the remainder lower-case.

GWX users: if you script a CAM-ship (M36B) into selected convoys in your campaign_RND.mis files, as I have recommended, then be sure to change the M36B.cfg file in data\sea\M36B\ to UnitType=8 (was UnitType=100), and also to change the roster entry data\roster\british\sea\M36B.cfg to show UnitType=8 also.

Feedback welcome.

Stiebler.

fitzcarraldo
08-27-11, 07:16 AM
@Fitzcarraldo:

I regret that you must re-patch your SH3 with my new patch.

Remember that my new patch is an upgrade to H.sie's V15G2 only. If you have another copy of SH3 patched with V15G2 already available, then it is necessary only to patch it a second time with my revised patch.

If you do not have a copy of SH3+V15G2 available, then unfortunately first you will have to re-patch your original SH3.exe with H.sie's V15G2 again. This time, remember to make a backup copy of it!

@Everyone:
Just to make it completely clear:
When you add 'Airgroup 1' to the CAM-ship's cfg file, as in my previous post #10, be sure to type in:
[AirGroup 1]
StartDate=19390101
EndDate=19430601
Squadron1Class=CAMHurricane [and not FBHurricaneMk1]
Squadron1No=1

Also, the spelling of CAMHurricane is critical, four upper-case letters and the remainder lower-case.

GWX users: if you script a CAM-ship (M36B) into selected convoys in your campaign_RND.mis files, as I have recommended, then be sure to change the M36B.cfg file in data\sea\M36B\ to UnitType=8 (was UnitType=100), and also to change the roster entry data\roster\british\sea\M36B.cfg to show UnitType=8 also.

Feedback welcome.

Stiebler.

Ok, Stiebler. I made the patch with my V15G2. All seems work fine.

Many thanks!

Fitzcarraldo :salute:

LGN1
08-29-11, 06:30 AM
Hi Stiebler,

I have very little time at the moment, therefore only a short reply.

Very nice work :up:

However, just a word of caution. If some mod has coded the CAM ship into the campaign files, also the type in these files has to be adapted accordingly. If not you will get a CTD (no problem in GWX as you have written because it's not scripted). But there is another problem: GWX has some generic type=8 entries for carriers. You might now see a CAM ship instead of a true carrier in these groups (that's what prevented me from releasing a mod with an active CAM ship. I think you 'loose' more than you gain with this drawback).

Regards, LGN1

PS: I will reply in a few days about the AI subs mentioned in h.sie's thread. As h.sie has written, I'm currently 'away' and don't have much time.

h.sie
09-05-11, 01:37 PM
Stieblers Addons can now be found on my mediafire page in folder:

"Hardcode Fixes / Stieblers Addons"

Magic1111
09-05-11, 01:41 PM
Stieblers Addons can now be found on my mediafire page in folder:

"Hardcode Fixes / Stieblers Addons"

Good to know, thx h.sie ! :up:

Best regards,
Magic:salute:

Stiebler
09-05-11, 02:32 PM
I have made a small change to the CAM-ship part of the Surrender-Smoke-CAMship patch, which restores their one aircraft to CAM-ships when a new patrol or a saved game is reloaded. Previously you had to exit from the game completely in order to restore the aircraft.

This is now available from H.sie's MediaFire web-page, see above - and many thanks to H.sie for hosting this mod.

It is also available from here:
http://www.subsim.com/mods1/nygm/Stiebler_Surrender_Smoke_CAM_2.7z

However, I have been told that this SubSim mods site cannot be accessed by new visitors (until they become more regular visitors), hence H.sie's kind offer to host the mod also.

In order to install this revised patch, I regret that it will be necessary for existing users of the original patch to re-patch their versions of SH3.exe already patched with H.sie's V15_G2 patch-kit.

Limitations of new fix:
If you have no CAM-ships scripted into your campaign_RND.mis, then this CAM-ship mod has no effect whatsoever.
If you have just one type of CAM-ship scripted, probably IABL's M36B ship, then the new fix works exactly as stated.
If you have more than one type of CAM-ship scripted (eg M36B and M21B also from IABL), then one aircraft will be restored to the CAM-ship type (M36B or M21B) which last flew off aircraft against you (even if you never saw the aircraft).

Thanks to LGN1 for drawing this problem to my attention:
However, just a word of caution. If some mod has coded the CAM ship into the campaign files, also the type in these files has to be adapted accordingly. If not you will get a CTD (no problem in GWX as you have written because it's not scripted). But there is another problem: GWX has some generic type=8 entries for carriers. You might now see a CAM ship instead of a true carrier in these groups (that's what prevented me from releasing a mod with an active CAM ship. I think you 'lose' more than you gain with this drawback). This not a technical difficulty, since the CAM-ship patch is identified in code by the unique CAMHurricane which it carries. Also, the CAM-ship dates can be edited to restrict their use between 1941 and mid-1943, while the escort carriers should not appear before mid-1943.

However, this does require sufficient skills with altering the GWX campaign_RND.mis file. Perhaps someone could release a new file, with the popular M36B CAM-ship scripted in?

Stiebler.

Fish In The Water
09-05-11, 05:15 PM
This is now available from H.sie's MediaFire web-page, see above - and many thanks to H.sie for hosting this mod.

Cheers! :up:

Magic1111
10-25-11, 03:20 AM
Hi Stiebler!

Can you please make your Fix compatible to the newest "V16A3" Fix from h.sie?

Many thx in advance,
Magic:salute:

Stiebler
10-28-11, 02:58 AM
@Magic1111:

Upgrade for Hsie's Patch 1.6A3 Wolf-pack is currently undergoing testing.

The wolf-pack mod itself may yet require revision in the light of user feedback, so I cannot give a release date.

Stiebler.

rowi58
10-28-11, 03:31 AM
Thanks Stiebler,

it seems that - with your and h.sie's work - this good old game "SilentHunterIII" is stil alive. Thanks fore keeping it alive :up:.
And please - keep on that good modding. Sriebler and h.sie. Thanks a lot. :salute:

Greetings
rowi58

Magic1111
10-28-11, 04:08 AM
@Magic1111:

Upgrade for Hsie's Patch 1.6A3 Wolf-pack is currently undergoing testing.

The wolf-pack mod itself may yet require revision in the light of user feedback, so I cannot give a release date.

Stiebler.

Okay, thx for Reply! :up:

Looking forward then for the new version from your fix...! :yeah:

Best regards,
Magic:salute:

Hitman
10-28-11, 12:58 PM
Upgrade for Hsie's Patch 1.6A3 Wolf-pack is currently undergoing testing

When it's done shoot me a PM and I will update the thread title :up:

Stiebler
10-28-11, 03:02 PM
@Hitman:

OK, Many thanks for the offer.

Stiebler.

Madox58
10-28-11, 06:25 PM
@Stiebler,

Some people asked if the Autoload of Torpedos could be set to off by default.
I know it is a hard coded setting but am not as advanced in the process as you and h.sie are.
Is this something you could look into?

Regards Mate!
:salute:

Stiebler
10-29-11, 04:12 AM
@Privateer:

This is an unusual request, because anyone can set the Autoloading toggle on the torpedo screen as soon as they depart from base.

I have investigated the problem in code, and it is actually a very easy fix. However... if I make a permanent toggle with NO auto reload (for departure from base; you can change it during the patrol), then all those who want auto-reload (including myself) will be annoyed. It is really a question of which fixed toggle setting is more preferable to most players.

Of course, I could also make an option ON/OFF in the Options Selector supplied with Hsie's mods. But this will be full with the four mods forthcoming from me. If you have looked at the Options Selector recently, you will see that it is pretty much packed now. I don't want it to fill the whole screen!

I think I shall ask Hsie if we can consolidate some of the options flags.

In the meantime, though, I cannot make the code you want. However, if you want to make a *private* fix, send me a PM, and I can tell you exactly which (few) bytes of code to change.

Stiebler.

Stiebler
10-29-11, 08:57 AM
@Privateer and others:

It appears that I was premature in saying my code fix worked.

Certainly it has the desired effect of toggling OFF the auto-torpedo-reload during code initialisation, as can be seen easily by switching to the torpedo screen when the game has fully loaded.

However, the original initialisation code ignores the value of this flag during initialisation! Thus, torpedos are still automatically reloaded while the torpedo screen says that automatic reload is off! It is necessary to toggle the automatic reload on/off manually in order to make the program pay attention to the state of the toggle.

Further work needed. Sorry.

Stiebler.

Madox58
10-29-11, 09:09 AM
Hi Mate,

That is as far as I have gotten myself.
The Screen shows that Autoloading is off when it is still on and I can not change it to off.
:haha:

If you find the area to change I'd be glad to make a seperate patch for those who want it.
I know it's not a large demand item but for the few that would like this it would be nice.
:yep:

Regards.

Dani
10-29-11, 10:03 AM
@Stiebler

Reading the NYGM manual and playing the game,I know the only torpedo malfunction (out of many in RL) modeled in SH3 is the premature explosion.As you know, this malfunction is depending on pistol (magnetic) and sea state.

You and h.sie are discovering a new world with you're patches, so maybe now can something be done about this.
Since h.sie is to busy with the wolf pack patch, are you maybe willing to find out is there a way to increase torpedo failures?

Is it possible to increase the % of premature explosions, make it depend upon year of war and maybe even make it possible to explode on calmer seas?

Fish In The Water
10-29-11, 08:03 PM
@Privateer and others:

It appears that I was premature in saying my code fix worked

Further work needed. Sorry.

Stiebler.

No need to apologize. I was hoping it would be a fairly simple patch, but few (worthwhile) things in life are ever easy and I guess this is no exception.

Thanks for taking the time to look into it, and if you should have the opportunity to continue on with the project then I would certainly be most grateful.

Cheers! :salute:

reaper7
10-29-11, 10:52 PM
@Privateer and others:

It appears that I was premature in saying my code fix worked.

Certainly it has the desired effect of toggling OFF the auto-torpedo-reload during code initialisation, as can be seen easily by switching to the torpedo screen when the game has fully loaded.

However, the original initialisation code ignores the value of this flag during initialisation! Thus, torpedos are still automatically reloaded while the torpedo screen says that automatic reload is off! It is necessary to toggle the automatic reload on/off manually in order to make the program pay attention to the state of the toggle.

Further work needed. Sorry.

Stiebler.


Hi Stiebler, I've looked into the exe code for this to see if I could figure it out.
I've found the necessarly memory locations (3 required to work fully) that need changing all values are a Byte 1-on/0-off.

EDIT: Further testing shows only 2 of these will allow it to work. (3rd one not required as once Torpedo screen is opened Tickbox updates the value from First value set)

"sh3.exe"+001FF168 : Pointer1=3C, Pointer2=634, Pointer3=1F0

"sh3.exe"+001546C4 : Pointer1=0, Pointer2=2C, Pointer3=141

Fish In The Water
10-30-11, 01:46 AM
^^^ Sounds most promising, thanks for the input Reaper! :salute:

reaper7
10-30-11, 02:41 PM
Hi Steibler PM sent with OllyDegub Info - that confirms my CheatEngine findings :up:

Stiebler
10-30-11, 03:28 PM
@Reaper7:

I've got all three PMs now, thanks, hope you got my replies.

Your work has unlocked the whole problem to Auto-Torpedo-Reloading, and I expect to make the code quite easily now for this patch. Really, your contribution has been much greater than mine.

Stiebler.

reaper7
10-30-11, 06:06 PM
Glad I could help mate, loving what your doing for Sh3 :up:

Fish In The Water
10-30-11, 06:45 PM
Your work has unlocked the whole problem to Auto-Torpedo-Reloading, and I expect to make the code quite easily now for this patch.

Glad I could help mate, loving what your doing for Sh3 :up:

:woot::woot::woot:

Thank you both gentleman, and a special thank you to Privateer for raising the issue as well! Kudos all around! :yeah:

Stiebler
10-31-11, 12:12 PM
Once again, the fix is not so easy after all.

Unfortunately, Reaper7's code references, while very interesting and useful, *still* are not called during initialisation of the SH3 code. I set break-points in all the affected area, and not one had been activated by the time I fired a torpedo after starting a new career, and then watched another automatic torpedo reload. The only way Reaper7's code can be accessed is by pressing the Auto-Reload-Torpedo toggle on and off again.

Reaper7 and I have discussed this by PM, and Reaper7 has suggested the possibility of using one of the key-monitor programs which have been discussed in this forum previously.

However, these kinds of programs are beyond my area of expertise, so, with considerable regret, I am giving up on this one.

Maybe Reaper7 can take it forward.

Stiebler.

Madox58
10-31-11, 05:17 PM
I know it's not as easy as it seems at first Mate.
:nope:

I did do a different kind of test that I have not dig deep into.
I started a single Mission and saved it at 2 minutes into the Game.
I then re-started the same mission and dis-abled the Auto Load and again saved at 2 minutes with a different name.

I compared the files and the differences are there.
I re-played both saves and the Auto Load was as it should be for both saves.
Enabled in one but not the other.
So there is a default value unless you read a saved Game with the Auto load dis-abled.

reaper7
10-31-11, 07:39 PM
I know it's not as easy as it seems at first Mate.
:nope:

I did do a different kind of test that I have not dig deep into.
I started a single Mission and saved it at 2 minutes into the Game.
I then re-started the same mission and dis-abled the Auto Load and again saved at 2 minutes with a different name.

I compared the files and the differences are there.
I re-played both saves and the Auto Load was as it should be for both saves.
Enabled in one but not the other.
So there is a default value unless you read a saved Game with the Auto load dis-abled.

What if you close Sh3 and restart it them load in the 2nd save is the Autoload still disabled.
Just wondering if your save is working right because that code has being Initiated. Whereas on loading the sim and entering the mission the code has not being initiated. And hence why the variables are not having an effect.

Still I can if needed do this externally if you still require this fix, just means you need to launch another file in the background before starting sh3. :hmmm:

Fish In The Water
10-31-11, 07:46 PM
Still I can if needed do this externally if you still require this fix, just means you need to launch another file in the background before starting sh3. :hmmm:

If there's no other way, (and assuming it's not too much work :03:), I'd certainly be on board for that. Funny how some things that appear fairly straightforward (at first glance) can often turn into some of the most interesting/frustrating puzzles.

Madox58
10-31-11, 07:58 PM
What if you close Sh3 and restart it them load in the 2nd save is the Autoload still disabled.
Just wondering if your save is working right because that code has being Initiated. Whereas on loading the sim and entering the mission the code has not being initiated. And hence why the variables are not having an effect.

Still I can if needed do this externally if you still require this fix, just means you need to launch another file in the background before starting sh3. :hmmm:

If you save with Auto-load turned off?
Your save remembers that and auto-load is off.
I loaded a save from several days ago and it is off.

reaper7
11-01-11, 02:26 PM
Did some more test of the Variable for Auto_reload and I think this is possible to do within the exe.
Sent you a PM with my findings Stiebler.
I shall do some code in the mean-time so if it still turns out that it can't be dome Internally that we will still have the external code option. :up:

LGN1
11-01-11, 03:21 PM
@Stiebler

Reading the NYGM manual and playing the game,I know the only torpedo malfunction (out of many in RL) modeled in SH3 is the premature explosion.As you know, this malfunction is depending on pistol (magnetic) and sea state.

You and h.sie are discovering a new world with you're patches, so maybe now can something be done about this.
Since h.sie is to busy with the wolf pack patch, are you maybe willing to find out is there a way to increase torpedo failures?

Is it possible to increase the % of premature explosions, make it depend upon year of war and maybe even make it possible to explode on calmer seas?

Hi,

I have been thinking a lot about the reliability of the torpedoes and I think SH3 gives a poor representation of this issue :down: If you stick to some basic procedures you can easily achieve a failure rate close to zero (even with using only magnetic pistols). It's completely unrealistic. In SH3 there is nothing similar to the frustration real commanders suffered in the beginning of the war.

However, the problem is that it's quite hard to come up with a mod to correct this. German torpedoes had many issues, e.g., propulsion problems, pistol problems, depth-keeping problems,... All these issues were solved at different times. In addition, modding the 'not knowing' of the failure cause is quite difficult with all the information available today. We all know about the depth-keeping problems...

This issue is a good example for a situation in which you need what Stiebler called 'Compensatory Realism'. See here:

http://www.subsim.com/radioroom/showthread.php?t=86895

I think a great step forward would be if we had a mod that would reduce the range of a torpedo to just 100m with a given probability p depending on the year. This would be simple mechanism to simulate a general torpedo failure (from a commander perspective it doesn't matter why a torpedo does not work). The open question is how to choose p :D

Regards, LGN1

Dani
11-01-11, 05:23 PM
@LGN1

Thank you for you're answer.

I think a great step forward would be if we had a mod that would reduce the range of a torpedo to just 100m with a given probability p depending on the year. and ,if I may add, trigger the message "torpedo is a dud, herr Kaluen."

That is a great idea, if it can be realised.
In this case, it is not important HOW you get to the result, is the RESULT that matters.
This problem (torpedo malfunctions) is (in my opinion) one of the most importanant, unsolved one.
Even players who play with auto targeting and with the help of the weapons officer would not have unrealistic tonnages any more.

Fish In The Water
11-01-11, 06:32 PM
If you save with Auto-load turned off?
Your save remembers that and auto-load is off.
I loaded a save from several days ago and it is off.

Did some more test of the Variable for Auto_reload and I think this is possible to do within the exe.
Sent you a PM with my findings Stiebler.
I shall do some code in the mean-time so if it still turns out that it can't be dome Internally that we will still have the external code option. :up:

Really appreciate the determination chaps, thanks for the ongoing effort to see this through! :salute:

reaper7
11-02-11, 01:32 PM
Really appreciate the determination chaps, thanks for the ongoing effort to see this through! :salute:


Also ran into some problems with the way Sh3 handles the code for this compared to all other aspects I've seen in Sh3.
Had working code last night, and restarted my PC to make sure - and now the code wont work. The variable is not being stored in the same location, very strange as my method used to find them uses pointer so no matter where the value is the address to that location should be stored in the pointer :hmmm:

Oh well I can still work this but not as nice, I'll open a new thread so not to hijack the thread and continue work on this. :up:
Cheers Guys.

Stiebler
11-02-11, 01:42 PM
Thanks for your efforts, Reaper7.

After another exchange of PMs with Reaper7, which resulted in another few hours of unsuccessful attempts by me to make the auto-toggle work, I have decided that *definitely* I am now abandoning my efforts on the Torpedo Auto-reload problem.

I have spent far too many hours on something that the player can achieve in just five seconds, by clicking on the torpedo-reload toggle at the beginning of each patrol.

Sorry, everyone.
Stiebler.

reaper7
11-02-11, 05:44 PM
Thanks Stiebler, well I think I finally figured out how to get around the variables issue.
Got the code done and working ok on my end so far.
Opened a new thread here: http://www.subsim.com/radioroom/showthread.php?t=189271
And Version 1 posted for testing :up:

h.sie
11-02-11, 05:55 PM
It would be easy to manipulate a torpedo that is launched and set it's depth to, say, 25m with a certain probability p, depending on the date - in order to simulate a torpedo failure.

Question: Is it necessary to also consider the TYPE of the torpedo, or is it sufficient to have a dependency on the date?

Fish In The Water
11-02-11, 06:19 PM
The variable is not being stored in the same location, very strange as my method used to find them uses pointer so no matter where the value is the address to that location should be stored in the pointer :hmmm:

Oh well I can still work this but not as nice, I'll open a new thread so not to hijack the thread and continue work on this. :up:
Cheers Guys.

Very interesting. I didn't realize it would use a 'fluid' memory location like that. Certainly makes it trickier to pin the little bugger down. You'd almost think they don't want us improving their program. :D

Thanks for the new thread and especially for the pledge to continue work if needed. Looking forward to testing this out. Thanks again Reaper and cheers mate! :yeah:

Dani
11-03-11, 02:13 AM
@h.sie

Both TI (steam) and TII (electric) had problems, but TII was more problematic because it had the new magnetic pistol and was generally more sofisticated then the steam one.
Around december 1942, with the introduction of the TIII (electric) and new magnetic pistol, finally the problems where solved.

Dani
11-03-11, 06:33 PM
If it's too complicated to involve the torpedo type, I think the date dependency would be enough. Maybe instead of torpedo type, you could make the sea state a factor of influence.

This would be a great addition to the game.
One, of many, you already gave us.:up:

h.sie
11-04-11, 01:51 AM
@Dani: Please, let us continue the discussion my Hardcode-Fixes Thread

h.sie
11-04-11, 03:12 AM
Oops, now it looks as if I have stolen an interersting topic from this thread into mine......This did not happen with bad intentions.....the intention was not to pollute this thread with off-topic........

Rubini
11-10-11, 10:29 AM
HI Stiebler,

I saw that you release an upgrade for Hsie's Patch 1.6A3 Wolf-pack for NYGM. Do we will have it soon also for non NYGM users?

A bit OT, I´m using your fix for the wheater. Can you explaim me (a quick one is enough) how it differs from h.sie fix?

Thanks!:up:

Stiebler
11-11-11, 04:51 AM
@Rubini:
I saw that you release an upgrade for Hsie's Patch 1.6A3 Wolf-pack for NYGM. Do we will have it soon also for non NYGM users?The 'Stiebler_Addon_for_16A3' patch is undergoing final testing, will be released shortly, for ALL super-mods.

A bit OT, I´m using your fix for the weather. Can you explaim me (a quick one is enough) how it differs from h.sie fix?The original weather code from the devs allowed winds up to 30 m/s, but cut them back to 15 m/s to avoid side-effects. However, at 15 m/s, the wind speed continues to try to return to 30 m/s, which causes very long foggy-storms.

H.sie's solution is to halt the high winds and the fog when they continue for too long (using random time intervals).

My solution is to subtract 15 m/s from the windspeed whenever it exceeds 15 m/s. Since it is high winds that cause 'fog', the 'fog' is also quickly reduced. (In fact, the devs meant 'wind-driven rain' when they use the word 'fog'. High winds cause more wind-driven rain and sea-spray.)

Stiebler.

Hitman
11-11-11, 08:50 AM
I'd also like to somewhen see the well known and very dangerous "soup" fog near land, i.e. dense fog with calm seas due to a heavy temperature difference between the sea and the air. This is something that usually happens in the Channel, North Sea, and Terranova, when the warm Gulf stream or other warm currents meet ice cold norther winds from the Pole.

Conditions on that weather pattern for fog to appear should be:

- Calm or moderate seas
- Near land
- Northern hemisphere (Latitudes England and upwards)
- Certain months

I don't know if it is too complicated to program in the algorythm, probably so ...

Stiebler
11-11-11, 02:23 PM
@Hitman:

H.sie and I can now make fixes based on sea-depth. If we assume that 'Near land' means sea-depth <100m, then the change for random heavy fog would be quite easy. Wave height is really a function of wind-speed, also easy. Month of year is fairly easy, but tedious. Latitude and longitude are much more complicated.

Would you be happy with sea-depth < 100m, windspeed < 6 m/s, months October-February, with a random chance factor also added? If so, I can add it to my 'to-do' list.

Stiebler.

Hitman
11-11-11, 02:48 PM
Would you be happy with sea-depth < 100m, windspeed < 6 m/s, months October-February, with a random chance factor also added? If so, I can add it to my 'to-do' list.

Well that would be very interesting if it can be enabled/disabled easily depending on where you plan to patrol :yeah: I mean, the idea is not to get fog in the Caribbean, African coast or Mediterranean ...

Rubini
11-11-11, 02:51 PM
Stiebler,

Thanks by your reply. Btw below some feedback for your weather fix approach.

1. The 15m/s per second is now much more eventual only and last for no much time; it's very, very ok.
2. I now have a more variation on weather types, including rain and fog with small winds (7-9m/s); again very good.
3. I yet have, with certain frequency, rain/heavy fog that stay for long time (well, not as before the fixes), but yet a bit so much in duration IMO.

I agree with Hitmman's idea about fog, could be one more execellent touch for the hardfixes.

Another thing that always annoyed me on weather is that the sea foam only appears from 9m/s and above. In real sea we always have sea foam here and there obviously related to the wind speed/waves high. Could this be fixed adding the sea foam generation also to small winds attached to the waves high? (this way we will have sea foam but very few for small winds and so on). Or at least extend the actual foam generation to winds above lets say, 6m/s?

Stiebler
11-13-11, 07:11 AM
@Hitman, Rubini:

Thanks for the feedback about the envsim.act file.

A variant could be made, as I have outlined above, for fog around coastlines. It could be activated according to locality with JSGME, so really it would only be useful for U-boats patrolling around Britain, Iceland and Canada.

If there is any further demand for such a mod, then I shall make it. For some time, I have considered making another change to envsim.act, namely a forced end to fog after a maximum of four days of game-play.

Unfortunately, Rubini, I have no idea how to alter sea-foam in SH3, so this request cannot be met. Also, it is really only changes to game-play that interest me, not changes to game-appearance.

Stiebler.

Hitman
11-13-11, 08:06 AM
A variant could be made, as I have outlined above, for fog around coastlines. It could be activated according to locality with JSGME, so really it would only be useful for U-boats patrolling around Britain, Iceland and Canada.

If there is any further demand for such a mod, then I shall make it. For some time, I have considered making another change to envsim.act, namely a forced end to fog after a maximum of four days of game-play.

Actually, SH3 Commander is the ideal tool for that, as it will activate the fog scene.dat depending on time and patrol area (Via flotilla), so yes it would be a worthy add-on :up:

Regarding the current fog in the game, I would rather disable the soup one in the scene.dat, leaving only the distant horizon mist that shortens long range spotting, but never really becomes thick fog. Using 20km environments, I would set a maximum of 10-12 kms onwards being hidden by horizon fog (That's a Z value in the scene.dat of 50%, what most mods currently assign to "light" fog), representing not-clear days, and rough weather, and that's it. Below 12 kms, I would prefer to see fog only in realistic conditions as those suggested, i.e. near land and in certain places/months. It is interesting to note that in the well documented engagement between Bismarck and Hood, the sea was rough, in the Danemark Straits (Off the coast of Greenland) and in May, (not coincidentally chose by the commander to attempt the breakout into the Atlantic benefitting from the fog coming from the hot Gulf Stream) and yet both ships spotted each other at app. 28 kms! The fog is therefore very overdone in this game, and the soup fog in calm seas not properly represented :nope:

LGN1
11-13-11, 02:44 PM
I don't know whether it's a good idea, but maybe one could solve the 'high-waves in port' problem with a work-around based on sea depth :hmmm:

Basically, the idea would be to limit the wind speed to < 4m/s if the water depth is, let's say, < 10m. This might be problematic with harbor raiding, but... Anyway, it's just an idea to remove the unrealistically high waves in harbors.

Regards, LGN1

Hitman
11-13-11, 03:37 PM
I don't know whether it's a good idea, but maybe one could solve the 'high-waves in port' problem with a work-around based on sea depth :hmmm:

Basically, the idea would be to limit the wind speed to < 4m/s if the water depth is, let's say, < 10m. This might be problematic with harbor raiding, but... Anyway, it's just an idea to remove the unrealistically high waves in harbors.

Yes, I had also thought of that as well, getting calm seas in the harbours would be a plus :up: But also one must reckon that the impact in the campaign is minimal, as you spend only little time there.

LGN1
11-13-11, 04:10 PM
Hi Hitman,

yes, it's only a tiny, pure eye-candy mod. However, I thought that as soon as someone starts to add a sea-depth dependent wind speed, it might be only a tiny bit more work for this nice feature. And seeing the waves inside of harbors is really an immersion killer.

Regards, LGN1

Sittingwolf
12-10-11, 11:39 AM
Guys, looks like I have been redirecting to the main subsim website and the links have already expired. So where can I find this mod addon and is it compatible with the new V16A3 patch?

Thanks.

SquareSteelBar
12-10-11, 11:58 AM
Click the link in Stiebler's signature.

Sittingwolf
12-10-11, 01:46 PM
Ok. Another one: in Stiebler add-on I've got that folder additional files for V16A3. To be honest I have no the slightest idea how to get to it. Basically,
I wanted to apply everything in the following order:

1. V16A3 (let's say "main")
2. Stiebler's smoke on the horizon and surrender mod
3. And at the end that additional files.

Is that smoke on the horison and surrender option yet incleded in V16A3 or
I have to downloads and apply it separately and could you please tell me how I am supposed to do this all?

Thanks guys

PS: I'm running LSH3 last version at the moment

Stiebler
12-10-11, 03:12 PM
SittingWolf - I've sent to you a PM.

Stiebler.

Sittingwolf
12-10-11, 04:05 PM
Thanks mate. I've got it.

But in your convenient option selector, there's no smoke on the horizon and surrender option available to tick off. In that case logically thinking there must be a way to add this function externally (somehow:hmmm:).
As I'm not modder, I would like to get some help here please.

To make matters worse, in spite of reading txt files given, I still can't apply that files of GWX sensors.
Do I have to put them according to their numeration or just at the end as last ones as stated in text file.

Stiebler
12-11-11, 05:14 AM
@Sittingwolf:

Make sure that you are using the Options Selector version 1.5. At the bottom, there is a button marked 'Stiebler Options'. Click on this to see the Stiebler Add-on options, where you can enable or disable them as you please.

Is that smoke on the horizon and surrender option yet included in V16A3 or [do]
I have to download and apply it separately and could you please tell me how I am supposed to do this all?H.sie's V16A3 mod does *not* include the Surrender or Smoke-on-Horizon options.
a) Install H.sie's V16A3 mod and its JSGME-ready folder, as in H.sie's instructions.
b) Modify H.sie's V16A3 variant of file SH3.exe with the Stiebler Add-on, as in the Stiebler instructions.
c) Install the Stiebler-patched SH3.exe and its JSGME-ready folder as in the Stiebler instructions.

I still can't apply that files of GWX sensors.
Do I have to put them according to their numeration or just at the end as last ones as stated in text file.You can do whichever you please, since SH3.exe reorders the contents as it loads the file. However, it is more convenient to add the GWX sensors section at the end of existing entries in your en_menu.txt file (or de_menu.txt, as appropriate).

I hope that helps.

Stiebler.

Sittingwolf
12-11-11, 06:14 AM
Thanks Stiebler,

I'll try to do it today and report back.

Sittingwolf
12-11-11, 03:20 PM
Ok. I did it. And I added also that AI_sensors_GWX file to Library folder.
Am I suppose to delete that privious AI_sensors.dat and AI_sensors_WP files or leave them in Library folder as they were?

Stiebler
12-12-11, 05:00 AM
@Sittingwolf:

You *must* have both sensors '.dat' files in place. Both will be used in the game.

Stiebler.

Sittingwolf
12-12-11, 06:54 AM
Thanks for help mate, will do so. Hopefully everything will be hunky-dory after that.