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Stiebler
07-06-12, 06:56 AM
UPGRADED AGAIN to Stiebler4B_V16B1_Revised.7z (for_Hsie_V16B1 patch).

Small revision to the 4B patch, descibed more fully here:
http://www.subsim.com/radioroom/showpost.php?p=2047163&postcount=142

Following is the original explanation for the 4b Patch:

In view of the feedback that I have received, that it is the CAM-SHIP file in the earlier Stiebler4A_Addon_for_V16B1 patch (and the 3A patch) that can cause CTDs for users of some supermods, I have supplied new detailed documentation with the latest Stiebler4B patch that explains how to avoid this CTD. Just read the instructions file after download.

This is an updated version of my earlier patch Stiebler3B_Addon_for_Hsie_V16B1, with three extra mods and a few minor improvements. It contains a patch for your HSIE V16B1 SH3.exe file. (That is, for a copy of SH3.exe patched with H.sie's V16B1 patch - no substitutes allowed!)

The original patch contained the following:
Silent-Running mod
Surrender mod
Smoke on Horizon mod
CAM-ship mod
Asdic mod
Reduce Ship Warnings mod
Change Patrol Grid mod
Minimum TC mod
Improved BdU Congratulations Fix

Additions: for Patch4A:
Null Grid Mod (Depart with an assigned grid from ports that are not home bases)
Weather Meter (See the current fog-visibility on screen, instead of the Stealth Meter)
Ship Speed Fix (As requested by Hitman - ships slow in strong winds/heavy seas)

Addition: for Patch4B:
Air Torpedo (FIDO) Mod (Aircraft sometimes now drop an acoustic torpedo onto you)

ALSO:
NYGM weather improvement mod updated (self-contained - can be used by players of all super-mods that have the H.sie V1.6B1 patch installed.)

I have slowed down ships quite a lot in heavy winds. Fehler (U 234) made this remark in his biography ("The Warring Seas", A.V. Sellwood, Tandem paperbacks), as his large fat Type XB U-boat crashed on the surface through a strong gale:
"On paper a surfaced U-boat should have no hope at all of outstripping a destroyer. Seventeen knots against thirty-five? The proposition is ridiculous. But [...] in the rough weather we were then encountering the weight of the destroyer would count against her, while the fine lines of the U-boat would carve cleanly through the [sea]. I estimated that the British could make twelve knots, with luck. But, given equal luck, the U-234 would do fourteen [knots]."

Before you do anything else, after downloading this mod package, read the key text file READ_ME_FIRST_Stiebler4B_Patch.txt, which directs you how to proceed.

It is becoming increasingly difficult to make new code mods for SH3 that do not cause collisions with other mods. For example, the Weather Meter contained in this patch will cause odd effects (not CTDs) with just about every mod that alters the GUI of Silent Hunter III. This means that every such mod would have to have an alternative version created if it is to show proper results with the Stiebler4B Patch.

This is not practical, and therefore:
This Stiebler4B patch is only appropriate for users with the knowledge and experience to adjust their own files as they wish (full instructions provided in the documentation). I really cannot recommend this mod to those who claim that they are 'not very good with computers'; or have experienced difficulty with the installation of this patch's predecessor, the Stiebler3B_Patch kit.

Finally, let me emphasise to those who will attempt to make the patch: Start with a fresh copy of SH3.exe, newly patched with H.sie's V16B1 patch-kit (available on this web-page). Do not make any alterations to your new file at all (do NOT use the provided Options Selector at this stage), before you apply the Stiebler4B_Patch kit.
1. Take a legitimate copy of SH3.exe
2. Patch it with H.sie's V161B according to his instructions. Do NOT make any changes to this patched SH3.exe.
3. Use the file SH3.exe created in (2) with the Stiebler4B patch-kit.
4. Now you can use the Options Selector to determine which mods you want ON or OFF.

Download patch from here:
http://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z

Stiebler.

reaper7
07-06-12, 08:48 AM
Another excellent addition to the list, thanks steibler for your continued development into hardcoded exe fixes. :yeah:

Myxale
07-06-12, 01:25 PM
Great work, and great timing. Weekend sailing Ahoy!:arrgh!:

Kudos mate! :salute:

Friede Rösing
07-06-12, 02:25 PM
Excellents mods, thanks for you work :03:

Obltn Strand
07-06-12, 04:25 PM
Additions: for Patch4A:
Null Grid Mod (Depart with an assigned grid from ports that are not home bases)

Nice. I rename this "No more Kiel canal mod":D

Weather Meter (See the current fog-visibility on screen, instead of the Stealth Meter)

Nice, if I´am able to make it work.

Ship Speed Fix (As requested by Hitman - ships slow in strong winds/heavy seas)

Very nice. Perhaps tailing convoys and avoiding escorts will be easier now.

Thank you very much and have a very pleasant summer.

LGN1
07-06-12, 04:32 PM
Very nice work, Stiebler! :up:

Thanks a lot.

I don't know how much work it is, but would it be possible to provide a SH3Sim.act that contains only the 'Ship Speed Fix' and is compatible with H.Sie's exe file :06:

Regards, LGN1

Victor Schutze
07-06-12, 11:22 PM
Thank you for your good work, Stiebler. :Kaleun_Applaud:

Stiebler
07-07-12, 09:07 AM
@LGN1:
Would it be possible to provide a SH3Sim.act that contains only the 'Ship Speed Fix' and is compatible with H.Sie's exe file :06:Unfortunately the SHip Speed Fix requires also a change to SH3.exe, as well as the main code in SH3Sim.act.

The code in SH3Sim.act is called by all ships, by your U-boat, and by aircraft. Aicraft can be filtered out by their high maximum speed, but the U-boat has much the same maximum speed as corvettes and frigates. There is, of course, no purpose in slowing down the ships AND the U-boat - the ships can then still catch the U-boat. The only way to distinguish a U-boat from a ship in the SH3Sim.act code is to set a flag in the code that calls SH3Sim.act from SH3.exe.

The effect on aircraft is quite interesting too. In tests, it became apparent that heavy bombers had insufficient speed in strong winds in order to complete manoeuvres - they crashed shortly after approaching the U-boat. (Hurricane aircraft had sufficient speed still to maintain altitude.) I thought for a while that perhaps I should leave this effect in the ShipSpeed Fix - Nature's way of telling bomber crews not to fly in strong winds. However, one day I found I had a map screen (F5) view filled with crashed bombers, and it seemed likely that a lot of users would complain! Therefore, the aircraft are also not now affected by strong winds, as well as the U-boat.

Stiebler.

makman94
07-07-12, 03:18 PM
ahoy Stiebler,
it is getting more and more interesting , satisfing and absolutely necessery the work you and H.Sie are doing :yep:

thank you :rock:

drakkhen20
07-07-12, 08:43 PM
very very good and does make you think ahead while diving and escaping escorts.:up: hope theres more where this one came from. :yeah::D:rock:

VONHARRIS
07-08-12, 08:20 AM
Nice work Stiebler and H.sie

But - this is embarassing - I can't enjoy it.
Let me make myself clear:

I am using GWX and H.sie V16B1 realism patch (all otions exept repair times (use LRT) and wolfpack)
I follow the procedures as described step by step but the addon crashes when I try to begin a patrol in my career.
My specs :
Windows XP SP3
Intel Core Duo CPU E8400 3,00 GHz
2,00 GB RAM

and mod list - which is running (now) perfectly
Generic Mod Enabler - v2.6.0.157
[D:\Ubisoft GWX\SilentHunterIII\MODS]
GWX
Aces' Type 9 c-1 Super Turm (Old Emblems Compat v3.2) Alt Grill + 3x MG-34 version for GWX
Aces' Crew On Deck - Stand alone mod v1 GWX Version
Aces' Radio Room Postcards
Aces' Modified Headphones
Alt Msg Font Typewriter
Carotio_SH3-Seafloor2_128mb
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Foam 512x512
GWX - Enhanced Damage Effects
GWX 3 - Msn Os Lite
GWX_DFa-Flag&Pens_2010
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
LRT v2.04 Full
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
SH-5 Water for GWX 3.0 V0.9 08 Km Atlantic campaign (default)
SH4Style_flagS_midSpeed
Thomsen's Depth Gauge
Thomsen's Dials V2.0
Thomsen's Sound Pack V3
Deck gun sound
BritishAsdicMkIFinal
New Uboat Guns 1.2
New 20mm Flak beta v1.1
SeaWolf S.Cut Bar
SH3-Blue Night Map
Torpedo_HAHD_1024_GWX
Torpedo damage Final
TorpedoTubesFfireFinal vGW
Waterstream+Exhaust Combi V2.3 for GWX3
Elite U-boat Binoculars
Fishing Trawler
DD_OH_V3.09_20091209162038
WB's Fuel Economy v1.2
Flecktarn Protective Helmet Cover
Scir***923;-Tikigod- repeated order
Water Droplet Mod
Ricks_Alt_RecManual_v1.0
Flags_enlighten
Remove Searchlights from Merchants
Remove Searchlights from Warships
Sergbutos WolfpackMod V3 Reloaded
Increased ASW
AFB_Fairy_Fulmar
Supplement to V16B1 (JSGME)
O2 gauges
FROM THE MFM (manually inserted)
Tankers : 01 02 03 04 05 06 07 08 10 13(T2 SE A1) 16 18 tanker CAM ship
Attack cargo ships: 1 2 3
Medium merchants : 6 7 8 9 11 13 15 17 22 24 25 29 31 39 40 CAM ship UK/US Hog Island
Heavy merchants : 1 2 3
Naval oilers : 1
Repair ships : 1
OTHERS
Q ships : Jimbuna + Q01B
Amphibious vessels: Appalachian - A.Middleton
Liners: Blue star liners - Cunard liners 1,2,3,4 - Large liner - Olympia class - Empress of Britain - Normadie
Troop ships: USS West Point
Others: Fleet tender - Ranger type tanker - Hansa freighter - Medium freighter
- Whale factory ship(not the GWX one) - Whale chaser - Fishing trawler
US Navy: BB New York - CVE Long Island - APD Clemson
RN Ships: Queen Elizabeth class - Renown class - Ark Royal - Glorious - Bellona class
Leander class - Armed merchant cruiser(not the Aux cruiser of GWX)
Flower class corvette (from SH5) - Empire MAC Alpine - Algerine class

Merchants: War melody class - Medium merchant type C1 - Small cargo type N3 SA1

Any ideas on that?
Thank you.

Anvar1061
07-09-12, 10:45 PM
SSS
Your needed 4Gb RAM

Stiebler
07-10-12, 01:36 AM
@VonHarris:

First of, remove ALL the long list of mods that you have listed. Retain just your basic GWX installation. (Probably best to make a new reinstallation.)

Then test whether the Hsie V16B1 patch works by itself. If not, then you have not installed it properly. (Install it with JSGME, and also its folder of additional files.)
Once the V16B1 patch works by itself, add the Stiebler4A_Addon patch, again with JSGME and its folder of addons (Stiebler4_Addon_for_V16B1). Test to see if this functions correctly.

Do not add any other mods until you have got this combination working correctly in a normal career patrol.

After that:
1. Remove the Stiebler4A and Hsie V16B1 patches.
2. Add the other mods in batches of four at a time. Then add the additional mod folders for V16B1 and for the Stiebler4A_Addon after each additional batch of 4 files - all mods to be added with JSGME.
3. Test after each batch. Then you will know where the problem lies, and can narrow down the batch of four files to one offending file.

I would guess that probably several of your mods will cause collisions.

Good luck,
Stiebler.

VONHARRIS
07-10-12, 03:20 AM
@ Stiebler

Thank you for your reply. I will do as told!

If I do all that and both H.sie v16B1 patch and the addon are working , can I copy the whole data folder of my current installation to the new or it will cause another CTD?
I hate reinstalling all those things manually once again! :/\\!!
(The H.sie V16B1 patch is working properly for every option I have selected with this list of mods.)

@ Anvar1061
Thank you but, 4 GB memory in 32bit XP OS is useless.

Anvar1061
07-10-12, 04:31 AM
SSS
I remember there was a decision for 4Gb patch from XP by DD

Wilcke
07-10-12, 10:48 PM
Stiebler,

Is the Hitman GUI NYGM3.6A compatible with the latest release V16B1? Do I have to add the changes of the menu_1024 file in your instructions to the Hitman mod?

Great work, thank you!

Stiebler
07-11-12, 01:19 AM
@VonHarris:
Sorry, but you are going to have to install your mod list in batches.

It is the only safe way. Be sure always to add the folders for Hsie V16B1 and Stieber4A_Addon *last* (and in that order) with JSGME.

@Wilcke:
You will have to make the changes to the Hitman GUI for NYGM 3.6A manually, as described in the instructions. However, it is just a cut-and-paste in the menu_1024_768.ini file.
I can be sure of this, since I use the Hitman GUI too!

@Everyone:
I just noticed that in the file ADD_to_your_en_menu.txt file, I gave the lines:
;; Stiebler Weather Meter
4996=Wetteranzeige

This should, of course, read:
4996=Weather Meter

Stiebler.

Obltn Strand
07-11-12, 02:54 AM
@VonHarris:

@Wilcke:
You will have to make the changes to the Hitman GUI for NYGM 3.6A manually, as described in the instructions. However, it is just a cut-and-paste in the menu_1024_768.ini file.
I can be sure of this, since I use the Hitman GUI too!

That's good. Thanks.

when revolution is complete, all computers are user friendly:Kaleun_Salivating:

drakkhen20
07-11-12, 10:11 AM
@Everyone:
I just noticed that in the file ADD_to_your_en_menu.txt file, I gave the lines:
;; Stiebler Weather Meter
4996=Wetteranzeige

This should, of course, read:
4996=Weather Meter

Stiebler.


what does this effect in game?

VONHARRIS
07-11-12, 10:49 AM
@VonHarris:
Sorry, but you are going to have to install your mod list in batches.

It is the only safe way. Be sure always to add the folders for Hsie V16B1 and Stieber4A_Addon *last* (and in that order) with JSGME.


Stiebler.

Oh ... I will have to do it then.
Thank you.

drakkhen20
07-11-12, 01:25 PM
@Vonharris
just noticed in your sig your U-124 IXB. thats the same im using right now on my patrols in the 7th Flotilla. Sweet dude.

Stiebler
07-12-12, 05:10 AM
@Drakkhen20:
4996=Weather Meter
When you hover your mouse over the weather meter icon, the message 'Weather Meter" will now appear.

Rather useless, really, but part of the original system for the Stealth Meter which has now been converted to a weather meter.

Stiebler.

loituma_
07-12-12, 05:59 AM
Hello, I installed the patch yesterday and so far everything seems to be working. But if I could ask something: I have the Steam version of SH3, and they made a change so that the SH3 savegame folder is located in the main game directory instead of C/user/document. Apparently after applying the patch the SH3 savegame folder goes back to the latter. Is it possible to make it stay self contained? It's a bit more tidy and more practical for multiple installs, no need to use multish3 with that solution.
Thanks to you and h.sie, fantastic job.

Stiebler
07-12-12, 12:34 PM
Hallo loituma_,

I'm very pleased to see that a newcomer has been able to install H.sie's patch and mine.

Concerning your query:
You say that a Steam-derived copy of SH3 allows game saves to a game folder rather than to C:\user\document.

I had no previous knowledge of that fact.

Neither H.sie's patch nor my Stiebler4a_addon have any *intentional* effect on where game saves are stored. I cannot think of any accidental reason why the game save folder has been changed.

Therefore, I am very sorry, but I regret that I cannot help you with this problem.

[EDIT - Sudden thought: I believe that H.sie's patch removes certain types of game protection from *legal* copies of SH3 (such as that downloaded from Steam). Maybe the patch has also removed the unusual game-save folder that Steam has supplied. Try asking your question in H.sie's 'sticky' thread at the top of the SubSim SH3 Mods page.]

Stiebler.

LemonA
07-12-12, 09:00 PM
The original patch contained the following:
Silent-Running mod
Surrender mod
“Smoke on Horizon” mod
CAM-ship mod
Asdic mod
Reduce Ship Warnings mod
Change Patrol Grid mod
Minimum TC mod
Improved BdU Congratulations Fix



It would be useful if there is a short description of the mods (1 sentence each). Or put a hint in the mod-description like "For further mod details see Stiebler4_patch_Docs.pdf"

Stiebler
07-13-12, 01:27 AM
@LemonA:
Thanks for the suggestion.

For further mod details see Stiebler4_patch_Docs.pdf.

Stiebler.

Gammel
07-14-12, 05:23 AM
Interesting i'm having the crash problem as @VONHARRIS - must be some mod we have installed in common => Crash when starting Patrol.

Interesting h.sie patch only is working und it's the same Problem i had with
the addon patch the version before.

i'll check out the problem...

EDIT
all i can tell so far: it's not the mods and the problem is NOT related to this addon - it's not working any more even with the h.sie patch only - sorry for blaming stiebler's patch...
I'll have a look further into this and carefully do a step by step installation.
Strange thing is that i was able to install all earlyer versions of addon + patch without trouble and then the trouble begun with the last addon i wasn't able to run any more. Now it's the h.sie patch as well - can you confirm this @VONHARRIS?

Gammel
07-14-12, 06:35 AM
Found it - or at least part of the problem.
It's the scripted layer - something must have gone wrong during merging the subs in...
Textfile looks fine but i did the merge with the editor. Will try by hand.

Without the modified campaign_scr.mis h.sie addon is running - at least to the point the patrol begins.

Unfortunately it dos it not with the stiebleraddon patch, so i have another problem here i guess. But perhaps it just demand the missing scripted layer.

EDIT
still no luck with the addon - however i found those stupid errors in my setup: the failed merging of the subs in the scr layer
and also i found out the renumbering of the menu.ini did went wrong.

The other textfiles seems fine and running with the h.sie only patch.

So im there where i was starting: crash with the stiebler addon - no idea what went wrong. :-(

Obltn Strand
07-14-12, 10:46 AM
Don't shoot the messenger Stiebler but Null grid mod gives a new patrol area every time saved game is loaded.

vanjast
07-14-12, 03:06 PM
Hi Stiebler, I've never seen this before but maybe you can look into this.

I notice that the 3DRender setting in the main.cfg file now sets the maximum TC. AFAIK this setting should not interfere with the TC, but control the crew movement rendering.

The I'm using the V16B1 patch and NYGM plus some other mods. Only NYGM swops the main.cfg file. Maybe it has something to do with Win7.

I'll try swop the MAXIMUM and 3DRender settings.. maybe this'll work :)

edt: Nah! that didn't work - I wonder if it's something to do with the variable offsets, which might have been shifted (up 4 bytes, if Integer values)

VONHARRIS
07-15-12, 10:27 AM
Interesting i'm having the crash problem as @VONHARRIS - must be some mod we have installed in common => Crash when starting Patrol.

Interesting h.sie patch only is working und it's the same Problem i had with
the addon patch the version before.

i'll check out the problem...

EDIT
all i can tell so far: it's not the mods and the problem is NOT related to this addon - it's not working any more even with the h.sie patch only - sorry for blaming stiebler's patch...
I'll have a look further into this and carefully do a step by step installation.
Strange thing is that i was able to install all earlyer versions of addon + patch without trouble and then the trouble begun with the last addon i wasn't able to run any more. Now it's the h.sie patch as well - can you confirm this @VONHARRIS?


I run the game with the H.sie V16B1 patch and the mod list I have posted before with no trouble.
I haven't tried to install any pvevious addons , so I don't know on that.
When the game CTDed after the addon , I uninstalled it with JSGME and ererything came back to normal.

Found it - or at least part of the problem.
It's the scripted layer - something must have gone wrong during merging the subs in...
Textfile looks fine but i did the merge with the editor. Will try by hand.

Without the modified campaign_scr.mis h.sie addon is running - at least to the point the patrol begins.

Unfortunately it dos it not with the stiebleraddon patch, so i have another problem here i guess. But perhaps it just demand the missing scripted layer.

EDIT
still no luck with the addon - however i found those stupid errors in my setup: the failed merging of the subs in the scr layer
and also i found out the renumbering of the menu.ini did went wrong.

The other textfiles seems fine and running with the h.sie only patch.

So im there where i was starting: crash with the stiebler addon - no idea what went wrong. :-(


I haven't touched the campaign_scr.mis file because at that point I haven't activated the Wolfpack mod (the only one not used)

IMO , it might be the AI_Sensors_GWX.dat which has to be renamed to AI_Sensors.dat and used as such with the addon.
In the Library folder of the H.sie V16B1 mod I found a AI_Sensors_WP.dat
file 1KB in size which I can not understand.

At that point I can do any experiments but when my current patrol is finished I will try some!

Gammel
07-15-12, 03:52 PM
Thank you for the feedback @VONHARRIS.
The Problem with the scr-layer file is gone by merging the subs in by hand.
h.sie addon with wolfpacks is running fine.

Still no luck with the stiebler addon, will try one of the other AI_Sensor file
and leave out the weather mod.

AI_Sensors_WP.dat is needed by the wolfpack mod i guess

EDIT
Still no luck here, crash with Offset: 000b9844 maybe someone can tell
where to look...

Stiebler
07-16-12, 01:55 AM
To those reporting problems with installation of the Stiebler4A Addon:
[CTD = Crash to desktop]

It is very likely (from previous experience reported to H.sie and to me) that the problems are caused by incorrect *alteration* or *installation* of existing files.

1. Incorrect Alteration of Files.
The serious difficulties are caused with menu_1024_768.ini, where it is necessary 1) to change a few entries; 2) to *renumber* a large block after the changed entries.

Failure to alter files en(or de)_menu.txt and commands_en(de).txt correctly is unlikely to cause CTDs, although it may cause some mods to function incorrectly.

Incorrect alteration of the campaign_SCR file will certainly cause CTDs. This alteration is necessary for the CAM-ship mod, and a lot of people reported trouble with this with GWX when my older patch Stiebler3A was released (I don't know why). If you restore your original campaign_SCR.mis file, the CAM ship mod will not operate, but you will not get CTDs from this cause either.

2. Incorrect Position of Files.
The other big problem is that of placing files in their correct position in folders. Each new file supplied is intended to overwrite the existing file of the same name. If it doesn't, the new file serves no purpose - and the original file may now cause a CTD.

To change around the different AI_Sensors.dat files will not remove CTDs, although it will alter the way the sensors operate. The AI_Sensors_WP.dat is a small file created by H.sie for the wolf-packs, as guessed previously.

As I stated clearly in the first post of this thread, the Stiebler4A Addon patch is intended only for users who have the skills and experience to make some difficult changes to their installations of SH3. I cannot make a general release, because there are so many other mods out there that also need to be included.

Stiebler.

Gammel
07-16-12, 06:05 AM
thx for your hints @Stiebler.

Finally i got it running :woot:
by switching off the CAMship mod and leaving out all files corresponding with it. It just even crashes with only the presence of the roster entry for the plane.

Incorrect alteration of the campaign_SCR file will certainly cause CTDs. This alteration is necSessary for the CAM-ship mod, and a lot of people reported trouble with this with GWX when my older patch Stiebler3A was released (I don't know why).I did not find anything in the manual about changes in the campaign layer for the CAMship mod. Did i missed something?

Again thanks for your work and support!

caodwolf
07-18-12, 04:47 PM
Steibler; I am now scratching my head. I am able to get both the V16B1 and StieblerV_V16B1 patches to work. I can create a career using both patches either via SH Commander or directly in SHII. However, I can only create an career for 1939 or 1940. If I use a 1941 start date SHIII crashes as career load. If I remove your add on patch I can create a 1941+ career, but with it I cannot .

I am not using the CAM-ship mod but see from the notes here I might have to work it in. I don't have it selected via the options selector though.

I cannot figure out what is going on here. I am very comfortable and able to perform all the steps outlined.

If you have any advice I would surely appreciate it. This is strange and interesting dilemma.

Dave

UPDATE: I removed every reference to the CAM-ship mod from Stiebler4_V16B1 patch and everything works correctly. I can create a career in 1941+. Not sure why this affected the game like this but I am back in business. Dave

Stiebler
07-19-12, 06:18 AM
@Gammel, caodwolf:

Thanks for the feedback, and I'm glad you managed to fix your problems. I'd guess you are using GWX.

The problem with the CAM-ship is probably due to its type:
It is Type=8 (warship) in the Stiebler Addon patch, and also in the NYGM super-mod. (It has to be a warship, or the CAM-ship will not fly off aircraft.)

In GWX, the type is merchant ship (I think it is Type=102, but I don't have a copy to hand). This is defined in the campaign_RND.mis file and also in the Roster\British\M36B.cfg file and also in the Sea\M36B\M36B.cfg files (Or similar, copy not to hand). ALL of these entries need to have their type changed to type=8.

Stiebler.

Stiebler
07-23-12, 10:28 AM
Stiebler4B_Addon_for_V16B1 patch released.

This contains one new mod, the Air torpedo (FIDO) which can be dropped by an aircraft onto a submerged U-boat.

For full details, see here:
http://www.subsim.com/radioroom/showthread.php?t=197122

In view of the feedback that I have received, that it is the CAM-SHIP file in the earlier Stiebler4A_Addon_for_V16B1 patch (and the 3A patch) that causes the CTDs, I have supplied new detailed documentation with the latest Stiebler4B patch that explains how to avoid this CTD. Just read the instructions file after download.

This may tempt many users of other supermods to try again with these Stiebler addons for H.sie's V16B1 patch.

Download the new patch from my logo. Good luck, all installers!

Stiebler.

sublynx
07-23-12, 11:40 AM
Wow Stiebler, I'm at a loss of words :salute::woot::D:up::o:arrgh!::yeah::rock:

This Fido thing sounds really really nasty. I have to try it. Does it really mean that every time after July 1st 1943 that when there is a plane dropping dc's, there is also an acoustic torpedo to avoid??

Historically Fido did not work at lower depths. Is it like this also with your mod? Am I safe if I get to a depth lower than 50 meters?

Do you know if the Germans knew about Fido? And if they did, when did they know about it? Did they know what to do to avoid it?

And damn you Stiebler, I can't get any playing done anymore, since I need to keep modding my game with your addons :arrgh!:

Obltn Strand
07-23-12, 12:49 PM
Dude I'm in big trouble with airplanes and escorts in -41 and now this. Well I do apreciate realism factor, thanks Stiebler.

Finally...

No graphic effects will be seen with this mod, it is entirely computational. You will not see the aircraft dropping a torpedo, you will not see the torpedo in the water, and there will be no visible explosion if it hits its target. My objective has been to improve game-play. Besides, since (by definition) the U-boat is submerged when FIDO is dropped, how can they see external events?

Never use external or event camera anyway.

Stiebler
07-24-12, 01:25 AM
@SubLynx:

This Fido thing sounds really really nasty. I have to try it. Does it really mean that every time after July 1st 1943 that when there is a plane dropping dc's, there is also an acoustic torpedo to avoid??No, only when an aircraft drops depthcharges so close to your submerged U-boat that previously you received the warning 'Depth charges in the water, sir'. This does not happen often.

Historically Fido did not work at lower depths. Is it like this also with your mod? Am I safe if I get to a depth lower than 50 meters?You are not safe when deeper than 50m.

Do you know if the Germans knew about Fido? And if they did, when did they know about it? Did they know what to do to avoid it?A spy in the USA informed the Germans (1944) that an industrial plant was manufacturing acoustic air torpedoes. BdU chose not to believe the report.
If they had taken the report seriously, the U-boat could have deployed a noise-sounding device like a foxer, or even tried to use the bubble-producing Bold device as a decoy. And, of course, the U-boat could submerge slower.

It is strange, though, that BdU never seriously considered that the Allies might be using the same kind of weapon that U-boats were now carrying in their own torpedo tubes - an acoustic homing torpedo.

Stiebler.

Obltn Strand
07-24-12, 08:17 AM
http://img215.imageshack.us/img215/395/pukit.jpgI get this weird reflection.

My mod list:
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6B
NYGM HiRes Submarines
Merchant_Fleet_Mod_3.2
MFM-Interim-Beta_NYGM
Enhanced Nav Map Plotting Tools
Harbor Traffic Add-In
NYGM 3.6A zigzag campaign layer
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Thomsen's Sound Pack V3.2cg (Cfg, Interior and Menu folders removed)
Torpedo damage Final ver2.0
Hitman_GUI_NYGM3_6A
Stiebler4B_V16B1_Addon

Made weather meter changes to menu_1024_768.ini file as instructed. No problems with previous versions.

Doesn't affect game play.

Also
From: Stiebler4B_patch_Docs
Conditions to be met to request/receive a change of patrol grid:
b) You must have >50% fuel remaining. It is stupid week I know:doh: but my pretty litte blonde head doesn't seem to get it. Does it mean more than 50% or less than 50%? Currently I have asked new patrol grid after 50% fuel is used up and standard BdU response is insufficent fuel to reach new patrol grid

Gammel
07-24-12, 11:24 AM
Made weather meter changes to menu_1024_768.ini file as instructed. No problems with previous versions.

Doesn't affect game play.
My new weather meter looked the same with standard gwx install.
At least i had this half yello cloud.
With h.sie ACM GUI it was even more desasterous.

Anyone succeed? Pic or it didnt happened :)
@Stiebler ca you post a picture how it should look like?

Stiebler
07-24-12, 02:17 PM
@ObltStrand:

1. The picture you show looks as if it is due to a confusion of files menu_1024_768.ini.
Remove the Hitman GUI as a temporary measure, and see if that improves things. Then, it should be re-installed AFTER the Stiebler4b_Addon_for_V16B1 patch. Also download the updated version of the Hitman GUI mod from my logo - I have changed the mod so that it will show the weather effect.

2. "You must have >50% fuel remaining".
Does it mean more than 50% or less than 50%? Currently I have asked new patrol grid after 50% fuel is used up and standard BdU response is insufficent fuel to reach new patrol grid You must have more than 50% of fuel *remaining* in order to be assigned a new patrol area. Therefore BdU's response reported above was correct.

@Gammel:
My new weather meter looked the same with standard gwx install.
At least i had this half yello cloud.
With h.sie ACM GUI it was even more desasterous. ObltStrand's picture posted above your post, with the half-circle yellow cloud is correct. For bad weather, you will obtain two semi-circles of different colours, one filled with colour, one with a hollow centre.

The ACM GUI will need to have the same changes made to it, as you made for your standard menu_1024_768.ini file. However, the numbering system will probably be different. I have no experience of H.sie's ACM GUI.

(You must also have toggled ON the noise meter (stealth meter) when you loaded your patrol at base, otherwise you will not see either the cloud or the Stealth Meter.)

@GWX Players:
I have been testing the Stiebler4b_Addon_for_V16B1 patch with "GWX 3.0 Gold".
All seems to work perfectly well, PROVIDED that you delete the 'Sea' folder from the folder Stiebler4_Addon\data\Sea before you install the addon folder with JSGME. The 'Sea' folder contains the CAM-ship (M36B), which clashes with the UnitType used in GWX. But GWX has not got the CAM-SHIP scripted into any of the campaign files anyway.

Stiebler.

Stevetry
07-24-12, 02:38 PM
so do i need a previus patch to use this ?

Stiebler
07-24-12, 02:42 PM
@Stevetry:
You MUST have H.sie's V16B1 patch installed (see the sticky threads at the top of the SH3 Mods forum).

However, you do not need any of my previous StieblerX_Addons_for_xyz patches.

Stiebler.

makman94
07-25-12, 12:46 AM
Every mod you are making Stiebler is one more huppy surprise-addition :up:
i really enjoy see mods from you and H.Sie

Obltn Strand
07-25-12, 01:39 AM
1. The picture you show looks as if it is due to a confusion of files menu_1024_768.ini.
Remove the Hitman GUI as a temporary measure, and see if that improves things. Then, it should be re-installed AFTER the Stiebler4b_Addon_for_V16B1 patch. Also download the updated version of the Hitman GUI mod from my logo - I have changed the mod so that it will show the weather effect.
Works perfectly now. Thanks man.

You must have more than 50% of fuel *remaining* in order to be assigned a new patrol area. Therefore BdU's response reported above was correct.
In summertime bridge tends to move in engine room.:hmmm:

sublynx
07-25-12, 02:04 AM
A spy in the USA informed the Germans (1944) that an industrial plant was manufacturing acoustic air torpedoes. BdU chose not to believe the report.
If they had taken the report seriously, the U-boat could have deployed a noise-sounding device like a foxer, or even tried to use the bubble-producing Bold device as a decoy. And, of course, the U-boat could submerge slower.

It is strange, though, that BdU never seriously considered that the Allies might be using the same kind of weapon that U-boats were now carrying in their own torpedo tubes - an acoustic homing torpedo.


Maybe BdU thought that the U-boat commanders would notice the acoustic torpedoes - but I guess the ones that did either died or didn't have a clue what happened.

This means that I have to make the difficult choice of keeping my play as close to historical realism - that is not knowing about Fido and probably getting hit with it, or will I somehow know about Fido and then try to avoid it the way a U-boat commander would not have known.

Anyways, I'm glad I now have the option to make that decision :D

Stevetry
07-25-12, 09:55 AM
i am getting blank BDU messages any help on how to fix this ?

Magic1111
07-26-12, 01:57 AM
i am getting blank BDU messages any help on how to fix this ?

Maybe you must edit your Menu_en_txt. File, see instructions in the Manual! :03:

igorlikespike
07-26-12, 08:09 AM
Hello, could someone help me please?
I have patched sh.3exe (GWX) to V16B1 and enabled it with JGSME. (I followed instructions to the letter) But when I try to enable the Stiebler 4B_add-on for V16B1 via the JGSME the program informs me, that sh3.exe has been altered by "supplement to V16B1(JGSME) mod". Should I combine supplement and add-on into one folder?
Thanks!

Stevetry
07-26-12, 09:11 AM
could someone post their Menu_en_txt file so i can see how they edit it ?

Stiebler
07-26-12, 02:16 PM
@Igorlikespike:
I have patched sh.3exe (GWX) to V16B1 and enabled it with JGSME. (I followed instructions to the letter) But when I try to enable the Stiebler 4B_add-on for V16B1 via the JGSME the program informs me, that sh3.exe has been altered by "supplement to V16B1(JGSME) mod". Should I combine supplement and add-on into one folder?You could combine the two mods into one folder but, if something goes wrong, where will you start to look?
I advise against the idea.

Instead, simply install H.sie's 'supplement to V16B1(JGSME)' mod with JSGME - presumably you have done this already.
Then install the Stiebler4b_Addon_for_V16B1 mod folder after H.sie's folder, ignoring all warnings.

Since you are a user of GWX, be sure to delete the sub-folder Stiebler4b_Addon_for_V16B1\Sea before installation with JSGME. Otherwise you will get a CTD during second-stage loading of the game. (Users of stock SH3, and of other supermods (except NYGM), should probably delete the same folder too.) But this issue is considered in more detail in the Stiebler4b patch instruction-manual.

I hope that helps,
Stiebler.

Magic1111
07-27-12, 01:24 AM
could someone post their Menu_en_txt file so i can see how they edit it ?

Sorry, but http://www.cosgan.de/images/smilie/konfus/d010.gif

Look into the Stiebler4b patch instruction-manual! And look into the Folder of the MOD, there you´ll find .txt Files for copy&paste to your own Menu txt File!

Best regards,
Magic

Stevetry
07-27-12, 06:30 AM
Sorry, but http://www.cosgan.de/images/smilie/konfus/d010.gif

Look into the Stiebler4b patch instruction-manual! And look into the Folder of the MOD, there you´ll find .txt Files for copy&paste to your own Menu txt File!

Best regards,
Magic

already read it i added the TXT from the files to the ones it says i am still getting blankmessages i have done 20 times already i even use diferent txt editors for it nothing same result

Stiebler
07-27-12, 06:33 AM
In view of people's problems with some of the more complex instructions of the Stiebler4B_Addon_for_V16B1, I have placed two files (7-zip format) on the NYGM website at SubSim.

1. For NYGM users:
NYGM_Stiebler4B_Addon_for_V16B1.7z

Download it here:
http://www.subsim.com/mods1/nygm/NYGM_Stiebler4B_Addon_for_V16B1.7z

This folder (when unzipped) contains the exact installation that I have on my own computer (install it with JSGME after NYGM 3.6B), except the SH3.exe file itself, which you must make yourself for copyright reasons.
Remember to install the mods in the correct order:
a) NYGM 2.5 StandAlone; b) NYGM3_New; c) NYGM3.6B; d) Hsie's folder 'Supplement to V16B1 (JSGME)'; e) NYGM_Stiebler4B_Addon_for_V16B1.
You must add your own patched copy of SH3.exe to item (e) before installation, place it next to the modified envsim.act file.
Don't forget that you must first use H.sie's V16B1 mod to patch your copy of stock SH3.exe, and then patch this new copy of SH3.exe with the Stiebler4B_Addon_for_V16B1 patch as described in the patch's instructions. Then add the double-patched SH3.exe to item (e) above.

2. For users of stock SH3 and other supermods.
I suggest that you download NYGM_Stiebler4B_Addon_for_V16B1.7z in order to study it, and the way it is put together (including a study of the menu_1024_768.ini file, and the en/de_menu.txt files).
However do NOT attempt to use the unzipped folder in your game! It will definitely cause CTDs!
Remember also that your version of the unzipped folder MUST have the folder NYGM_Stiebler4B_Addon_for_V16B1\SEA removed completely.

3. For those users struggling to renumber the menu_1024_768.ini file.
I have placed my SH3Menu_Renumber.exe program for you here:
http://www.subsim.com/mods1/nygm/SH3Menu_Renumber.7z

This executable has its own instructions with the 7z file.
I have made this available to readers as a favour. The program comes with NO guarantees, except a guarantee that it contains nothing that will harm your computer deliberately, and it will only modify your menu_1024_768.ini file placed in the same folder. If your computer crashes, or your fridge magnets fall off, or your teeth develop cavities, I am not interested, OK?


Well, good luck everyone, again.
Stiebler.

Stiebler
07-27-12, 06:44 AM
@SteverTry:
i am getting blank BDU messages any help on how to fix this ? [Posted in this thread and in H.sie's sticky thread.]

You have not described your problem precisely.
What is a 'blank BDU message'?
Do you mean that you are getting no BdU messages at all now? If so, your problem is that you have placed your en(de)_menu.txt file in the wrong place.

If you mean you are not seeing the new messages from the Stiebler4b patch (or from Hsie's patch), then you are not adding them correctly.

Download the NYGM_Stiebler4B_Addon_for_V16B1.7z folder mentioned in my previous post in this thread, unzip it, and study the en_menu.txt (or de_menu.txt) file carefully. In particular, see how it relates to the instructions that I have provided for the Stiebler4b_Addon_for_V16B1 patch.

Stiebler.

SquareSteelBar
07-27-12, 06:52 AM
...Download the NYGM_Stiebler4B_Addon_for_V16B1.7z folder mentioned in my previous post in this thread, unzip it, and study the en_menu.txt (or de_menu.txt) file carefully...Sorry Stiebler but these files are not included...

Stevetry
07-27-12, 07:01 AM
NVM i forgot that i needed to rollback SH3 comander that why it was not working the eng menu tx was been change by the sh3 comander sorry XD


anyway great addon but i was wondering i dont plan on using the weather meter so is there anyway to get rid of the cloud icon ?

igorlikespike
07-27-12, 07:28 AM
@Igorlikespike:
You could combine the two mods into one folder but, if something goes wrong, where will you start to look?
I advise against the idea.

Instead, simply install H.sie's 'supplement to V16B1(JGSME)' mod with JSGME - presumably you have done this already.
Then install the Stiebler4b_Addon_for_V16B1 mod folder after H.sie's folder, ignoring all warnings.

Since you are a user of GWX, be sure to delete the sub-folder Stiebler4b_Addon_for_V16B1\Sea before installation with JSGME. Otherwise you will get a CTD during second-stage loading of the game. (Users of stock SH3, and of other supermods (except NYGM), should probably delete the same folder too.) But this issue is considered in more detail in the Stiebler4b patch instruction-manual.

I hope that helps,
Stiebler.

Thank you Stiebler for your speedy reply and of course your excellent mod! I have done as you suggested and I have no problems with CTDs. I did remove the Sea and air Folder for the CAM Hurricane, but before I was not exactly ready to ignore the JGSME warnings about altering files between the supplement and the add-on. I cant wait to statr a late war campaign and see how the Fido works! Now I have a minor problem-observation periscope is blurred all the time no matter what (zero or three knots sppeed snorkeling or not)! Any suggestions welcome!
All the best!
Igor

Stiebler
07-27-12, 11:40 AM
@SquareSteelBar:
...Download the NYGM_Stiebler4B_Addon_for_V16B1.7z folder mentioned in my previous post in this thread, unzip it, and study the en_menu.txt (or de_menu.txt) file carefully...
Sorry Stiebler but these files are not included... Thanks for the notification, SSB.

The en_menu.txt and de_menu.txt files are instead in the NYGM3.6B mod. I regret that users who want to study these files must download the NYGM3.6B mod from my logo below, unzip it, and look in NYGM3_6B\data\menu for the en/de_menu.txt files.

@Igorlikespike:
The problem you describe with the periscope shake concerns H.sie's V16B1 mod, and indicates a problem somewhere when you added files to his folder 'Supplement to V16B1 (JSGME)'. Re-examine this folder carefully.

@SteveTry:
Glad you finally got the patch to work for you.
You can disable the 'Weather Meter' in the Options Selector. Just toggle the option OFF in the 'Stiebler mods' Dialog box.

Stiebler

Stiebler
07-28-12, 04:00 AM
I have now uploaded a typical addon folder (GWX3_Stiebler4B_Addon_for_V16B1) for GWX3.0 Gold, which I have tested to ensure that it functions correctly.

However, for copyright reasons, it does NOT contain the patched SH3.exe required in order to operate. You must create this yourself.

Download the folder from here:
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

Method:
1. Start with GWX3.
2. Patch your copy of SH3.exe with Hsie's V16B1 patch.
3. Without making ANY changes, then patch your HSIE-SH3.exe with the Stiebler4b_Addon_for_V16B1 patchkit, following its instructions.
4. Place the double-patched copy of SH3.exe into the folder GWX3_Stiebler4B_Addon_for_V16B1, next to the new envsim.act file.
5. Install Hsie's folder 'Supplement to V16B1 (JSGME)' with
JSGME.
6. Install your unzipped folder GWX3_Stiebler4B_Addon_for_V16B1 (containing your new SH3.exe) with JSGME.

(The CAM-SHIP mod will not function.)
(I have used the 'lite' campaign_SCR.mis file in the GWX folder for testing. The only change is to add H.sie VIIF wolf-pack U-boats as units. If you prefer the original full campaign_SCR.mis, then add the VIIF U-boats to the original file, which you should have done already as part of Hsie's folder 'Supplement to V16B1 (JSGME)'.)

This will save a lot of trouble for most GWX users. I am aware that there are many mod variants for GWX, and I have no idea whether this simple addon folder will function correctly with the other extra mods. But at least users of GWX variants now have a template folder to study.

Stiebler.

Gammel
07-28-12, 02:27 PM
everything just works like a charm but may i suggest changing the color of the new weather meter? For me the colors now are quite of unintiutunally.
I'd say nice light blue (good) to even more grey the worser the weather is.
I'll try for myself changing menu_1024_768.ini with help of this webside: http://www.color-hex.com/

Great Mod just tested some of the features in an academy mission.
Some text of the surrender mod is still english i guess it was the response to the final status report and the end game screen - but thats peanuts no worry i can life with it.

edit
Another remark: don't laught at me but it took me till today to find out where the new abandon ship button is located.
I was always looking for it on the message screen - so if anyone else is not so pro like me - it's not there, hahahah

Gammel
07-28-12, 04:04 PM
i played around a little with the colors - also intersting that you can add a seperate "tooltip" for every weather state.
i've modified de.menu.txt with the following:;;Weather meter mod additions by Gammel update MaxStrings on top of file!!
5001=kein Nebel, ausgezeichnete Sicht
5002=leichter Nebel, gute Sicht
5003=moderater Nebel, durchschnittliche Sicht
5004=moderate Nebel, Sturm, durchschnittliche Sicht
5005=dichter Nebel, schlechte Sicht
looks like this, i dont like the color so far, will do more tests. Notice the tooltip when mouseover.
http://img833.imageshack.us/img833/5335/sh3img287201222541362.pnghttp://imageshack.us/photo/my-images/833/sh3img287201222541362.png/

Stiebler
07-29-12, 04:12 AM
That is very interesting feedback, Gammel. Many thanks for it.

I take your point about changing the colours of the 'cloud' (weather meter) to colours that are perhaps more representative. Also your idea (of using en(de)_menu.txt to provide extra tool tips for the weather-meter) is a good one.

Concerning occasional English text in the patched game that does not occur, or is duplicated, in either en_menu.txt or de_menu.txt: This text is hard-coded, and it would be quite complicated to add a separate German version also - it would be necessary to determine in code whether en_menu.txt or de_menu.txt was being used (and what about French users?). Because the text is hard-coded, it is *essential* to spell it correctly where the same text is duplicated in en(de)_menu.txt. Therefore, we have these strange lines in de_menu.txt:
560=U-boat destroyed.
561=U-boat destroyed durch Kollision.
562=U-boat destroyed durch Überdruck.
563=U-boat destroyed durch Wassereinbruch.
The 'U-boat destroyed' is an exact copy of the same text in the code, and must not be changed.

I'm glad you have been able to report success - and to show a picture to prove it. Thanks again,

Stiebler.

Gammel
07-31-12, 02:00 PM
thanks again for hints and explainations @Stiebler.
Yesterday i did an amazing patrol with your and h.ies mod in "full combat mode"
It was great, i did Type IIA in aug 44. :arrgh!:
After crossing the channel on first patrol starting at brest i was bombed and lost my tower.
So i went back to germany for repair and refit.
After that the 1. flotilla was no more.
i was assigned to 7/13 with new patrol grid and tasked later to return to trondheim. Yourmod worked as aspected ->big fun! :/\\k:
i found out you can surwive even with that old boat in 44. It's all about weather, at least a big part...

Further i found out the min time-compression mod to be very handy to me, f.e. when traveling along helgoland on patrol start with meeting many friendly units on the way.
Now no morge a hundred times pressing the tc button to get back to 128x - it just stays there like it was like that always - very useful and calming
You can play relaxed even without much friendly harbour traffic.

A little worry at last - my WO dos not report the range any more - he only gives the direction.
Did you have any idea where i should start looking?
I know h.sie has changed the WO behavior in his mod.
Unfortunately i didnt noticed when this had happened first
and i was pretty shure i installed h.sie mod correct - it'n not that tough than setting upyour mod. :03:

Stiebler
08-02-12, 01:47 AM
@Gammel:

Thanks for the feedback again.

The WO's range is affected by H.sie's mod, as you say.
My patch should have no effect on the WO. Even the Options Selector affects only whether the range is accurate or not - it will not cause the range to disappear completely.

Therefore, it seems likely that you have accidently deleted/modified one of the correct lines in de_menu.txt. For example:
4616=Nächster Sichtkontakt auf Kurs %03.0f, Entfernung %.0f Meter!

Stiebler.

Lindley
08-02-12, 11:06 PM
I follow the instructions but I keep getting
Version number in SH3.exe does not match version in file HSIE contents.txt on second patching when I try to open HSIE selector.

Magic1111
08-03-12, 04:37 AM
Hi Stiebler!

I´ve two questions please...:oops:

First question regarding to Surrender/Abandon Option and this from your .pdf Manual:


...
If you have been rescued by U-boat, you may legitimately start a new career, to begin after the date you were sunk at sea, even for the Dead-Is-Dead players.
...


Can you please a little more explain, how to start a new career after I became the message, that I´ve been rescued by a U-Boat?

Let us assume, that I´ve been rescued by an U-Boat ingame Date at e.g. 25.02.1941. Then I start a new career at 01.03.1941 with the same captain name?! But when I do this, I loss my medals and renown from my old career, or? I mean, I start a new career after that I´ve been rescued, but without any medals or renown? Is this so correct?

Or can you please more explain the procedere to start a new career after rescue by an U-Boat please?!

And second question regarding to Weather Meter:

When I use this option, I must before I start a patrol enable the "Stealth-Meter" Option on, that is clear! But this has the effect, that my Realism-Percent-Value goes deeper, when you know what I mean?

E.g. before I enable the Stealth-Meter Option I play with, let us say, 91% Realism, after I enable the Option, the Realism-Percent-Value is only by 89% (or similar, I don´t know exactly).

Is there a solution to fix this? I mean, altough I enable the Option my Realism Value remains at 91%!

Best regards and thx in forward,

Magic:salute:

Harald_Lange
08-03-12, 06:09 AM
3 quick questions:

1. If I patch my exe and add it to the mod folder as instructed in the readme, will that .exe override the main one? I have a desktop shortcut pointing to the 'root' .exe, and I'm wondering which is the correct place to put my .exe file.

2. Instead of editing the command files in the root data/cfg folder, can I duplicate the directory structure inside the mod and put the extended 'Commands_en.cfg' in there instead?

3. Final one:
If I install the stieblers patched exe, do i still need the hsie mod, or does this supercede it?

Thanks, hope these aren't too daft.

VONHARRIS
08-03-12, 06:37 AM
E.g. before I enable the Stealth-Meter Option I play with, let us say, 91% Realism, after I enable the Option, the Realism-Percent-Value is only by 89% (or similar, I don´t know exactly).

Is there a solution to fix this? I mean, altough I enable the Option my Realism Value remains at 91%!

Best regards and thx in forward,

Magic:salute:

I can give you a solution to that :

In Data\cfg folder find the GameplaySettings.cfg file.
Open with notepad
In the last block of the file :
[RealismPercentage]
LimitedBatteriesRealismPercentage=5
LimitedCompressedAirRealismPercentage=1
LimitedO2RealismPercentage=6
LimitedFuelRealismPercentage=6
RealisticVulnerabilityRealismPercentage=5
RealisticRepairTimeRealismPercentage=8
RealisticShipSinkingTimeRealismPercentage=2
ManualTargetingSystemRealismPercentage=15
NoMapUpdateRealismPercentage=12
RealisticSensorsRealismPercentage=6
DudTorpedoesRealismPercentage=4
RealisticReloadRealismPercentage=6
NoEventCameraRealismPercentage=3
NoExternalViewRealismPercentage=8
NoStabilizeViewRealismPercentage=5
NoNoiseMeterRealismPercentage=2 <-- change this to 0 and add 2 to any field so that your realism will add up to 91% .
NoWeaponOfficerAssistRealismPercentage=6

Hope that helped.

Stiebler
08-03-12, 04:46 PM
@Magic1111:

After use of 'Surrender Option':
If you are rescued by U-boat, then the rules are that you can start a new patrol, even if you play 'Dead-is-dead'.

It is your choice how you start your new patrol, but in real life it must have been with a new U-boat and a partly new crew.
You can adjust your medal status, and your new crew status, to mimick your earlier career, by altering the crew configuration files after starting your new career.

VonHarris has kindly answered your question already about the weather meter already.

@HaraldLange:
1) Yes. The patched sh3.exe will replace the original. Your shortcut will continue to point to it.
2) Yes. In fact your suggestion is the preferred method. Install the revised files command_en(de).cfg with JSGME as part of the Stiebler4B_Addon_for_V16B1 folder.
3) Yes. You *must* first install H.sie's mod.

@Lindly:
Either you are using the wrong version of the Options Selector (use version 1.6a with its associated files HsieContents.txt and StieblerContents.txt).
Or you are are not patching with H.sie's V16B1 patch (maybe with an older version, or have you omitted to use H.sie's patch completely?)

Stiebler.

Lindley
08-03-12, 11:37 PM
OK Thanks.

Working.

Magic1111
08-04-12, 01:49 PM
I can give you a solution to that :
...



@Magic1111:
After use of 'Surrender Option':
...


Many thx @ VONHARRIS & Stiebler for answer me my questions! :up:

Best regards,
Magic

HEMISENT
08-08-12, 05:28 PM
Hi Guys
I posted this question on H'sie's thread and will do the same here.

I have a fresh GWX install and H.sie's patch is working correctly. There are no other mods enabled in JSGME.

Stiebler's Supplement to V16b1 is in the MODS folder and both the messages and campaign_SCR editing have been accomplished.

Per H'sie's instructions I put the patched SH3.exe into the Stiebler's Supplement to V16b1 folder with the 4 dll's

At this point I enable Stiebler's supplent in JSGME.

When I start the game I get a "missing dll's message. (At this time there is no SH3.exe icon in the SH3 folder because it first went to the patch folder then went into Stiebler's folder)

Does anyone have an idea as to what I'm doing wrong? I tried to search both threads but came up blank for this specific problem.

Gammel
08-08-12, 06:04 PM
Per H'sie's instructions I put the patched SH3.exe into the Stiebler's Supplement to V16b1 folder with the 4 dll's
At this point I enable Stiebler's supplent in JSGME.didn't you miss applying the Stiebler patch to the h.sie patched exe before enabling the mod?

To get the Stiebler mod working the exe has to be patched again
(Patch_SH3.bat in "V16B1-Patch-Kit" folder after you've copied the h.sie sh3.exe there.

After that and running the options selector move or copy the now duble-patched sh3.exe into the
"Supplement to V16B1 (JSGME)" folder, as well put your modified text files here in the right places.
You have to unpack this folder with 7zip (7zip.org) first.

No copy the folder to your game folder and enable with JSGME
after all other preparations are made:

Check you got the right version of the h.sie patch!
Don't forget to chose, rename and copy the right AISensor.dat to the library folder in "Supplement to V16B1 (JSGME)" before enabling the mod.

At last: If you use GWX delete the "sea" folder according to the manual - i removed the roster entry for the CAM Shipmod as well. Deactivate the CAM Ship mod with the options selector.

Stiebler
08-09-12, 02:53 AM
@Hemisent:

As Gammel says above, you must have H.sie's patch installed first with JSGME.
Then you install the Stiebler4_addon folder with JSGME on top of the Hsie patch already present. The Stiebler4_Addon folder must contain its own patched version of SH3.exe, created by patching Hsie's version of SH3.exe.

Furthermore, if your set-up is complaining that four dlls are missing, then clearly you have placed them in the wrong place in the Stiebler4_Addon folder. In fact, it was not necessary to move these dlls from H.sie's original patch folder.

Stiebler.

HEMISENT
08-09-12, 05:42 PM
Gammel and Stiebler
Thanks for replying to this. I'm a bit confused as you make reference to H.sie's patch being activated thru JSGME.

I'm following the patch instructions and nowhere can I find it tell me to insert in JSGME.

1) Patching sh3.exe
a. Create an empty working directory somewhere on your harddisk (where you have write permission.)
b. Download the latest V16_Patch-Kit archive and extract all contained files into that working directory.
c. Copy your original (unpatched) sh3.exe into that working directory. Now, your
sh3.exe and the patcher named Patch_SH3.bat MUST be located in the same folder!
d. Start Patch_SH3.bat. If your sh3.exe is compatible, it will be patched. Otherwise not. Before patching, the patcher automatically makes a backup of your original file called sh3.old. Save sh3.old somewhere for later use, e.g. in case you want to undo the patches.
e. If step d) was successful, your new sh3.exe contains ALL of the fixes!
f. Start HsieOptionsSelector.exe in order to individually enable/disable the fixes as you like. This tool also allows to apply the 4GB-Patch.

At this stage I have a folder named PATCH with the SH3.exe in it, I have activated the patch_sh3.bat file and when I run the game the "1.6B1" designation appears in the lower right corner.

I understand something is going amiss but...

Am I to insert my "PATCH" folder in JSGME and enable it at this time?

Thanks guys

Gammel
08-09-12, 06:11 PM
You should end up with two folders to enable with JSGME:

1. Supplement to V16B1 (JSGME) - h.sie's stuff

2. Stiebler4B_Additional_files_V16B1 - Stiebler's stuff


each containing his patched sh3.exe + the added / modified mod files
Second folder overrides the files of first folder when enabled.

This is h.sie's folder should look:
http://img5.fotos-hochladen.net/uploads/hsiemodfolderj43weo7cyi.jpg (http://www.fotos-hochladen.net)

This is Stieblers folder should look
http://img5.fotos-hochladen.net/uploads/stieblermodfolpeyatd1r4.jpg (http://www.fotos-hochladen.net)

HEMISENT
08-10-12, 04:38 PM
http://img832.imageshack.us/img83Hi Gammel
Thank you sooo much for helping with this.

The first screenshot of yours shows what appears to be Stieblers supplement contents and the second screenshot shows the 4b addon contents. I have the supplement in my JSGME/MODS folder. I have DL'd the 4b addon but it is not being used yet as I wanted to get the game working first.

My folder with H'sie's stuff contains:
http://http://img832.imageshack.us/img83http://www.subsim.com/radioroom/%3Ca%20href=http://imageshack.us/photo/my-images/832/hsie.jpg/%20target=_blank%3E[IMG]http://img832.imageshack.us/img832/2301/hsie.jpg
tool
readme
hsie option selector.exe
sh3.exe
HSIEoptions.chm
_merge_with_Campaign_SCR.mis
Patch_SH3.bat
sh3.old
_append_to_de_menu.txt
_append_to_en_menu.txt
HSIEContents.txt
Optional O2 guages v2(JSGME).7z

(this is "after" I clicked on the PATCH_SH3.bat icon


As for the "Supplement"
The top item in your list is a data folder whereas the top item in mine is a menu folder. Are there different versions of the supplement or could I have a corrupted DL?

Gammel
08-10-12, 06:29 PM
Cheers HEMISENT!
The first screenshot of yours shows what appears to be Stieblers supplement contents and the second screenshot shows the 4b addon contents.It's vice versa, first it's h.sie's mod read yto go, Stiebler's is second pic.

For better understanding your problem: could you please export and post your modlist in JSGME?
The option is under the link "tasks" in JSGME. You'll get a textfile.
Please post the contains of the file.


Both folders from my pics go to the /silenthunter3/mods folder.
They have to be enabled with JSGM - confirm the files to override (JSGME will ask overriding several files and the sh3.exe from h.sie's supplement folder, that's ok
and shos things are moving good. If theres no override when enabling Stieblers mod something gone wrong.
So the paths in yyour game should be:
.../silenthunter3/mods/Supplement to V16B1 (JSGME)
.../silenthunter3/mods/Stiebler4B_Additional_files_V16B1

The top item in your list is a data folder whereas the top item in mine is a menu folder.That cant be right - if you open one of the 2 folders ready for enablling with JSGME theremust be a data folder. The folder "Menu" is beyond it.. ...Silenthunter3/Data/menu.
The "supplement" folders have this data folder from the start, Stiebler's supplement as well as h.sie's. Stieblers mod folger that goes into the mods folder
is named "Stiebler4B_Addon_for_V16B1".
Perhaps is better to start from scratch again: If you unpack the stiebler mod, you'll se sure theres a "Data " folder in it.

My folder with H'sie's stuff contains:
http://img832.imageshack.us/img83
tool
readme
hsie option selector.exe
sh3.exe
HSIEoptions.chm
_merge_with_Campaign_SCR.mis
Patch_SH3.bat
sh3.old
_append_to_de_menu.txt
_append_to_en_menu.txt
HSIEContents.txt
Optional O2 guages v2(JSGME).7zThats fine for the moment, but this not the folder that goes into the game"
You should have this folder in a TEMP location it has not to be copied into the game.

HEMISENT
08-11-12, 02:32 PM
Hi Gammel
Here's what I have after I unzip hsie's patch, inserted in a temp folder called "hsie patch"and after the SH3.exe has been patched.

http://img521.imageshack.us/img521/2301/hsie.jpg
Here's Stiebler's supplement unzipped into the sh3/MODS folder, the patched SH3.exe from the patch folder inserted in it

http://img201.imageshack.us/img201/8098/supplementv16b1.jpg

As you can see, there is a "Menu" folder at the top of the list vs. a Data folder in your example.

Here's the only two activated mods

HSIE PATCH
Supplement to V16B1 (JSGME)

When I activated the "supplement mod the Hsie mod greyed out.
These are the steps and in the order which I have done so far.

1. Unzipped Hsie patch to temp folder in Program File/Ubisoft
2. Inserted SH3.exe into Hsie PATCH
3. Click on Patch_SH3.bat
3a. edit en_menu & de_menu & Campaign_SCR as directed
4. Insert Hsie PATCH folder in JSGME
5. Enable Patch
6. Test game. v16b icon shows on rt lower corner/ingame WO immediately
goes to bridge upon surfacing-I am assuming this means Hsie patch is
working.
7. Unzip Supplement to MODS folder
8. Copy/paste SH3.exe icon from Patch folder.
9. Enable Supplement-Patch designation greys out as Supplement mod
overwrites as expected.
10. Test game-starts and runs normally but Supplement does not take.

I am obviously screwing up somewhere but......

Thanks again for the assistance.
Cheers!
H

Gammel
08-11-12, 07:30 PM
Cheers HEMISENT!
Thats not Stiebler's patch on your second screen! :hmmm:
It's the part that goes into the .../Silenthunter3/mods after you copied your own testfiles in there and added the changes according to readme.

Your folder HSIE PATCH has not to bee in the mods folder, it's only a temp folder for patching the exe file.

You have to copy your own textfiles from game folder (Campaign_SCR.mis, Menu_de.txt...) to the supplement folder fron h.sies mod. Then make the addition to them. As well copy the new Sh3.exe here

Then copy the "Supplement to V16B1 (JSGME)" to your game mod folder and enable it.
H.sie's patch is now active and hopefully working, estp. the changes to Campingn_scr.mis is a bit tricky. Try a sinle mission to test.

We'll take care of Stieblers' addon later, workflow is nearly the same as it builds up your modified files.

But first has HSIE PATCH folder has to move out of your load order. Look at the files in theres no need to get them into the game. Delete/move this folder out of the game, it's just temp stuff.

On your second Pic i see another problem, the folder "Menu" there has to be in the "Data" folder.

Best delete everything and start over again with the extraction of the files.
Perhaps backup the mod Campaign_scr.mis file first if you have already done the addition of the subs and the renumbering.
Perhaps whe should switch to h.sies thread for now.

If you went into troubles with the textfiles look here:
http://www.subsim.com/radioroom/showpost.php?p=1920107&postcount=3490

Rubini
08-11-12, 11:55 PM
Hi Stiebler,

Thanks again by this new update of your add on! It is just amazing!

I should like to say few words about the new fido (accoustic torpedo) add on.
I was thinking about it and i guess that it´s possible to change (or just make a new ) a bomb by a "fido" torpedo (i mean: 3d object and its texture) and also adjust it´s "explosion" impact on water to be more like a dropped torpedo hit on water. If all this really works as intend , later we can hook your "fido" routine to this object and them add it to the correct planes. As we already knows, by the hard tries from others modders, the ai torpedo on Sh3 just don´t work, the game don´t have code routines for it ... so, it will be not yet a complete eye candy aerial torpedo neither it will search for the uboat (it will desappear as it hit the water) but with a "fake" torpedo and your code routine we will get very close! :up:

I will look for this when i have some free time, but the idea is open to anyone that want to try it!

Thanks again by your brilliant work!:salute:

Here the easy first step. The big problem is to have a plane that could behaviour like a torpedo bomber... well, this is for later work. Sorry to hijack the thread , but the idea of an ai torpedo is just so much good for sh3!:D
http://img15.imageshack.us/img15/6617/bombsdat.jpg

HEMISENT
08-12-12, 10:49 PM
Gammel. thank you!!!!!!



Your folder HSIE PATCH has not to bee in the mods folder, it's only a temp folder for patching the exe file.
this was just something I tried...removed from JSGME.



Then copy the "Supplement to V16B1 (JSGME)" to your game mod folder and enable it.
H.sie's patch is now active and hopefully working, estp. the changes to Campingn_scr.mis is a bit tricky. Try a sinle mission to test.

HSIE's patch is working correctly


On your second Pic i see another problem, the folder "Menu" there has to be in the "Data" folder.

Actually, it appears that this was where the problem was all along. I deleted the entire Supplement folder, re dl'd it and unzipped to the MODS folder. Now there is a data folder instead of a menu folder and after all the file editing my setup matches your pic exactly. I enabled it in JSGME and it appears to be working.

Just tried out the wolfpack single mission and the contact report sent out as expected but no reply yet.

If you went into troubles with the textfiles look here:
http://www.subsim.com/radioroom/showpost.php?p=1920107&postcount=3490[/QUOTE]

tomo123
09-01-12, 07:09 AM
Here's a problem I noticed. Maybe it's a bug, maybe it's me.

SH3 1.4b + GWX + v16b1 ( v16b1 working perfectly, everything enabled, text strings added where needed in en_menu.txt, only two Wolfpack related options disabled )

---

I decided to add Stiebler 4b updates to the mix... just because I need a few new and useful options, like time compression and such.

So, I have SH3 1.4b + GWX + v16b1 + Stiebler 4b ( and yes, everything is done / patched / added correctly and without error ). Everything works as it should. But, one problem. After sending contact reports, I get empty replies. Like, from Bdu to me ... message empty.

I guess there's a bug somewhere with the patching or... If I disable the Bdu improvement, the problem still remains. So, maybe it's the patch.

Can someone check that?

EDIT:

Just completely rolled back to SH3 1.4b + GWX + v16b1 and everything works like it should. Messages and all...

Conclusion:

Can anyone else confirm that after patching with Stiebler 4b you get empty replies for Contact reports sent to Bdu? And sometimes, a few of them, a couple of minutes apart. Also empty.

tomo123
09-03-12, 11:13 AM
Anyone? This is bugging the hell out of me.

Tried again, no dice. Followed the instructions to the letter. Everything is working like it should, TC messages are showing... since I added these lines in my "/data/menu/en_menu.txt" .

;; Stiebler Minimum TC Messages
4997=Minimum Time Compression switched ON (min. 128)
4998=Minimum Time Compression switched OFF
;; end of additional files.

But, BDU replies are broken... Here is a part of my en_menu.txt entries from v16b1 that work ( before patching with 4b ):

; BDU-Messages
;-------------
; General
4835=Only sink hostile ships, you amateur!
4836=Error in transmission! Repeat last message!
4837=Start return! Home base as directed!

; Congratulations for achievement of new tonnage-category
4838=Very good results! ; 20000- 40000t
4839=Congratulations! Excellent results! ; 40000- 60000t
4840=Germany salutes you and your crew! ; 60000- 80000t
4841=That is worth an award! ; 80000-100000t
4842=Congratulations - new wearer of the Knight's Cross! ; > 100000t

; For sinking >15000t
4843=Great work! That will hurt the enemy!
4844=Bravo! Excellent shooting!

; For sinking >10000t
4845=Very good work! A decisive blow!
4846=Bravo! But next time near enemy destroyers!

; For sinking >2000t
4847=Nice work! Carry on!
4848=Good work! Continue search for single ships.
4849=Well done! Keep at it!
4850=Sinking registered. Report any survivors immediately!

; Occasional communications
4851=Message received. Continue as ordered!
4852=Signal received.
4853=Short-signal received. Expect next status- and weather- news in 24h.
4854=Signal acknowledged. Stay alert.
4855=Message acknowledged. We have high expectations!
4856=Message received. Beware of aircraft!
4857=Message acknowledged. All further transmissions on long-wave 20.4kHz.
4858=Signal acknowledged. Use short-wave until further notice.

; For motivation
4859=Be more aggressive! We need better results!
4860=Show more courage! Charge at the enemy!
4861=You can***8217;t come home with fully-loaded torpedo-tubes!
4862=Attack! Shoot! Sink!

After adding Stiebler's 4b patch, no replies from BDU ( I guess 4854 to 4857, did not test further ). But, Minimum TC Messages work.

Friede Rösing
09-03-12, 12:41 PM
Anyone? This is bugging the hell out of me.



Perhaps Stiebler answer better, but i think "stiebler V16B1 Addon" work very good with NYGM, i have played many camping with this configuration and never had a problem.... but i try install in another super mods and it not working good....

tomo123
09-03-12, 12:47 PM
Thanks for your time.

Main problem, one that's giving me the $hits, is that everything I add via Stiebler's excellent 4b addon works, except BDU response messages. Even when I remove BDU improvement option, replies remain empty.

I could do without them, but...

Stiebler
09-04-12, 10:42 AM
@Tomo123:

The reason you are not seeing contact reports is because you have not got them in your en_menu.txt file.

Lines 4863 - 4892, supplied with H.sie's mod, are all missing from the list you have shown above.

This is nothing to do with my Stiebler4A patch kit. (Although you seem not to have added some of the lines from my patch kit at values >4892 either.)

I hope that helps.

Stiebler.

tomo123
09-04-12, 02:37 PM
In my post above, I pasted only the part concerning BDU, but here's my entire en_menu.txt for you to peruse and, if you don't mind, tell me where the problem lies.


I think you misunderstood - BDU replies to sent contact reports are still empty. No acknowledgment.

And these are additional options added by 4B:

Minimum TC fix
BdU message improvement
Null Grid Fix


... I don't need any others. These three are worth your 4B patch, atleast for me :)


-------------------- en_menu.txt below ----------

;Updated BBW 25th March 08
[STRINGS]

MaxStrings=5000

; page main
0=
1=GO TO GAME
2=NAVAL ACADEMY
3=CAREER
4=SINGLE MISSION
5=MULTIPLAYER
6=MUSEUM
7=OPTIONS
8=MISSION
9=Torpedo waiting in queue for loading
10=Yes
11=No
12=OK
13=All you need is good men.... Heinrich Lehmann-Willenbrock

14=PLAYER'S RANK;BASE LOCATION
15=FLOTILLA;CAPTAIN'S LOG
16=CREW AWARDS

17=DOCKYARD
18=BARRACKS
19=OPERATIONS ROOM

20=PATROLS
21=AWARDS
22=U-BOAT ACES

23=MEDALS
24=CITATIONS
25=RANK PROMOTIONS

26=Moving in %s
27=Loading in %s
28=Unloading in %s
29=Auto Loading
30=Back
31=OPTIONS

32=Career name already used. Overwrite it?
33= Mission completed
34=View Captain's Log

35=%s||%s
36=compart.
37=subsystem
38=CE
39=NO
40=WP
41=No damage to repair
42=Status
43=hh/mm
44=Comp. and Subsystems

45=The base was changed to: %s
46=Submarine Type: %s|Departure Point : %s, heading %.0f°|Grid (Patrol Area) %s|Starting Base: %s|Return To Base: %s
47=Apply for transfer!
48=Not enough renown!
49=RENOWN
50=CAREER MENU
51=UBOAT
52=CREW
53=LOGS
54=MISSION
55=OPTIONS
56=RETURN TO MENU
57=Flotilla is disbanded. You are transferred to %s.
58=CAMPAIGN
59=Are you sure?

60=Validate
61=GAMEPLAY
62=VIDEO
63=SOUND
64=LOAD/SAVE

65=PATROL HISTORY
66=CAREER HISTORY
67=AWARDS
68=UBOAT ACES
69=PERSONAL FILES
70=TRANSFER
71=EXIT GAME

72=U-Boats
73=Conning Towers
74=Weapons
75=Torpedoes
76=Equipment
77=Specials

78=U-Boot Waffe
79=View Tutorial

80=%s %s%s
81=TOTAL CREW;Sailors: %02d %02d %02d|PettyOfficers: %02d %02d %02d|Officers: %02d %02d %02d|Total Crew: %02d %02d %02d
82=OFFICERS
83=PETTYOFFICERS
84=SAILORS
85=CURRENT RENOWN
86=%.02f
87=Confirm
88=Cancel
89=Min Max Crt
90=GAME PAUSED

91=No request
92=Request denied
93=Request approved
94=Loading this game save will delete all saves related with it, after this entry. Are you sure?
95=Patrol %3d
96=Player

97=Too many crewmen! Dismiss the extra crewmen!
98=Patrol: Start Date: %s %d, %d End Date: %s %d, %d - %s
99=This name already exist!
100=Are you|sure?
101=Too many officers!
102=Abandon mission?
103=Too many officers in barracks!
104=Officer already set!
105=Not enough renown!
106=Too many POs!
107=Compartment full!
108=Too many sailors!
109=Cannot repair this compartment while submerged!

110=Weapon type:
111=Weight:
112=Dimensions:
113=Range:
114=Warhead:
115=Performance:
116=DOCKS - Wilhelmshaven
117=U-110
118=Mk37
119=DCTN F17
120=FFV Tp42 Series

130=CAREER
131=Technical Manual
132=Already loaded.
133=Career lost!

140=Patrol Number: %d|Start Date: %02d/%02d/%04d|Start Location: %s|End Date: %02d/%02d/%04d|End Location: %s|Submarine: %s|Current Flotilla: %s|Current Emblem: %s
141=|Merchant Sunk: %d|Merchant Tonnage: %.02f|Warship Sunk: %d|Warship Tonnage: %.02f|Warship Types Sunk| Battleships: %d| Battle Cruiser: %d| Fleet Carrier: %d| Escort Carrier: %d| Heavy Cruiser: %d| Light Cruiser: %d| Auxiliary Cruiser: %d| Destroyer: %d| Destroyer Escort: %d| Frigate: %d| Mine Layer: %d| Mine Sweeper: %d| Corvette: %d| Patrol Craft: %d
142=|Planes Downed: %d|Officers Dead: %d|Petty-Officers Dead: %d|Seamen Dead: %d
143=|Crew Experience: %d| Hull Integrity: %.02f|Renown (per patrol): %.02f
144=Cannot load this career. The U-boat was destroyed.

148=Not enough crew in %s compartment; efficiency

150=Career Name: %s %s|%s|Current Renown %.02f|Total Patrols: %d|Career Start Date: %02d/%02d/%04d|Current Date: %02d/%02d/%04d|Current Flotilla: %s|Location: %s|Submarine: %s|Current Emblem: %s|Total Officers Dead: %d|Total Petty-Officers Dead: %d|Total Seamen Dead: %d|Flotillas: %s
151=Dock at: %s
152=Abandon Career
153=Deceased
154=Profiles list
155=
156=Delete profile
157=Nothing to load
158=Nothing to delete
159=No profiles to load/delete

160=Matrosengefreiter
161=Matrosenobergefreiter
162=Matrosenhauptgefreiter
163=Bootsmann
164=Stabsbootsmann
165=Stabsoberbootsmann
166=Oberfähnrich z. S.
167=Leutnant z. S.
168=Oberleutnant z. S.
169=Oberleutnant z. S.
170=Leutnant z. S.; Oberleutnant z. S.
171=Oberleutnant z. S.; Kapitänleutnant
172=Kapitänleutnant; Korvettenkapitän
173=Korvettenkapitän; Fregattenkapitän
174=;Kapitän z. S.

175=Exit To Menu

180=The watch crew are the U-boat's eyes when it is surfaced. You must have high crew efficiency here for the timely detection of targets and threats.
181=The radio room operates your radio connection with BdU and, when installed, monitors your radar and radar warning equipment. The hydrophones are the U-boat's ears when it is underwater, detecting targets far beyond visual range and keeping tabs on the close range tactical situation.
182=The U-boats operations are controlled from here. High crew efficiency here allows the crew to carry out your orders rapidly.
183=The diesel engines are the U-boat***8217;s primary means of propulsion and provide its long-range mobility. They can only be used on the surface unless the U-boat is equipped with a schnorchel.
184=The silent electric engines are the U-boat***8217;s means of propulsion for underwater travel.
185=Bearing most of your torpedo armament, this section represents the combat potential of your U-boat. Crew efficiency here affects the time needed to reload torpedoes.
186=Crew members here will rest and can heal their injuries. Any crewmembers not on watch or at action stations should be assigned here or in the other crew quarters area.
187=Crew members here will rest and can heal their injuries. Any crewmembers not on watch or at action stations should be assigned here or in the other crew quarters area.
188=Of secondary importance for attack purposes, the stern torpedo room is also host to a number of mechanisms important for maneuvering the boat.
189=If you have a deck gun it will be mounted here, where it should be used to engage unarmed merchants, targets not worth a torpedo, or crippled ships that require a coup de grace.
190=The flak cannons are your last line of defense against aircraft. Your best option is to dive, but your guns may save you if you cannot dive.
191=Crewmembers here will only perform damage control activity, and will not perform other duties or rest.

200=Captain
201=Starting Year
202=Flotilla
203=Difficulty
204=Start campaign

206=Enter new profile
210=MAIN MENU
211=GO TO GAME
212=Accept
213=v %d.%d

220=Officers
221= Petty Offs
222= Seamen

230=Qualifications
231=Decorations
232=Skills:
233=Patrols:
234=Renown:

240=Set German Ranks

245=bridge
246=sonar radio
247=command room
248=diesel engines
249=electric engines
250=bow torpedo
251=bow quarters
252=stern quarters
253=stern torpedo
254=deck casing
255=flak
256=damage control team

260=Europe is about to erupt into flames once again. There will be war, and the Kriegsmarine, not fully prepared, must still challenge the Royal Navy. The main target - British commerce shipping. The tonnage war is starting.
261=The war in the West has been successful, and bases on the French coast are now available for U-Boat operations. Through them, we will be able to reach out farther on to the shipping lanes of the British Empire. Britain***8217;s control of the Atlantic is weakening.
262=We must challenge the Royal Navy***8217;s control of the Mediterranean Sea. Using the bases of our Italian allies, we must disrupt the flow of supplies to the British forces in North Africa while protecting the flank of the Afrika Korps.
263=Now in open war with the United States, the American eastern seaboard and the Caribbean Sea are set ablaze by the assault of long range U-Boats journeying from their pens in the Bay of Biscay. In the mid-Atlantic, however, the battle is still undecided.
264=The Battle of the Atlantic is turning against us. The Allies are committing more and more warships and aircraft to protect the vital shipping routes, and they are more efficient than ever before.
265=The war on the surface and beneath the waves grinds on. U-boat successes are falling away while losses mount. Simply returning from patrol alive is cause for celebration.
266=The Battle of the Atlantic continues to be desperately grim for our U-Boats. Our only chance lies in new technology. The new electro-boat is the last hope of the Kriegsmarine.

270=1st Flotilla was founded in September 1935 under the command of Fregattenkapitän Karl Dönitz, who went on to become BdU, Kriegsmarine commander-in-chief, and finally Reichspräsident. The flotilla's operational base was Kiel, Germany at the start of the war and shifted to Brest, France in June 1941. The flotilla disbanded in September 1944. The 1st Flotilla used small coastal Type II boats initially, then later switched to the larger Type VII.
271=2nd Flotilla was founded in September 1936 under the command of Fregattenkapitän Werner Scheer. The flotilla operated from Kiel and Wilhelmshaven, Germany at the beginning of the war, but moved to Lorient, France starting in June 1940. It disbanded in August 1944 when its last U-boats left Lorient for Norway. The 2nd Flotilla used Type VII and Type IX boats.
272=7th Flotilla was founded in June 1938 under the command of Korvettenkapitän Ernst Sobe. It operated from Kiel, Germany, at the start of the war and moved to St. Nazaire, France in 1940 where it disbanded in September 1944. Its boats fled to Norway and a number joined the reorganized 13th Flotilla at Trondheim under Korvettenkapitän Rolf Rüggeberg, where they operated until the war's end. The 7th and 13th Flotillas used mainly Type VII boats.
273=10th Flotilla was founded in January 1942 under the command of Kapitänleutnant Günther Kuhnke with its operational base at Lorient, France. In July 1943, boats sailed to Penang, Netherlands East Indies (NEI) and operated throughout the Indian Ocean, with brief forays into the Pacific. The boats transferred to Jakarta, NEI in November 1944 and remained there until Germany's surrender. Forty Type IX U-boats were sent to the Indian Ocean.
274=11th Flotilla was founded in May 1942 under the command of Fregattenkapitän Hans Cohausz at Bergen, Norway. The flotilla operated primarily in the North Sea and against the PQ-convoys until the Germany surrendered. 11th Flotilla used Type VII U-boats, but the first XXI boats were attached to this flotilla.
275=23rd Flotilla was founded in September 1941 under the command of Kapitänleutnant Fritz Frauenheim at Salamis, Greece, with the eastern Mediterranean Sea as its operational area. Its boats were attached to the 29th Flotilla at La Spezia in May 1942, under the overall command of Kapitänleutnant Frauenheim. The Flotilla transferred to Toulon in August 1943 and disbanded there in September 1944. The 23rd and 29th Flotillas used Type VII U-boats exclusively.
276=12th Flotilla was founded in October 1942 under the command of Korvettenkapitän Klaus Scholz with its operational base in Bordeaux, France. The Flotilla operated in the South Atlantic and the Indian Ocean until it disbanded in August 1944, when most of the boats left for Flensburg, Germany. Most of the long-range type IXC and IXD boats were attached to the 12th Flotilla.
277=30th Flotilla was founded in October 1942 under the command of Kapitänleutnant Helmut Rosenbaum in Constanza, Romania, and operated in the Black Sea until it disbanded in September 1944. 33rd Flotilla was founded in September 1944 under the command of Korvettenkapitän Georg Schewe in Flensburg, Germany and disbanded in May 1945. The 30th Flotilla uses Type II U-boats. The 33rd Flotilla uses Type VII and Type IX U-boats.

300=Weapon expert
301=Able Sailor
302=Leading Sailor

330=Iron Cross Second Class
331=Iron Cross First Class
332=German Cross in Gold
333=Knights Cross
334=Knights Cross Oak Leaves
335=Knights Cross Oak Leaves and Swords
336=U-Boat Front Clasp
337=U-Boat War Badge
338=Wound Badge

360=Normal
361=Wounded
362=Dead

365=Watchman
366=Gunner
367=Flak Gunner
368=Radioman
369=Helmsman
370=Machinist
371=Torpedoman
372=Medic
373=Repair

399=Location not accessible!
400=Bury dead crew?
401=Quarters full!
402=No crew available!
403=Cannot move in the same compartment!
404=Cannot man the guns while in rough waters!
405=Cannot bury crew while submerged!
406=Not enough room!
407=Move crew to rest?
408=Quarters full!
409=Cannot assign dead crew to the repair team!
410=Cannot assign wounded crew to the repair team!
411=No crew available!
412=No crew available!
413=Already in quarters!
414=Not enough crew.
415=Quarters destroyed!
416=Compartment destroyed!
417=Not enough officers! Go to barracks.
418=Not enough petty-officers! Go to barracks.
419=Not enough sailors! Go to barracks.
420=Too many officers! Go to barracks.
421=Too many petty-officers! Go to barracks.
422=Too many sailors! Go to barracks.

423=Damage Control
424=Submerged Attack
425=Submerged Cruise Mode
426=Surface Attack
427=Surface Cruise Mode
428=Surface Anti-Air Cruise Mode

380=Quarters flooded!
381=Compartment flooded!

430=Recruits Crew
431=Regulars Crew
432=Veterans Crew
433=Select Crew Configuration

450=Under Construction

451=Attack Periscope
452=Observation Periscope
453=Radio Antenna
454=Radar Antenna

455=Hydrophone
456=Radio
457=Radar

458=Main Pump
459=Fuel Tank

460=Stb Diesel Engine
461=Port Diesel Engine

462=Stb Electric Engine
463=Port Electric Engine
464=Compressor

465=Torpedo Tube 1
466=Bow Dive Planes

467=Forward Batteries

468=Aft Batteries

469=Torpedo Tube
470=Stern Dive Planes
471=Rudder Port
472=Rudder Stb
473=Propeller Port
474=Propeller Stb

475=Deck Gun
476=Snorkel

477=Flak Gun 1
478=Flak Gun 2
479=Flak Gun 3

480=Active Sonar
481=Stb Creep Electric Engine
482=Port Creep Electric Engine

483=Torpedo Tube
484=Torpedo Tube
485=Torpedo Tube
486=Torpedo Tube 2
487=Torpedo Tube 3
488=Torpedo Tube 4
489=Torpedo Tube 5
490=Torpedo Tube 6
491=Radar Warning Receiver
492=Sonar
493=Decoy Launcher
494=Hydrophones Receivers
495=Bow tubes
496=Stern tubes

500=Crew Management
501=Damage Control

502=Compartment Description||Status: %s| %s|%s %s|%s|Flooding Recovery: %s
503=Subsystem Description||Status: %s| %s|%s %s ; |%s|Flooding Recovery: %s
504=No repair team available
505=Assign the repair team to
506=Cannot assign!
507=Not possible to have crew in Tower Deck and in Guns compartment!

509=Event Camera
510=Voice Command
511=Loading Movie
512=Music

513=%2d healthy, %2d wounded, %2d dead|%2d healthy, %2d wounded, %2d dead

514=We are closing to critical depth, sir!
515=We are diving too deep, sir!

520=We have taken casualties, sir!

544=MISSION RESULTS

545=You will abandon mission.
546=U-Boat abandoning mission.
547=U-Boat returning to base.

548=N/A.
550=Normal
551=Minor
552=Light
553=Serious
554=Heavy
555=Critical
556=Functional
557=Damaged
558=Not Working
559=Destroyed

560=U-Boat destroyed.
561=U-Boat destroyed by collision.
562=U-Boat destroyed by pressure.
563=U-Boat destroyed by flooding.
564=MISSION LOST
565=MISSION SUCCESSFUL
566=You will surrender your U-Boat.
567=Cannot return to base submerged.
568=U-Boat surrenders.
569=U-Boat lost.

570=No Flooding
571=Leaking
572=Light Flooding
573=Serious Flooding
574=Critical Flooding
575=Continue mission
576=Return to base

577=Primary Objectives
578=Secondary Objectives

579=Incomplete
580=Complete
581=Failed

582=Mission ended|Allied tonnage sunk: |Axis tonnage sunk: |Neutral tonnage sunk: |Allied units lost: |Axis units lost: |Neutral units lost: |Starting crew:|Ending crew:
583=%d|%d|%d|%d|%d|%d
584=Mission Summary

585=M
586=F
587=SONAR
588=RADIO
589=

590=Meediiiiiic!!!
591=Men down on the deck!
;592=We have flooding, sir!
593=We have heavy flooding, sir!
594=We have critical flooding, sir!
595=Hull damaged, sir!
;596=We may have been detected, sir!
597=Torpedo Impact!
598=Enemy is pinging us, sir!
599=Enemy ship engaging us, sir!
600=Enemy aircraft engaging us, sir!
;601=We may have been detected, sir!
602=We're under attack, sir!
603=Depth charges in the water, sir!
604=We're taking damage, sir!
605=Enemy ship on collision course, sir!
606=Enemy ship is ramming us, sir!
607=Destroyer in attack run!

609=Chief Engineer (CE)
610=Navigator (NA)
611=Weapons Officer (WE)
612=Radio/Radar Operator (RA)
613=Hydrophone/Sonar Operator (SO)
614=Watch Officer (WO)

616=External Reserves
617=Aft Tubes
618=Fore Tubes
619=Aft Reserves
620=Fore Reserves
621=Extra Reserves

622=T I (G7a)||Propulsion: gas/steam|Speed: 44-40-30 knots|Range: 5-7.5-12.5km|Guidance: Straight run|Notes: One of two pre-war issue torpedoes (the other is the T II), it has the disadvantage of leaving a visible trail of bubbles on the surface on its way to the target.
623=T I FAT I (G7a)||Propulsion: gas/steam|Speed: 44-40-30 knots|Range: 5-7.5-12.5km|Guidance: Ladder pattern|Notes: The FAT I should be launched from the side of a convoy: if the torpedo missed on its initial run it can reverse course and try again, repeating until it hits a target or runs out of fuel.
624=T II (G7e)||Propulsion: electric|Speed: 30knots|Range: 5km|Guidance: Straight run|Notes: One of two pre-war torpedoes (the other is the T I), it has severe depth-keeping and fusing problems. Depth-keeping was fixed after Operation Weserübung, but the problems with the T II magnetic influence fuse were never solved.
625=T III (G7e)||Propulsion: electric|Speed: 30knots|Range: 5km|Guidance: Straight run|Notes: This torpedo had a new magnetic influence fuse that replaced the unsuccessful magnetic influence fuse used in the T II.
626=T III FAT II (G7e)||Propulsion: electric|Speed: 30knots|Range: 5km|Guidance: Ladder pattern|Notes: The FAT II is the electric counterpart to the air-driven FAT I. It is launched from the side of a convoy: if the torpedo misses on its initial run it can reverse course and try again, repeating until it hits a target or runs out of fuel.
627=T IV "Falke" (G7es)||Propulsion: electric|Speed: 20knots|Range: 7,5km|Guidance: Passive acoustic homing|Notes: Falke, the first homing torpedo, is fitted with a passive acoustic homing device but it does not have a magnetic influence fuse.|Specification: Target speed must be at least 12 knots.
628=T V "Zaunkönig" (G7es)||Propulsion: electric|Speed: 24knots|Range: 5,7km|Guidance: Passive acoustic homing|Notes: Zaunkönig is more sensitive than Falke, and will home on the loudest noise (including a U-boat) that it detects after an initial run of 400m from launch. It has a magnetic influence fuse the T IV lacks.|Specification: Target speed must be at least 10 knots.
629=T I LuT I (G7a)||Propulsion: gas/steam|Speed: 44-40-30 knots|Range: 5-7.5-12.5km|Guidance: Advanced pattern|Notes: The LuT, or angle-independent torpedo, gave the U-boat commander greater flexibility in positioning and maneuvering the U-boat for a torpedo attack than did the FAT I.
630=T III LuT II (G7e)||Propulsion: electric|Speed: 30knots|Range: 5km|Guidance: Advanced pattern|Notes: The LuT II is the electric counterpart to the air-driven LuT I. It gave the U-boat commander greater flexibility in positioning and maneuvering the U-boat for a torpedo attack than did the FAT II.
631=T XI "Zaunkönig II" (G7es)||Propulsion: electric|Speed: 24knots|Range: 5,7km|Guidance: Passive acoustic homing|Notes: An improved acoustc homing torpedo that is less-affected by Foxer decoys than Zaunkönig.
;632 - formerly the T VII G7ut "Steinbarsch" torpedo. The torpedo is not accessible in the game.
633=%s damaged, sir!
634=%s destroyed, sir!
635=Flooding in %s, sir!

636=Watch Tower
637=Radio Room
638=Command Room
639=Diesel Engines
640=Electric Engines
641=Bow Torpedo
642=Bow Quarters
643=Stern Quarters
644=Stern Torpedo
645=Forward Deck
646=Flak Gun

647=Not enough crew on %s room, sir!

648=Tube %d empty, sir!
649=Tube %d loading, sir!
650=Firing tube %d, sir!
651=No more torpedoes on %s, sir!
652=Too much damage on %s, sir!
653=Invalid shell type, sir!
654=No more ammunition!
655=%s not active, sir!
656=%s not auto, sir!
657=%s not manual, sir!
658=Gun loading!
659=Tube %d ready, sir!
660=No solution for tube %d, sir!

661=Not enough crew to man the flak guns, sir!

662=All torpedoes expended, sir!
663=No torpedoes available for tube %d, sir!
664=Tube %d unloading, sir!
665=Tube %d is firing, sir!

667=10.5cm %s|Quantity: %d
668=8.8cm %s|Quantity: %d
669=3.7cm %s|Quantity: %d
670=2cm %s|Quantity: %d

671=AP; Armor Piercing
672=HE; High Explosive
673=AA; Anti Aircraft
674=SS; Star Shell

675=Deck Gun
676=Light Flak ;Port Flak
677=Light Flak ;Starboard Flak
678=Heavy Flak ;Main Flak

679=%s|%s|%s|%s|%s

680=Single_20mm
681=Twin_20mm
682=Quad_20mm
683=Single_37mm
684=Twin_37mm
685=Single_88mm
686=Single_105mm

690=assigned to

691=January
692=February
693=March
694=April
695=May
696=June
697=July
698=August
699=September
700=October
701=November
702=December

706=Torpedo in the water
707=%s repaired, sir!
708=%s ready, sir!
709=%s intact, sir!
710=Torpedo is a dud, sir!
711=Torpedo missed, sir!
712=Cannot man the deck gun! Sea is too rough, sir!
713=Cannot man the flak gun! Sea is too rough, sir!
714=Cannot man the flak guns! Sea is too rough, sir!


715=Cannot assign crew to tower deck or guns compartments when submerged.
716=Not enough crew in %s compartment, sir!

720=Flooding Recovery
721=Transfer not possible!
722=No replacements available!

750=Kiel
751=Brest
752=Wilhelmshaven
753=Lorient
754=St. Nazaire
755=Bergen
756=Bordeaux
757=La Spezia
758=Toulon
759=Flensburg
760=Constanza
761=Penang
762=Jakarta
763=Salamis
764=Trondheim
765=Königsberg

801=Short
802=Medium
803=Long

810=Ship spotted, sir! Bearing %03d! %s range!
811=Aircraft spotted, sir! Bearing %03d! %s range!
812=Submarine spotted, sir! Bearing %03d! %s range!
813=Land unit spotted, sir! Bearing %03d! %s range!
814=Radar contact, sir! Bearing %03d! %s range!
815=Sound contact, sir! %s %s %s Bearing %03d! %s range!
816=Radio Report Received! %s %s, %s, Course %s, Speed %d KTS!
817=Detecting radar signals!

820=Unknown
821=Warship
822=Merchant
823=Submarine
824=Aircraft
825=Land

830=Moving slow!
831=Moving fast!

840=Constant distance!
841=Closing!
842=Moving away!

850=Displacement (surfaced): 254 tons|Displacement (submerged): 303 tons||Maximum speed (surfaced): 13 knots|Maximum speed (submerged): 6.9 knots||Range surfaced at 12 knots: 1,050 nm|Range submerged at 4 knots: 35 nm||Diving depth: 100 m|Dive time: 35 sec||Bow tubes: 3|Stern tubes: none||Officers: 4|Petty officers: 9|Sailors: 14;Type IIA
851=Displacement (surfaced): 314 tons|Displacement (submerged): 364 tons||Maximum speed (surfaced): 12.7 knots|Maximum speed (submerged): 7.9 knots||Range surfaced at 12 knots: 3,450 nm|Range submerged at 4 knots: 56 nm||Diving depth: 125 m|Dive time: 25 sec||Bow tubes: 3|Stern tubes: none||Officers: 4|Petty officers: 9|Sailors: 14;Type IID
852=Displacement (surfaced): 753 tons|Displacement (submerged): 857 tons||Maximum speed (surfaced): 17.2 knots|Maximum speed (submerged): 8 knots||Range surfaced at 12 knots: 6,500 nm|Range submerged at 4 knots: 90 nm||Diving depth: 150 m|Dive time: 30 sec||Bow tubes: 4|Stern tubes: 1||Officers: 5|Petty officers: 16|Sailors: 30;Type VIIB
853=Displacement (surfaced): 761 tons|Displacement (submerged): 865 tons||Maximum speed (surfaced): 17 knots|Maximum speed (submerged): 7.6 knots||Range surfaced at 12 knots: 6,500 nm|Range submerged at 4 knots: 80 nm||Diving depth: 150 m|Dive time: 27 sec||Bow tubes: 4|Stern tubes: 1||Officers: 5|Petty officers: 16|Sailors: 30;Type VIIC
854=Displacement (surfaced): 759 tons|Displacement (submerged): 860 tons||Maximum speed (surfaced): 17 knots|Maximum speed (submerged): 7.9 knots||Range surfaced at 12 knots: 6,500 nm|Range submerged at 4 knots: 80 nm||Diving depth: 180 m|Dive time: 25 sec||Bow tubes: 4|Stern tubes: 1||Officers: 5|Petty officers: 16|Sailors: 30;Type VIIC/41
855=Displacement (surfaced): 999 tons|Displacement (submerged): 1,099 tons||Maximum speed (surfaced): 18.6 knots|Maximum speed (submerged): 8.2 knots||Range surfaced at 12 knots: 10,000 nm|Range submerged at 4 knots: 80 nm||Diving depth: 250 m|Dive time: 27 sec||Bow tubes: 4|Stern tubes: 1||Officers: 5|Petty officers: 16|Sailors: 30;Type VIIC/42
856=Displacement (surfaced): 1,051 tons|Displacement (submerged): 1,178 tons||Maximum speed (surfaced): 18.2 knots|Maximum speed (submerged): 7.3 knots||Range surfaced at 12 knots: 8,700 nm|Range submerged at 4 knots: 64 nm||Diving depth: 165 m|Dive time: 35 sec||Bow tubes: 4|Stern tubes: 2||Officers: 5|Petty officers: 19|Sailors: 32;Type IXB
857=Displacement (surfaced): 1,120 tons|Displacement (submerged): 1,232 tons||Maximum speed (surfaced): 18.3 knots|Maximum speed (submerged): 7.3 knots||Range surfaced at 12 knots:11,000 nm|Range submerged at 4 knots: 63 nm||Diving depth: 165 m|Dive time: 37 sec||Bow tubes: 4|Stern tubes: 2||Officers: 5|Petty officers: 19|Sailors: 32;Type IXC
858=Displacement (surfaced): 1,144 tons|Displacement (submerged): 1,257 tons||Maximum speed (surfaced): 18 knots|Maximum speed (submerged): 7 knots||Range surfaced at 12 knots:11,400 nm|Range submerged at 4 knots: 63 nm||Diving depth: 165 m|Dive time: 37 sec||Bow tubes: 4|Stern tubes: 2||Officers: 5|Petty officers: 19|Sailors: 32;Type IXC/40
859=Displacement (surfaced): 1,616 tons|Displacement (submerged): 1,804 tons||Maximum speed (surfaced): 19.2 knots|Maximum speed (submerged): 6.9 knots||Range surfaced at 12 knots:23,700 nm|Range submerged at 4 knots: 57 nm||Diving depth: 165 m|Dive time: 42 sec||Bow tubes: 4|Stern tubes: 2||Officers: 5|Petty officers: 19|Sailors: 32;Type IXD2
860=Displacement (surfaced): 1,621 tons|Displacement (submerged): 1,819 tons||Maximum speed (surfaced): 15.6 knots|Maximum speed (submerged): 17.5 knots||Range surfaced at 12 knots:11,150 nm|Range submerged at 6 knots: 285 nm||Diving depth: 210 m|Dive time: 25 sec||Bow tubes: 6|Stern tubes: none||Officers: 6|Petty officers: 24|Sailors: 34;Type XXI

865=Weapon Emplacements||Deck Gun: none|Heavy Flak: none|Light Flak: 1 emplacement; IIA/1
866=Weapon Emplacements||Deck Gun: none|Heavy Flak: none|Light Flak: 1 emplacement; IID/1
867=Weapon Emplacements||Deck Gun: none|Heavy Flak: none|Light Flak: 2 emplacement; IID/2
868=Weapon Emplacements||Deck Gun: 8.8cm|Heavy Flak: none|Light Flak: 1 emplacement; VIIB/1
869=Weapon Emplacements||Deck Gun: 8.8cm|Heavy Flak: none|Light Flak: 2 emplacement; VIIB/2
870=Weapon Emplacements||Deck Gun: 8.8cm|Heavy Flak: none|Light Flak: 1 emplacement; VIIC/1
871=Weapon Emplacements||Deck Gun: 8.8cm|Heavy Flak: none|Light Flak: 2 emplacements; VIIC/2
872=Weapon Emplacements||Deck Gun: 8.8cm|Heavy Flak: 1 emplacement|Light Flak: 2 emplacements; VIIC/3
873=Weapon Emplacements||Deck Gun: none|Heavy Flak: 3 emplacements|Light Flak: none; VIIC/4
874=Weapon Emplacements||Deck Gun: 10.5cm|Heavy Flak: 1 emplacement|Light Flak: 1 emplacement; IX/1
875=Weapon Emplacements||Deck Gun: 10.5cm|Heavy Flak: none|Light Flak: 2 emplacements; IX/2
876=Weapon Emplacements||Deck Gun: 10.5cm|Heavy Flak: 1 emplacement|Light Flak: 2 emplacements; IX/3
877=Weapon Emplacements||Deck Gun: none|Heavy Flak: none|Light Flak: 2 emplacements; XXI

880=Caliber: 10.5cm|Traverse: 360 degrees|Elevation: -10/+35 degrees|Rate of Fire : 10 rounds/minute|Clip size: 1|Reload time: 6 seconds||Notes: It was a simplified version of the naval 10.5cm dual-purpose weapon, without a gun shield and mounted on the pedestal of an 8.8cm gun to economize deck area.;10.5cm SK C/32

881=Caliber: 8.8cm|Traverse: 360 degrees|Elevation: -10/+30 degrees|Rate of Fire: 12 rounds/minute|Clip size: 1|Reload time: 5 seconds||Notes: The naval 8.8cm ship's cannon was different from the Army's famous 8.8cm Flak 36: they could not even use each other***8217;s ammunition. The naval gun was mounted on low pedestal without a gun shield.;8.8cm SK C/35

882=Caliber: 3.7cm|Traverse: 360 degrees|Elevation: -10/+80 degrees|Average Rate of Fire: ~170 rounds/minute|Clip size: 2 x 5|Reload time: ~1 second||Notes: This was a twin ("zwilling") gun developed from the 3.7cm Flak M42, in turn developed from the Army 3.7cm Flak 36. It had a slower rate of fire than 2cm guns but fired a heavier shell to a much longer range.;3.7cm Flak M42 zwilling

883=Caliber: 3.7cm|Traverse: 360 degrees|Elevation: -10/+80 degrees|Average Rate of Fire: ~140 rounds/minute|Clip size: 5|Reload time: ~1 second||Notes: This was the naval version of the Army 3.7cm Flak 36. It had a slower rate of fire than 2cm guns but fired a heavier shell to a much longer range.;3.7cm Flak M42

884=Caliber: 3.7cm|Traverse: 360 degrees|Elevation: -10/+80 degrees|Rate of Fire: 30 rounds/minute|Clip size: 1|Reload time: 2 seconds||Notes: The U-boat version of a standard Kriegsmarine light flak gun. It was loaded manually, which made it a rather slow-firing weapon for anti-aircraft defense.;3.7cm SK C/30U

885=Caliber: 2cm|Traverse: 360 degrees|Elevation: -2/+90 degrees|Average Rate of Fire: ~320 rounds/minute|Clip size: 4 x 40|Reload time: ~30 seconds||Notes: This was a naval version of the Army's quad ("vierling") 2cm Flak 38. It was highly respected by Allied air crews.;2cm Flakvierling 38

886=Caliber: 2cm|Traverse: 360 degrees|Elevation: -2/+90 degrees|Average Rate of Fire: ~155 rounds/minute|Clip size: 2x20|Reload time: ~8 seconds||Notes: The twin ("zwilling") version of the 2cm Flak C/30 was essentially a large-caliber machine gun.;2cm Flak C/30 zwilling

887=Caliber: 2cm|Traverse: 360 degrees|Elevation: -2/+90 degrees|Average Rate of Fire: ~320 rounds/minute|Clip size: 40|Reload time: ~4 seconds||Notes: The 2cm Flak C/38 had an improved bolt, accelerator, and return spring that nearly doubled the rate-of-fire of the 2cm Flak C/30.;2cm FK C/38

888=Caliber: 2cm|Traverse: 360 degrees|Elevation: -2/+90 degrees|Average Rate of Fire: ~140 rounds/minute|Clip size: 20|Reload time: ~4 seconds||Notes: The 2cm Flak C/30 was essentially a large-caliber machine gun.;2cm FK C/30

889=Caliber: 2cm|Traverse: Port/Starboard 90 degrees|Elevation: -2/+90 degrees|Average Rate of Fire: ~320 rounds/minute|Clip size: 2 x 40|Reload time: ~8 seconds||Notes: The twin ("zwilling") version of the 2cm Flak C/38 for the Type XXI U-boat was mounted in an enclosed, remotely operated turret.;2cm Flak C/38 flakzwilling for Type XXI

890=Caliber: 2cm|Traverse: 360 degrees|Elevation: -2/+90 degrees|Rate of Fire: ~320 rounds/minute|Clip size: 2 x 40|Reload time: ~4 seconds||Notes: The twin ("zwilling") version of the Flak C/38 doubled the rate of fire of the twin 2cm Flak C/30.;2cm Flak C/38 flakzwilling
899=CONTINUE CAREER
900=NEW CAREER
901=SAVED CAREER

902=1st Flotilla
903=2nd Flotilla
904=7th/13th Flotilla
905=10th Flotilla
906=11th Flotilla
907=23rd/29th Flotilla
908=12th Flotilla
909=30th/33rd Flotilla

915=Aug. 1939
916=Jan. 1940
917=Jan. 1941
918=Jan. 1942
919=Sept. 1940
920=Jan. 1943
921=Apr. 1942
922=Oct. 1941

923=Aug. 1939
924=Jan. 1940
925=Jan. 1941
926=Jan. 1942
927=Jan. 1943
928=Jan. 1942
929=Jan. 1943
930=Apr. 1942
931=Jan. 1943
932=Oct. 1941
933=Jan. 1942
934=Jan. 1943

940=North Atlantic
941=Central Atlantic
942=South Atlantic
943=Arctic Ocean
944=Mediterranean Sea
945=Black Sea


950=Sound settings
951=General
952=Music
953=FX
954=Speech
955=0;min
956=100;max
957=Video settings
958=Apply changes

960=Uses Ogg Vorbis (C) 2004 Xiph.org Foundation
961=Not so long ago...

970=Casual
971=Historic
972=Custom

980=T I
981=T I FaT I
982=T II
983=T III
984=T III FaT II
985=T IV
986=T V
987=T I LuT I
988=T III LuT II
989=T XI
990=T VII


;Commands - officer messages (subtitles) related to current command
1000=Abandon ship
1001=Standard propulsion
1002=Recharging batteries
1003=Rig for silent running
1004=Secure from silent running

1010=All stop
1011=Ahead slow
1012=Ahead one third
1013=Ahead standard
1014=Ahead full
1015=Ahead flank
1016=Back slow
1017=Back standard
1018=Back full
1019=Back emergency

1026=Hard to port
1027=Hard to starboard
1028=Rudder amidships
1029=Current depth %.0f meters
1030=Dive
1031=Surface the boat
1032=Periscope depth
1033=Snorkel depth
1034=Blow ballast
1035=Crash dive

1038=Hard to port
1039=Double turn port
1040=Hard to starboard
1041=Double turn starboard
1042=Deploy decoys

1050=Target nearest merchant
1051=Target nearest warship
1052=Target nearest ship
1053=Target recommended
1054=Firing at will
1055=Holding fire
1056=Firing at short range
1057=Firing at medium range
1058=Firing at long range
1059=Aiming for hull
1060=Aiming for command deck
1061=Aiming for weapons
1062=Aiming for waterline
1063=Firing at will
1064=Holding fire
1065=Firing at short range
1066=Firing at medium range
1067=Firing at long range
1068=Targeting fighters
1069=Targeting bombers
1070=Targeting at will
1071=Targeting closing targets
1072=Targeting at will
1073=Identify target
1074=Solution to target
1075=Launch torpedo
1076=Compute solution

1100=1st
1101=2nd
1102=7th/13th
1103=10th
1104=11th
1105=23rd/29th
1106=12th
1107=30th/33rd

;selection dial tubes
1181=I
1182=II
1183=III
1184=IV
1185=V
1186=VI
1187=VII
1188=VIII

;tubes
1191=I:
1192=II:
1193=III:
1194=IV:
1195=V:
1196=VI:


1200=10.5cm SK C/32
1201=8.8cm SK C/35
1202=3.7cm Flak M42 zwilling
1203=3.7cm Flak M42
1204=3.7cm SK C/30
1205=2cm Flakvierling 38
1206=2cm Flak C/30 zwilling
1207=2cm Flak C/38
1208=2cm Flak C/30
1209=2cm Flak C/38 zwilling XXI
1210=2cm Flak C/38 zwilling

1211=Deck Gun
1212=Heavy Flak
1213=Light Flak

1220=IIA/1
1221=IID/1
1222=IID/2
1223=VIIB/1
1224=VIIB/2
1225=VIIC/1
1226=VIIC/2
1227=VIIC/3
1228=VIIC/4
1229=IX/1
1230=IX/2
1231=IX/3
1232=XXI/1


1250=Engine Upgrade
1251=Batteries
1252=Hydrophones
1253=Sonar
1254=Radar
1255=Radar Warning
1256=Sonar decoys
1257=Snorkel


1260=GW Kapselgebläse
1261=MAN Buchigebläse
1262=Snorkel

1263=AFA 36 MAK 580
1264=AFA 44 MAL 570
1265=AFA 27 MAK 740
1266=AFA 27 MAK 800
1267=AFA 33 MAL 800
1268=AFA 36 MAK 740
1269=AFA 44 MAL 740

1270=GHG; (Gruppenhorchgerät)
1271=KDB; (Kristalldrehbasisgerät)
1272=Balkongerät

1273=S-Gerät; (Sondergerät für Aktive Schallortung)
1274=SU-Apparat "Nibelung"; (Sonderapparat für Uboote)

1275=FuMO-29; (GEMA)
1276=FuMO-30; (GEMA II)
1277=FuMO-61; (Hohentwiel-U)
1278=FuMO-65; (Hohentwiel Drauf)

1280=FuMB-1; (Metox)
1281=FuMB-10; (Borkum)
1282=FuMB-7; (Naxos)
1283=FuMB-26; (Tunis)
1234=FuMB-29 --Do not select--; ('Bali' antenna for all Types VII)
1235=FuMB-29 --Do not select--; ('Bali' antenna combined with Wellenanzeiger 'Wanze' G2 for Types IXB, IXC, IXC/40)
1236=FuMB-29 --Do not select--; ('Bali' antenna combined with Wellenanzeiger 'Wanze' G2 for Types IXD/2)
1279=FuMB-37 --Do not select--; (FuMB-37 'Leros'ex FuMo-391 - converted to RWR in GWX)

1284=Bold 1
1285=Bold 2
1286=Bold 3
1287=Bold 4
1288=Bold 5

1300=Anti sonar coatings
1301=Anti radar coatings
1302=Side Emblem

1303=Alberich
1304=Alberich improved
1305=Tarnmatte

1306=Emblem 1
1307=Emblem 2
1308=Emblem 3

1350=Navigation
1351=Naval Artillery
1352=Flak Artillery
1353=Torpedoes
1354=Convoy Attack

1400=Sunday
1401=Monday
1402=Tuesday
1403=Wednesday
1404=Thursday
1405=Friday
1406=Saturday

1410=No exam yet
1411=Not satisfactory
1412=Satisfactory
1413=Average
1414=Excellent

1420=Training
1421=Exam

1422=Select Mission

1425=Results: %s

1429=Nationality
1430=Category
1431=Class
1432=Versions (Year)
1433=Info

1435=U-Boats
1436=Merchants
1437=Warships
1438=Aircraft

1450=LOAD
1451=SAVE
1452=REPLAY

1500=Alberich||One of the responses to Allied sonar was to reduce the U-boats acoustic signature by use of a sound-absorbing material to coat the hull. It was hoped this would both contain the U-boats' own noise and also reduce the reflected component of the hostile sonar.

1501=Alberich improved||One of the responses to Allied sonar was to reduce the U-boats acoustic signature by use of a sound-absorbing material to coat the hull. It was hoped this would both contain the U-boats' own noise and also reduce the reflected component of the hostile sonar.

1502=Tarnmatte||Tarnmatte was a compound of synthetic rubber and iron oxide powder which was used to coat snorkel heads to shield them from the Allied radar.

1560=GW Kapselgebläse||Each U-boat engine manufacturer used a different supercharging method to raise the maximum diesel engine power. Germaniawerft engines uses a geared supercharger driven from the engine's main drive shaft.

1561=MAN Buchigebläse||Each U-boat engine manufacturer used a different supercharging method to raise the maximum diesel engine power. Maschinenfabrik-Augsburg-Nürnberg used an exhaust-driven device.

1562=Snorkel||The Snorkel ("schnorchel") was a device that enabled U-boats to run their air-breathing diesel engines for propulsion and to recharge their batteries while running underwater.

1563=AFA 36 MAK 580||The standard type of batteries fitted on Type II U-boats.

1564=AFA 44 MAL 570||These improved batteries for the Type II increased the U-boat's underwater range.

1565=AFA 27 MAK 740||The standard batteries fitted on Type VII U-boats.

1566=AFA 27 MAK 800||These improved batteries for Type VII U-boats have shorter recharge times.

1567=AFA 33 MAL 800||These improved batteries for Type VII U-boats increase the U-boat's underwater range.

1568=AFA 36 MAK 740||The standard batteries fitted in all Type IX U-boats.

1569=AFA 44 MAL 740||The second generation of batteries for Type IX U-boats, and the only batteries used on the Type XXI U-boats. These batteries improved the U-boat's underwater range.

1570=GHG (Gruppenhorchgerät)||The GHG, which was installed in U-boats from 1935 onwards, consisted of two groups of hydrophones mounted near the forward hydroplanes, covering an arc of 140 degrees on each side of the U-boat. Single ships could be detected at about 20km under favorable conditions.

1571=KDB (Kristalldrehbasisgerät)||The KDB was introduced in an effort to improve on the performance of the GHG. The KDB was located on the upper casing and could be rotated from within the U-boat, covering an arc of 160 degrees on each side of the bow. It main disadvantage was its extreme vulnerablity to damage from depth-charges.

1572=Balkongerät||The Balkongerät was an improved version of GHG, with 48 hydrophone receivers mounted at the forward end of the keel. This gave a major improvement in performance compared to the GHG, and covered an arc of 170 degrees on each side of the bow.

1573=S-Gerät||The S-Gerät was an active sonar, transmitting pulses and using the received echoes to locate underwater objects. It covered an arc of 120 degrees on each side of the bow, with an estimated range of 4,000m against surface vessels. The pulses made it easy for an enemy to detect the U-boat.

1574=Nibelung||The Nibelung was an improved type of active sonar device, capable of locating the position and approximate the speed of a target. Originally intended for the Type VIIC/42, it was eventually installed on the forward edge of the bridge of the Type XXI, preventing its use astern. It covered an arc of 140 degrees on each side of the bow.

1575=FuMO-29 "GEMA"||The first U-boat radar, which the crews knew as "GEMA," was converted from radars originally fitted in surface ships: its antenna array was fixed around the front of the conning tower, covering an arc of about 10 degrees on each side of the bow. Coverage was shifted by altering course - a full sweep of the horizon required the U-boat to turn a full circle.

1576=FuMO-30 "GEMA II"||The same radar transmitter as the FuMO-29, but with an antenna that could rotate through 360 degrees. The crew had to mount the antenna on the bridge upon surfacing, and stow it again before diving. U-boat crews knew it as "GEMA II."

1577=FuMO-61 "Hohentwiel-U"||This radar operated at a slightly higher frequency than the FuMO-29/30 radars it replaced, and was adapted for use by U-boats from the Luftwaffe's FuMG-200 air-sea search radar. Its antenna could rotate through 360 degrees and was mounted on the bridge, retracting into an oblong housing when the U-boat submerged.

1578=FuMO-65 "Hohentwiel Drauf"||The same radar transmitter as the FuMO-61, but with a Plan Position Indicator (PPI) scope for the radar operator. It was installed only in Type XXI boats.

1580=FuMB-1 "Metox"||The FuMB-1 radar warning receiver was fitted from 1942 onwards.

1581=FuMB-10 "Borkum"||The Borkum RWR covered the frequency band between 3 to 0.75 meters.

1582=FuMB-7 "Naxos"||The Naxos RWR covered the 9-12cm band.

1583=FuMB-26 "Tunis"||FuMB-26 was intended to counter the new 3cm radar, known to the Germans as 'Meddo'.

1534=FuMB-29 "Bali" Antenna||This circular dipole antenna was placed on top of the snorkel so it could provide radar warnings when the U-boat was snorkeling.||Important GWX Notes:||Users should not select this device. The sensor is automatically fitted to the U-boat once the optional 'Late War Snorkel Sensors' Mod is enabled via JSGME while in base.

1535=FuMB-29 "Bali" Antenna||This circular dipole antenna was placed on top of the snorkel so it could provide radar warnings when the U-boat was snorkeling.||Important GWX Notes:||Users should not select this device. The sensor is automatically fitted to the U-boat once the optional 'Late War Snorkel Sensors' Mod is enabled via JSGME while in base.

1536=FuMB-29 "Bali" Antenna||This circular dipole antenna was placed on top of the snorkel so it could provide radar warnings when the U-boat was snorkeling.||Important GWX Notes:||Users should not select this device. The sensor is automatically fitted to the U-boat once the optional 'Late War Snorkel Sensors' Mod is enabled via JSGME while in base.

1579=FuMB-37 "Leros" Antenna||The FuMB-37 was developed for use mainly for the Type XXI. A circular dipole antenna was placed atop the snorkel, providing radar warnings when the U-boat was snorkeling.||Important GWX Note:||Users should not select this device, as it will be automatically fitted to the U-boat.

1584=Bold 1||Bold was a metal can containing calcium hydride, which reacted with seawater to create a cloud of hydrogen gas bubbles. The bubble cloud from Bold 1 could confuse Allied sonar operators by presenting a false sonar target for a period of 3-5 minutes, thus allowing the U-boat to escape.

1585=Bold 2||Bold was a metal can containing calcium hydride, which reacted with seawater to create a cloud of hydrogen gas bubbles. The bubble cloud from Bold 2 could confuse Allied sonar operators by presenting a false sonar target for a period of 5-8 minutes, thus allowing the U-boat to escape.

1586=Bold 3||Bold was a metal can containing calcium hydride, which reacted with seawater to create a cloud of hydrogen gas bubbles. The bubble cloud from Bold 3 could confuse Allied sonar operators by presenting a false sonar target for a period of 8-10 minutes, thus allowing the U-boat to escape.

1587=Bold 4||Bold was a metal can containing calcium hydride, which reacted with seawater to create a cloud of hydrogen gas bubbles. The bubble cloud from Bold 4 could confuse Allied sonar operators by presenting a false sonar target for a period of 10-12 minutes, thus allowing the U-boat to escape.

1588=Bold 5||Bold was a metal can containing calcium hydride, which reacted with seawater to create a cloud of hydrogen gas bubbles. The bubble cloud from Bold 5 could confuse Allied sonar operators by presenting a false sonar target for a period of 12-15 minutes, thus allowing the U-boat to escape.

1600=Patrol Number:
1601=Start Date:
1602=Start Location:
1603=End Date:
1604=End Location:
1605=Submarine:
1606=Current Flotilla:
1607=Current Emblem:

1608=Merchant Sunk:
1609=Merchant Tonnage:
1610=Warship Sunk:
1611=Warship Tonnage:
1612=Warship Types Sunk

1613=Battleships:
1614=Battle Cruisers:
1615=Fleet Carriers:
1616=Escort Carriers:
1617=Heavy Cruisers:
1618=Light Cruisers:
1619=Auxiliary Cruisers:
1620=Destroyers:
1621=Destroyer Escorts:
1622=Frigates:
1623=Mine Layers:
1624=Mine Sweepers:
1625=Corvettes:
1626=Patrol Craft:
1627=Aircraft Downed:

1628=Officers Dead:
1629=Petty-Officers Dead:
1630=Seamen Dead:
1631=Crew Experience:
1632=Hull Integrity:
1633=Renown (per patrol):

1634=Career Name:
1635=Current Renown
1636=Total Patrols:
1637=Career Start Date:
1638=Current Date:
1639=Current Flotilla:
1640=Location:
1641=Submarine:
1642=Current Emblem:
1643=Total Officers Dead:
1644=Total Petty-Officers Dead:
1645=Total Seamen Dead:
1646=Flotillas:


1700=Career List
1701=Save Name
1702=Career Status
1703=Save Date
1704=Name/Rank:
1705=Flotilla:
1706=Patrols completed
1707=Renown:
1708=Status:
1709=U-Boat Class:
1710=Base:
1711=Ships Sunk:
1712=Tonnage:
1713=View Awards
1714=View Log Book
1715=Delete Save
1716=Load Save

1717=In Base after mission
1718=In Base before mission; In Mission
1719=Dead
1720=In Mission

1721=Patrol
1722=U-Boat Name:
1723=The war ended!

1730=Enter a name, please!
1740=Knight's Cross
1741=Knight's Cross With Oak Leaves
1742=Knight's Cross With Oak Leaves And Swords
1743=Knight's Cross With Oak Leaves Swords and Diamonds
1744=Knight's Cross With Golden Oak Leaves,Swords and Diamonds


1750=Promotions
1751=Medals
1752=Qualifications


1760=Crewman not wounded during last patrol
1761=Select a crewman to assign a medal
1762=Drag the medal over the crewman description
1763=Crewman must complete at least a patrol
1764=Already have the medal
1765=Need to award %s medal first!
1766=Was wounded on last patrol
1767=Cannot promote. Need %.1f experience
1768=Too many %s on the U-boat
1769=Highest rank! Cannot promote anymore
1770=Cannot promote sailor!
1771=Select a crewman to assign a promotion
1772=Only one qualification can be assigned per patrol
1773=Qualification can be assigned only to petty officer or officer
1774=Petty Officer can have only one qualification!
1775=Maximum number of qualifcations!
1776=You must complete a patrol
1778=Deleting this game save will delete all saves related with it, after this entry. Are you sure?
1779=Not enough petty officers after this promotion!
1780=You already have it!
1781=Not enough sailors after this promotion
1782=Select a crewman and drag this icon over its description

;3D interior and exterior dials and buttons tooltips
1800=DIAL TOOLTIP
1801=FIRE TORPEDO
1802=TORPEDO DEPTH
1803=SPREAD ANGLE
1804=2nd GYROANGLE
1805=PATTERN ANGLE
1806=TUBE SELECTION
1807=SALVO TUBES SELECTION
1808=STRAIGHT RUN
1809=LEG
1810=TORPEDO SPEED
1811=TORPEDO PISTOL
1812=SALVO
1813=TARGET BEARING
1814=TARGET RANGE
1815=ANGLE ON BOW
1816=TARGET SPEED
1817=GYROANGLE
1818=FORE BATTERY
1819=AFT BATTERY
1820=CLOCK
1821=CO2
1822=BATTERY
1823=COMPASS
1824=FORE DIVE PLANE POSITION
1825=AFT DIVE PLANE POSITION
1826=PORT ENGINE RPM
1827=STARBOARD ENGINE RPM
1828=CURRENT SPEED
1829=RUDDER POSITION
1830=COMPRESSED AIR
1831=PORT ENGINE TELEGRAPH
1832=STARBOARD ENGINE TELEGRAPH
1833=CURRENT DEPTH
1834=FUEL
1835=ATLAS ECHOLOT
1836=WATER LEVEL
1837=UBOAT HORIZONTAL POSITION
1838=GET DEPTH UNDER KEEL
1839=HYDROPHONE
1840=CONTACTS
1841=RADAR
1842=PING
1843=AMBIENT VOLUME
1844=AUTO UPDATE
1845=OPEN/CLOSE TUBE
1846=TELEGRAPH
1847=CHRONOMETER
1848=RISE PERISCOPE
1849=LOWER PERISCOPE
1850=PERISCOPE TO LEFT
1851=PERISCOPE TO RIGHT
1852=RADAR ON/OFF
1853=RADAR SWEEP/FOCUS
1854=SWITCH RANGE
1855=TARGET RANGE

1871=English; voices
1872=German; voices
1873=French; voices

1881=English; keyboard
1882=German; keyboard
1883=French; keyboard

1898=Keyboard language
1899=Texts language
1900=Voices language
1901=English; texts
1902=German; texts
1903=French; texts

1909=This option will be activated after restart of the game
1910=These options will be activated after restart of the game

1911=Renown|%.0f
1919=Type
1920=Restart
1921=Save Replay
1922=Load
1923=Save
1924=Continue
1925=Exit Patrol
1926=Save and exit
1927=Edit
1928=Options

1930=Event Camera
1931=Full Screen
1932=Synchronized
1933=Particle Density
1934=Texture Quality High

1940=Credits
1941=SINGLE MISSIONS
1942=CUSTOM MISSIONS
1943=SAVED MISSIONS
1944=CREDITS
1945=VIDEO SETTINGS
1946=SOUND SETTINGS
1947=ACADEMY
1948=PROFILES
1949=The war ended!
1950=No more oxygen!
1951=Experience:
1952=Drag it over a free slot, or double click on it.
1953=You've been awarded
1954=You've been promoted
1955=Your crew earned
1956=Same profile. You'll lose the previous save. Are you sure?
1957=Cannot load after war is finished!
1958=Overwrite game save?
1959=Delete game save?
1960=Quit game?
1961=Delete profile?
1962=Cannot assign radioman qualification to officer
1963=Already have the qualification
1964=Minimum officer number. Cannot drop!
1965=Minimum petty-officer number. Cannot drop!
1966=Minimum seamen number. Cannot drop!
1967=Cannot downgrade the submarine
1968=Change Realism
1969=Realism %d%%
1970=The same. No change.
1971=Delete
1972=Delete replay?
1973=Must start a patrol for saving your changes. You want to quit?
1974=Name
1975=Tonnage (tons)
1976=CREWMAN IN BASE
1977=CREWMAN DESCRIPTION
1978=NAME & RANK
1979=RENOWN|VALUE
1980=Morale
1981=Endurance
1982=Resilience
1983=Enlist
1984=Dismiss
1985=Awards
1986=Barracks
1987=QUAL
1988=U-Boat Badge
1989=U-Boat Front Clasp
1990=German Cross
1991=Iron Cross, Second Class
1992=Iron Cross, First Class
1993=Knight's Cross
1994=Knight's Cross with oak leaves
1995=Knight's Cross with oak leaves and swords
1996=Knight's Cross with oak leaves, swords, and diamonds
1997=Knight's Cross with golden oak leaves, swords, and diamonds

1998=BEARING:
1999=TYPE:
2000=SOLUTION
2001=SHIP:
2002=RANGE:
2003=ANGLE ON BOW:
2004=SPEED:
2005=MAST:
2006=ANGLE (marks):
2007=RANGE 1:
2008=RANGE 2:
2009=TIME:

2010=GYROANGLE
2011=FORE|TUBES
2012=AFT|TUBES
2013=FIRE
2014=LOCK
2015=10

2016=Length:
2017=Beam:
2018=Tonnage:
2019=Speed:
2020=RANGE
2021=Draft:
2022=Mast:
2024=Degree:
2026=Range:
2027=m;meters
2028=t;tones
2029=knots


2030=Hull
2031=Engines room
2032=Propulsion
2033=Keel
2034=Fuel bunkers
2035=Fore ammo bunker
2036=Aft ammo bunker

2041=Convoy
2042=Destroyed
2043=Unknown

2044=Expert targeting
2045=Casual targeting
2046=N/A;not available
2047=Overwrite replay?

2070=CE; from Chief Engineer
2071=NA; from Navigator
2072=WE; from Weapon Officer
2073=RA; from Radioman
2074=SO; from Sonarman
2075=WO; from Watch Officer

2100=Time:
2101=Type:
2102=Course:
2103=Speed:

2110=N
2111=NNE
2112=NE
2113=ENE
2114=E
2115=ESE
2116=SE
2117=SSE
2118=S
2119=SSW
2120=SW
2121=WSW
2122=W
2123=WNW
2124=NW
2125=NNW

2126=Stationary
2127=Slow
2128=Medium
2129=Fast
2130=Very fast

;3D interior and exterior interactive objects tooltips
2150=HELMSMAN
2151=NAVIGATOR
2152=WEAPON OFFICER
;2153=NAVIGATION MAP
;2154=ATTACK MAP
2155=HYDROPHONE/RADAR ROOM
2156=INTERIOR AFT
2157=CONNING TOWER
2158=OBSERVATION PERISCOPE
2159=INTERIOR FORE
2160=BRIDGE
2161=COMMAND ROOM
2162=PERISCOPE VIEW
2163=WATCH OFFICER
2164=RADIO MAN
2165=SONAR MAN
2166=UZO
2167=CAPTAIN'S LOG
2168=CREW/DAMAGE MANAGEMENT
2169=RECOGNITION MANUAL
2170=CAPTAIN'S BED
2171=ATTACK PERISCOPE

;2D tooltips for periscope, UZO, layout, deck and flak guns
2200=Bearing
2201=Recognition manual
2202=Chronometer
2203=Data notepad
2204=Torpedo solution
2205=Torpedo fire control
2206=Periscope height
2207=Up/down periscope
2208=Stealth Meter
2209=Time compression
2210=Pause game
2211=Switch telegraph/Knot meter
2212=Switch compass/rudder
2213=Switch depth meter
2214=Ammo
2215=Loading bar
2216=Range
2217=Telegraph
2218=Knotmeter
2219=Compass
2220=Rudder
2221=Depth meter
2222=Shallow depth meter
2223=Silent running

2230=Armor Piercing shells
2231=High Explosive shells
2232=Anti Aircraft shells
2233=Star Shells

;TDC, attack map and navigation map tooltips
2240=Fore tubes
2241=Aft tubes
2242=Zoom in
2243=Zoom out
2244=Bearing tool
2245=Torpedo fire control
2246=Tube/salvo selection
2247=Manual input on/off
2248=Plot course
2249=Ruler
2250=Compass
2251=Marker
2252=Eraser
2253=Clear map
2254=Mark %d
2255=Protractor
2256=Tool helper

;gameplay settings
2300=DIFFICULTY SETTINGS
2301=DIFFICULTY
2302=EASY
2303=NORMAL
2304=HARD
2305=REALISTIC

2310=Limited batteries
2311=Limited compressed air
2312=Limited O2
2313=Limited fuel
2314=Realistic vulnerability
2315=Realistic repair time
2316=Realistic ship sinking time
2317=Manual targeting system
2318=No map contact update
2319=Realistic sensors
2320=Dud torpedoes
2321=Realistic reload
2322=No event camera
2323=No external view
2324=No stabilize view
2325=No noise meter
2326=No Weapon Officer assistance

2340=Batteries capacity affects the u-boat's underwater endurance and severely restricts its mobility during combat.
2341=Compressed air is needed to change depth without using your engines and to blow ballast in emergency situations.
2342=Running out of Oxygen - when staying underwater too long - will fatigue your crew and ultimately lead to their death.
2343=Fuel is needed to power the diesel engines, which are the uboat's long distance mean of propulsion.
2344=Damage taken by the submarine will be more severe.
2345=Increase systems repair times to more realistic values.
2346=The time it takes for a ship to sink is increased. This will make judging inflicted damage levels more difficult.
2347=Only allow manual data gathering mode for torpedo attacks.
2348=Disable "god's eye mode" for the navigation map.
2349=Reduce uboat's sensors detection radius and efficiency.
2350=Increase torpedo malfunction probability to historical values.
2351=Use historical loading times for the torpedoes. This will degrade your ability to conduct multiple attacks during one engagement.
2352=Disable the Picture in Picture view showing important events in the area.
2353=Restrict usage of external camera. Only camera modes that are connected to the u-boat will be available.
2354=Disabling camera stabilization will make aiming and observing targets difficult in rough seas.
2355=The noise meter provides a simple visual gauge of how detectable the uboat is at a given moment.
2356=Disable target identification and torpedo solution made by weapon officer.

2370=ACCEPT
2371=CANCEL
2372=REALISM

2375=Are you sure?

;FaT and LuT torpedoes
2650=FaT
2651=LuTI
2652=LuTII

;Automatic target spotting - DO NOT CHANGE INDEXES ORDER
2670=Engage target!
2671=Maintain current orders!
2672=Dive to periscope depth!
2673=WARSHIP SPOTTED!
2674=MERCHANT SPOTTED!
2675=SUBMARINE SPOTTED!
2676=AIRCRAFT SPOTTED!
2677=GROUND UNIT SPOTTED!
2678=Set as default action

;Layout
2697=M;meters
2698=KM;kilometers
2699=sec;seconds
2700=Kts;knots
2701=m;meters
2702=x;x times
2703=|Local time: %02d:%02d
2704=Port
2705=Stb
2706=+
2707=-
2708=P;pause
2709=deg;degrees

2710=Command room
2711=Navigation map
2712=Attack periscope
2713=Bridge
2714=Deck gun
2715=AA guns
2716=Radio and sonar
2717=Crew
2718=TDC
2719=Mission objectives
2720=Free view

2724=Speed
2725=Rudder
2726=Course
2727=Depth

2750=T;torpedo
2751=S;salvo
2752=S;Slow
2753=M;Medium
2754=F;Fast
2755=I;Impact
2756=M;Magnetic

2760=DEPTH
2761=SPEED
2762=PISTOL
2763=STRAIGHT RUN
2764=2nd GYROANGLE
2765=LEG
2766=BEARING
2767=RANGE
2768=ANGLE ON BOW
2769=SPEED
2770=GYROANGLE
2771=TUBE SELECTION
2772=TUBES SELECTION
2773=SPREAD ANGLE
2774=PATTERN ANGLE


;Officers orders
2800=None

;Chief Egineer
2801=Propulsion
2802=Dive modes
2803=Maneuvers
2804=Emergency orders
2805=Reports
2806=Standard mode
2808=Recharge mode
2809=Rig for silent running
2810=Secure from silent running
2811=Knuckle port
2812=Double knuckle port
2813=Knuckle starboard
2814=Double knuckle starboard
2815=Deploy decoys
2816=Crash dive
2817=Blow ballast
2818=Abandon ship
2819=Fuel Level
2820=Battery Level
2821=CO2 Level
2822=Compressed Air Level
2823=Damage report
2824=Rise snorkel
2825=Lower snorkel
2826=Periscope depth
2827=Heading to view
2828=Rudder amidships
2829=Maintain depth
2830=Dive
2831=Surface
2832=Snorkel depth
2833=Hard to Port
2834=Hard to Starboard
2835=Captain's menu
2836=Captain's log
2837=Go to bed

;Navigator
2840=Plot course
2841=Pre-plotted courses
2842=Reports
2843=Return to course
2844=Search Pattern
2845=Kiel Canal Outbound
2846=Kiel Canal Inbound
2847=Maximum range at current speed
2848=Time to last waypoint
2849=Range to last waypoint
2850=Depth under keel
2851=Weather


;Weapon officer
2860=Choose torpedo target
2861=Torpedo attack
2862=View Attack Map
2863=Weapons management
2864=Reports
2865=Identify ship
2866=Get torpedo aiming data
2867=Fire torpedo
2868=Nearest ship
2869=Nearest merchant
2870=Nearest warship
2871=Recommanded target
2872=Tubes status
2873=Damage report
2874=Raise/lower periscopes
2875=Fully lower OBS-scope
2876=Fully raise OBS-scope
2877=Fully lower ATK-scope
2878=Fully raise ATK-scope

;Sound operator
2880=Report
2881=Hydrophone
2882=Sonar
2883=Repeat last report
2884=Report on nearest sound contact
2885=Normal sweep
2886=Follow nearest sound contact
2887=Estimate range to contact
2888=Precise range to contact
2889=Report on nearest warship contact
2890=Follow nearest warship sound contact


;Radio operator
2900=Report
2901=Request
2902=Radar
2903=Radio
2904=Gramophone
2905=Report contacts
2906=Send contact report
2907=Send weather report
2908=Send patrol report
2909=Orders
2910=Air reconnaissance
2911=Air strike
2912=Supply
2913=Escort to base
2914=One sweep
2915=Continuous sweep
2916=Turn off
2917=Scan enemy frequencies
2918=Scan friendly frequencies
2919=Radio Message

;Watch officer
2930=Choose deck gun target
2931=Torpedo attack
2932=Crew on deck
2933=Weapons management
2934=Deck gun
2935=Flak gun
2936=Reports
2937=Nearest ship
2938=Nearest merchant
2939=Nearest warship
2940=Recommanded target
2941=Ship identification
2942=Solution
2943=Fire torpedo
2944=Man the deck gun
2945=Man the flak gun(s)
2946=Man the deck & flak gun(s)
2947=Watch crew to the bridge
2948=Fire at will
2949=Hold fire
2950=Fire at short range
2951=Fire at medium range
2952=Fire at long range
2953=Aim for hull
2954=Aim for command deck
2955=Aim for weapons
2956=Aim for waterline
2957=Fire at will
2958=Hold fire
2959=Short range
2960=Medium range
2961=Long range
2962=Target fighters
2963=Target bombers
2964=Target any aircraft
2965=Engage closing targets
2966=Engage any targets
2967=Contacts
2968=Nearest visual contact
2969=UZO & Binoculars
2970=Use UZO
2971=Use Binoculars

2980=Open selected tube(s)
2981=Close selected tube(s)

;Network

3001=LAN GAME
3002=INTERNET SERVER
3003=PLAY ON UBI.COM
3004=
3005=LOGOUT
3006=Do you want to log out from Ubi.com server?
3007=Version
3008=Password

3010=Error
3011=Create game
3012=Join game
3013=Lobby
3014=Available games
3015=Sort by
3016=GENERATED MISSION
3017=LOGIN
3018=CREATE ACCOUNT
3019=MODIFY ACCOUNT
3020=<Game>: %s has left the game.
3021=Connection with server lost. Timeout exceeded.
3022=Game saved successfully!
3023=Save failed!
3024=Replay saved successfully!
3025=Replay save failed!
3026=Error while loading the saved game!
3027=Mode
3028=Difficulty

3030=Display player name
3031=Display owner's name on torpedoes
3032=Game options
3033=Multiplayer options
3034=Reset default action

3040=Please wait for all players ready!
3041=Ready
3042=Session Settings
3043=Connected players
3044=Game settings
3045=Wolfpack
3046=Competition
3047=Hunter
3048=Game Difficulty
3049=Server Name
3050=Game Mode
3051=Limited
3052=Password
3053=Time Limit
3054=Players
3055=You are hosting this server. Cancel server?
3056=Leaving Server ...
3057=Logging out ...
3058=Allow U-Boat Selection
3059=Allow Crew Selection
3060=Unlimited torpedoes
3061=Normal
3062=Generated
3063=Free
3064=Restricted
3065=Default
3066=In Game Chat
3067=Ping
3068=Game Settings
3069=NORMAL MISSION
3070=Mission Description
3071=Mission list
3072=No sinking

3073=War period: year %d, month %s|Time of day: %s|Sea: %s|Precipitation: %s|Enemy type: %s|Enemy size: %s|Escort size: %s|Escort experience: %s|Air cover: %s

3074=Account updated!
3075=Incorrect password. Type the same password in the validation field.
3076=Invalid player name '%s'! The name must have at least %d characters.
3077=The server is blocked! Cannot join to a blocked server!
3078=Too many players! Server supports only %d players.
3079=Kick player
3080=Ban player
3081=Disconnected
3082=Sesion locked
3083=Not allowed
3084=You were kicked
3085=Server closed
3086=Maximum number of players reached
3087=Wrong password
3088=Wrong game version
3089=The game has ended
3090=Invalid result
3091=Cannot join to session!
3092=Cannot read file %s
3093=Refresh
3094=The server has quit. Game over!
3095=<Game>: Cannot send messages while underwater!

3101=Continue as an observer
3102=Return to base

3110=Enter your username
3111=Enter your password
3112=Re-enter your password
3113=E-mail address

3114=Enter your name

3200=Time of Day
3201=5am-9am
3202=9am-6pm
3203=6pm-10pm
3204=10pm-9am

3205=Sea
3206=calm
3207=moderate
3208=heavy

3209=Target Type
3210=convoy
3211=task force
3212=random

3213=Target Size
3214=small
3215=medium
3216=large

3217=Escort Size
3218=none

3219=Escort Experience
3220=low
3221=average
3222=high

3223=Precipitations
3224=rain
3225=heavy rain

3226=Range to Enemy
3227=close
3228=medium
3229=long

3230=The mission will be generated within 6 months starting with the date below
3231=Wait for the players to be ready and press Start
3232=Account has been successfully created. Login to this account?
3233=The password cannot contain your username

3234=AirCover

3235=Starting Month

3236=Starting Year
3237=1939
3238=1940
3239=1941
3240=1942
3241=1943
3242=1944

3243=recruit
3244=regular
3245=veteran

3246=Select your U-boat and press ready button
3247=Synchronizing
3248=Changing Files
3249=Please wait while the mission is generated.|This might take a minute.
3250=Invalid user name! The user name must:|start with one letter|contain only letters, digits and - _ .|have between 3 and 15 characters
3251=Invalid password! The password must:|contain only letters, digits and - _ .|contain at least one letter and one digit|have between 6 and 16 characters|not contain your username
3252=Invalid e-mail.
3253=Password verification failed
3254=User already exists
3255=Internal game error
3256=Initialising internet connection
3257=Invalid connection string
3258=Cannot connect to %s! The game will try to use the previous connection settings to log on Ubi.com.
3259=No internet connection
3260=Logging in ...
3261=The user name already exists
3262=User name already in use
3263=The user name doesn't exist
3264=The user name is reserved
3265=This password is forbidden
3266=Invalid country
3267=The Ubi.com database is unavailable
3268=This account has been banned
3269=Acount has been blocked
3270=Account has been locked
3271=Unknown error
3272=Updating user information ...
3273=Creating account ...
3274=Creating Server ...
3275=Registering server ...
3276=Cannot create local server
3277=Cannot connect to router
3278=Cannot login to the router
3279=Connection to lobby server failed
3280=Cannot create local client
3281=Could not generate mission. Change parameters or try again!

3282=The network system failed in performing the operation
3283=The connection has failed / is not available
3284=The operation needs additional time to complete. Wait and try again.
3285=An error has occurred in a send operation
3286=An error has occurred in a receive operation
3287=The specified address is invalid
3288=The specified socket is invalid

3289=The operation failed without specifying a reason
3290=An argument passed to the function is invalid
3291=There are no more objects that can be created/destroyed
3292=This operation is not implemented
3293=Not enough memory available for internal allocation
3294=An index is invalid (usually out of bounds)
3295=The operation is called out of the normal sequence
3296=An internal exception has occured (overflow, incorrect results etc.)
3297=The operation could not be performed in a resonable amount of time
3298=You are not allowed to perform the operation. You probable do not have enough rights
3299=The operation could not be performed due to invalid data (provided)
3300=The peer does not accepted the authentication information you provided
3301=The version you are using is different than the one implemented
3302=The operation could not be completed because the process is closing

3303=Connecting...

3304=Server is not available anymore
3305=Not allowed on this server
3306=Spectators not allowed
3307=This mission is created for %d players! The server will be set to this number. Continue?
3308=No more spectators allowed
3309=No more members allowed
3310=No registered member
3311=The game has started
3312=Remember password
3313=Player Name
3314=Already in game
3315=You are not the master
3316=Not joined to server
;3317=CONNECT ADD CONNECTION?
3318=Cannot send the login message
3319=Cannot login to lobby
3320=Invalid host
3321=Disconnected from lobby server
3322=Invalid game type
3323=Unknown lobby server error
3324=Connection lost!

3325=You cannot join to this server until the ping becomes available! This server might be behind a firewall or a NAT server.

;Results page
3400=MULTIPLAYER RESULTS PAGE
3401=WOLFPACK RESULTS
3402=BATTLE STARTED %s
3403=BATTLE ENDED %s
3404=BATTLE RESULTS
3405=CAPTAIN
3406=U-BOAT
3407=SHIPS SUNK
3408=SHIP TYPE
3409=TONNAGE
3410=RENOWN
3411=ALLEGIANCE
3412=TIME
3413=LOCATION
3414=DETAILED RESULTS

3420=INDIVIDUAL RESULTS
3421=RANKING
3422=TOTAL MERCHANT TONNAGE
3423=TOTAL WARSHIP TONNAGE
3424=TOTAL RENOWN


;Ingame 3D(camera) station names
3700=COMMAND ROOM; CommandRoomFree
3701=EXTERNAL VIEW; Free
3702=ATTACK PERISCOPE; Periscope
3703=COMMAND ROOM; InteriorFore
3704=COMMAND ROOM; InteriorAft
3705=BRIDGE; ConningDeck
3706=BINOCULARS; Binocular
3707=DECK GUN; DeckGun
3708=RADIO ROOM; RadioSonarRoom
3709=FLAK GUN; FlakGun
3710=SECONDARY FLAK GUN; A01Gun
3711=SECONDARY FLAK GUN; A02Gun
3712=NAVIGATION MAP; NavigatorView
3713=TORPEDO DATA CONTROL; WeaponsOffView
3714=SHIP CAMERA; ObjectView
3715=CONNING TOWER; ConningTower
3716=ATTACK PERISCOPE; ConningPeriscope
3717=; DeckGunZoom
3718=UZO; UZO
3719=; RadioRoomFree
3720=; ConningTowerFree
3721=UBOAT CONTROLS; HelmsmanView
3722=HYDROPHONE; HydrophoneView
3723=RADIO; RadioView
3724=CAPTAINS ROOM; CaptainsBed
3725=WATCH; WatchView
3726=; Museum
3727=OBSERVATION PERISCOPE; ObsPeriscope

;Ingame 2D station names
3740=NAVIGATION MAP
3741=ATTACK MAP
3742=CREW/DAMAGE MANAGEMENT
3743=ORDERS
3744=CAPTAIN'S LOG
3745=RADIO MESSAGES

;UBoat upgrades tooltips
3800=U-Boats
3801=Conning Towers
3802=Torpedoes
3803=Flak Guns
3804=Sensors
3805=Specials

3810=Type II
3811=Type VII
3812=Type IX
3813=Type XXI

3814=Turm VII
3815=Turm IX

3816=Normal
3817=Ladder Search Pattern
3818=Acoustic

3819=3.7cm Flak
3820=2cm Flak

3821=Hydrophone
3822=Radar
3823=Radar Warning

3824=Decoys
3825=Coatings
3826=Special

;Help items
3950=HELP
3951=NAVIGATION
3952=STATIONS
3953=OTHER CONTROLS
3954=ENEMIES OF GERMANY
3955=RESUPPLY INFO
3956=UBOATs & DISTANCE INFO
3957=FLOTILLA NEWS I
3958=FLOTILLA NEWS II
3960=CLOSE

;Mission

4002=Briefing
4003=Orders
4004=End Mission

4010=Start

4020=First
4021=Previous
4022=Next
4023=Last
4024=Return to menu
4025=Add Log Entry

4030=Send Status Report
4031=Send Contact Report

4100=Unlimited
4101=Moderate
4102=Reduced
4103=Poor

4110=Clear
4111=Partial
4112=Overcast

4120=None
4121=Medium
4122=Heavy

4128=Clouds %s, Precipitation %s, Visibility %s|Wind Speed %d meters per second, direction %3d.

4130=East
4131=West
4132=North
4133=South

4140=She's going down!
4141=She's going down!
4142=She's going down!

4150=Patrol %d|%s, %s|Left at: %s|From: %s
4151=Patrol started|%s|Date: %s|Location: %s
4155=|Mission Orders: Patrol grid %s

4160=Patrol results|Crew losses: %s|Ships sunk: %d|Aircraft destroyed: %d|Patrol tonnage: %d tons
4161=wounded
4162=dead

4170=Status Report
4171=%s. Position %s
4172=Torpedoes left: %d
4173=Tankers sunk: %d
4174=Cargo ships sunk: %d
4175=Warships sunk: %d
4176=Total tonnage: %d

4180=Ship sunk!|%s|%s, %d tons
4181=Aircraft destroyed!|%s|%s

4190=Radio Message
4191=Radio Message Received
4192=From: %s|To: %s|%s
4193=BdU
4194=Radio Contact Report
4195=Contact Reported. %s %s , %s , Course %s, Speed %d KTS!
4196=Contact report logged and plotted. All other assets are otherwise committed. Do not wait for reinforcements. Attack if possible. Good hunting.
4197=Message received. Continue patrol into suspected areas of enemy concentration at your disgression. Good hunting.
4198=Good work! Continue patrol as current fuel and armament disposition allows. Good hunting.
4199=Well done. Return to base as situation permits. Following debriefing and mail call, first round is on flotilla command.

4200=Contact report
4201=%s. Position %s
4202=Convoy sighted.|Estimated speed %d knots.|Estimated course %d degrees.
4203=Task Force sighted.|Estimated speed %d knots.|Estimated course %d degrees.


4210=Primary objectives
4211=Secondary objectives
4212=Reach grid %s
4213=Patrol grid %s for %d hours
4215=Primary Objectives Completed

4220=Incomplete
4221=Complete
4222=Failed

4230=Slowing down
4231=Constant speed
4232=Increasing speed

4240=Stationary
4241=Moving Slow
4242=Medium Speed
4243=Moving Fast
4244=Moving Very Fast

4250=Neutral
4251=Friendly
4252=Enemy
4253=Unknown

4255=Ship
4256=Small Convoy
4257=Convoy
4258=Large Convoy

4260=Warship
4261=Task Force

4270=Long
4271=Lat
4272=Grid

4350=Yes, Sir!
4351=Cannot comply!
4352=Oh, my God!!!
4353=God help us!!!
4354=We***8217;re going to die!!!
4355=Alaaaaaarm!

;Chief Engineer
4400=Rudder %02.0f degrees to port!
4401=Rudder %02.0f degrees to starboard!
4406=Standard propulsion!
4407=Recharging batteries!
4408=We have to surface, sir!
4409=We're in shallow waters, sir!
4410=Current depth %03.0f meters!
4411=Current speed %02.0f knots!
4412=Current course %03.0f degrees!
4413=Deploying decoys!
4414=Decoys not available!
4415=Rising snorkel!
4416=Lowering snorkel!
4417=Snorkel not available!
4418=Diesel fuel reserve down to %d%%, sir!
4419=We're out of diesel fuel sir!
4420=Battery down to %d%%, sir!
4421=Batteries empty, sir!
4422=Oxygen down to %d%%, sir!
4423=We're out of oxygen! We must surface, sir!
4424=Compressed air down to %d%%, sir!
4425=We're out of compressed air, sir!
4426=Set speed %.0f knots!
4427=New depth %.0f meters!
4428=New course %03.0f degrees!
4429=Battery recharged %d%%, sir!
4430=Oxygen reserve %d%%, sir!
4431=Compressed air reserve %d%%, sir!
4432=Recharging batteries!

;Weapon Officer
4500=Identifying target!
4501=Computing solution for forward tubes!
4502=Computing solution for aft tube!
4503=Computing solution for aft tubes!
4504=Solution ready, sir!
4505=Target marked!
4506=Marking nearest ship!
4507=Marking nearest warship!
4508=Marking nearest merchant!
4509=Marking recommended target!
4510=We are too deep to launch, sir!
4511=Cannot compute solution for forward tubes!
4512=Cannot compute solution for aft tubes!
4513=Target identified!
4514=Target range computed!
4515=Target speed computed!
4516=Target heading acquired!
4517=Pressure hull breached!!!
4518=We cannot stop the flooding!!!

4520=Engaging target with deck gun!
4521=Engaging target with flak gun!
4522=No deck gun available!
4523=No flak gun available!
4524=Cannot engage target at current angle!
4525=Target out of range!
4526=We're in shallow waters, sir!
4527=Too deep to launch torpedoes, sir!
4528=Opening tube %d!

4530=Cannot recommend target!

;Watch Officer
4600=Secure the deck gun!
4601=Secure the flak gun!
4602=Secure the flak guns!
4603=Short range!
4604=Medium range!
4605=Long range!
4606=Cannot fire, aiming at dead angle!
4607=We should move to beside the supply boat!
4608=Transferring supplies!
4609=Re-supply operation on going!
4610=Re-supply operation interrupted!
4611=Re-supply operation completed!
4612=The escort is ready, sir!
4613=We must follow the escort, sir!
4614=We***8217;ll follow the escort, sir!
4615=We***8217;re docking, sir!
4616=Nearest visual contact at bearing %03.0f, range %.0f meters!
4617=No visual contact!

;Navigation
4700=Plotting course!
4701=Plotting intercept course!
4702=Course plotted, sir!
4703=Plotting search pattern!
4704=Search pattern plotted, sir!
4705=Depth under keel is %.0f meters!
4706=Depth under keel is over %.0f meters!
4707=We are in shallow waters, sir!
4708=Range to target, %02.0f hundreds!
4709=Range to target, under one hundred!
4710=Range to target, %02.0f thousands!
4711=Range to target, over ten thousands!
4712=Returning to course, sir!
4713=No course plotted, sir!
4714=The weather is improving!
4715=The weather is changing for the worse!
4716=Maximum range at current speed is %.0f km!
4717=Maximum range at current speed is not available!
4718=Time to end is %.0f hours!
4719=Time to end is not available!
4720=Range to end is %.0f km!
4721=Range to end is not available!
4722=Following plotted course!
4723=Last waypoint reached!

;Radio
4800=Single contact!
4801=Multiple contacts!
4802=Bearing %c%c%c!
4803=Long range!
4804=Medium range!
4805=Short range!
4806=Enemy radio message intercepted!
4807=Target acquired!
4808=Sweeping!
4809=Nearest radio contact at bearing %03.0f, range %.1f Km!
4810=No radio messages received!
4811=Report sent!
4812=Could not send report!

;------------------------------------
; Messages for h.sie sh3.exe patch
; -----------------------------------
; Simply append the following lines
; to your en_menu.txt.
;------------------------------------

4814=Fog disappears.
4818=Fog sighted.

4815=Oxygen: %02.0f Percent.
4816=Oxygen back to normal: 21 Percent.
4817=Oxygen too low. Using oxygen supply.

4819=Reloading external torpedoes.
4820=External torpedoes reloaded.
4821=Bad weather. Cannot reload external torpedoes.
4822=Alaaaarm! We must wait %2.0f minutes to dive.
4823=We must wait %2.0f minutes to dive.
4824=We can dive now, Sir.

4825=;
4826=Reloading torpedoes.
4827=Sea state too harsh. We must dive deeper to reload torpedoes!

4830=Repairs and refuelling at U-Tanker finished. %1.0f Torpedoes loaded.
4831=Weather too bad. Docking not possible.
4832=Repeated docking not possible.
4833=Docking not possible for Uboat types II and XXI.


; BDU-Messages
;-------------
; General
4835=Only sink hostile ships, you amateur!
4836=Error in transmission! Repeat last message!
4837=Start return! Home base as directed!

; Congratulations for achievement of new tonnage-category
4838=Very good results! ; 20000- 40000t
4839=Congratulations! Excellent results! ; 40000- 60000t
4840=Germany salutes you and your crew! ; 60000- 80000t
4841=That is worth an award! ; 80000-100000t
4842=Congratulations - new wearer of the Knight***8217;s Cross! ; > 100000t

; For sinking >15000t
4843=Great work! That will hurt the enemy!
4844=Bravo! Excellent shooting!

; For sinking >10000t
4845=Very good work! A decisive blow!
4846=Bravo! But next time near enemy destroyers!

; For sinking >2000t
4847=Nice work! Carry on!
4848=Good work! Continue search for single ships.
4849=Well done! Keep at it!
4850=Sinking registered. Report any survivors immediately!

; Occasional communications
4851=Message received. Continue as ordered!
4852=Signal received.
4853=Short-signal received. Expect next status- and weather- news in 24h.
4854=Signal acknowledged. Stay alert.
4855=Message acknowledged. We have high expectations!
4856=Message received. Beware of aircraft!
4857=Message acknowledged. All further transmissions on long-wave 20.4kHz.
4858=Signal acknowledged. Use short-wave until further notice.

; For motivation
4859=Be more aggressive! We need better results!
4860=Show more courage! Charge at the enemy!
4861=You can***8217;t come home with fully-loaded torpedo-tubes!
4862=Attack! Shoot! Sink!


;-------------------------------
; Wolfpack Mod
;-------------------------------

; BDU orders to attack alone
4863=Full freedom of manoeuvre granted.
4864=Individual attack recommended.
4865=Attack at discretion.
4866=Attack on your own. Good luck.

; BDU responses on 1st contact report
4867=Good work! Maintain contact. Homing signals every hour.
4868=You are the contact holder. Transmit hourly. Other boats on way.
4869=Curb your impatience! Support is on way. Hourly transmissions needed.
4870=At last a convoy! Stick with it until pack arrives. Request hourly updates.

; BDU responses on 2nd and later contact reports
4871=Signal received. Continue hourly transmission.
4872=Signal acknowledged. Continue holding contact.
4873=Good work. Hourly transmissions needed.
4874=Continue holding contact.
4875=Shadow the convoy. Transmit hourly.
4876=Signal received. Hold contact. Good luck.
4877=Hold contact. Beware of escorts.
4878=Contact report received. Hourly transmissions needed.
4879=Pack is on the way. Homing signals every hour.
4880=Other boats are on the way. Continue hourly transmission.

; Wolfpack in position. Attack will come soon.
4881=Pack has assembled. Expect joint attack tonight. Radio silence from now on.
4882=Pack reports contact. You are released for attack. Radio silence from now on.
4883=Other boats in interception position. Attack at will. Radio silence from now on.
4884=Boats in position. Commence operation tonight. Attack! Sink!

; Wolfpack has problems to reach operation area. BDU orders to attack alone.
4885=Pack is low on fuel. You are on your own - good luck!
4886=Pack reports local fog. You are cleared for solo attack.
4887=Weather expected to deteriorate. Attack at dusk.
4888=Pack unable to reach operation area. Attack alone!

; Wolfpack cannot reach operation area due to massive enemy activity.
4889=Enemy reinforcements will join convoy tomorrow. Don***8217;t wait for others, attack tonight.
4890=Pack has disbanded. Attack at will.
4891=Pack reports strong enemy activity around convoy. Assume you must attack alone.
4892=Contact to pack lost. Attack alone!

; For Diesel Damages Mod
4893=If we don't cut power now, we're risking a breakdown!
4894=Yes, sir, everything we've got!

;Sonar
4900=Sweeping!
4901=Sweeping ahead!
4902=Sweeping ahead port!
4903=Sweeping ahead starboard!
4904=Sweeping abeam port!
4905=Sweeping abeam starboard!
4906=Sweeping astern!
4907=Sweeping astern port!
4908=Sweeping astern starboard!
4909=Sonar is off!
4910=Ship sinking!
4911=Ship breaking up!
4912=Nearest sound contact: %s %s! %s Bearing %03.0f! %s;type,speed,aspect,bearing,range
4913=No sound contact!
4914=No target selected!
4915=Range to target is %d!
4916=Short range!
4917=Medium range!
4918=Long range!
4919=Following contact %s! Bearing %03.0f! %s! %s; type,bearing,speed,aspect
4920=%s now on Bearing %03.0f, %s! %s; type,bearing,speed,aspect
4921=%s lost on Bearing %03.0f!; type,bearing
4922=Nearest warship sound contact: %s %s! %s Bearing %03.0f! %s;type,speed,aspect,bearing,range
4923=No warship sound contact!

4970=No officer at helms station!
4971=No officer at charts!
4972=No weapon officer at station!
4973=No radioman at station!
4974=No crew at sound station!
4975=No watch officer on bridge!

;; Stiebler Minimum TC Messages
4997=Minimum Time Compression switched ON (min. 128)
4998=Minimum Time Compression switched OFF
;; end of additional files.

; last index is given by MaxStrings entry (at the begining of this file)
; if you add new items here, over the last entry, MaxStrings should be updated accordingly

tomo123
09-04-12, 02:59 PM
Is there anything in 4A that's missing from 4B. Does one need to install 4A, then update it to 4B?

And these are the contents from your 4B ADD_to_your_en_menu.txt file:

-----

;; Add these lines to the bottom of YOUR en_menu.txt file
;; Found in your silenthunteriii\data\menu folder.

;NOTE: GWX has already a ***8216;2919=Radio Message***8217;. Just delete it.
; Request for New Grid
2919=Request new Orders
2920=Request Denied. You must patrol original grid first!
2921=Request Denied. You have already requested new grid!
2922=Request Denied. Sorry, you have to stay in current grid.
2923=New patrol grid XXXX assigned. Good luck!
2924=Request Denied. Insufficient fuel for new patrol grid.
2925=Request to change grid acknowledged. Wait...

;; Stiebler Air Torpedo mod
4995=Torpedo has hit us! We have severe damage!!
;; Stiebler Weather Meter
4996=Weather Meter

;; Stiebler Minimum TC Messages
4997=Minimum Time Compression switched ON (min. 128)
4998=Minimum Time Compression switched OFF
;; end of additional files.

IMPORTANT (1) - You must *also change* the existing contents of the en_menu.txt file entries to the texts show below:

566=Scuttling charges set! 10 minutes to abandon boat! Set U-boat to crash-dive!
2905=Abandon U-boat!
4809=Prepare to abandon U-boat!
4810=Prepare to abandon U-boat!

IMPORTANT (2) - It is **ESSENTIAL** to retain the English phrase "U-boat destroyed".
Required for Stiebler 'Surrender' hard-code patch.
Check entries 560, 561, 562 and 563 to ensure that all are present and that the phrase 'U-boat destroyed' in each line is spelled EXACTLY as shown.
Note the lower-case 'b' in U-boat!!

560=U-boat destroyed.
561=U-boat destroyed by collision.
562=U-boat destroyed by pressure.
563=U-boat destroyed by flooding.

Stiebler
09-06-12, 02:08 AM
@Tomo123:
Sorry, but I cannot possibly read through all the lines of your en_menu.txt file. What if everyone asked me to do the same? I don't have the time.

However, there is an easy solution to your problem:
Determine which contact messages you believe you should be receiving, and which are now missing.

You must have two en_menu.txt files, one which gives the contact reports, and one which does not. Search through the file which does give you the contact reports for the correct text messages, in order to discover their entry numbers in en_menu.txt. Then look for the same entry numbers in the other file en_menu.txt, the one which is not giving you the contact reports. If they are missing, or wrongly labelled, then you have discovered the problem.

Stiebler.

tomo123
09-06-12, 11:33 AM
That's the problem. They're all in there.

After many retries ( where I am 100 percent sure I know what I'm doing - and I ve done it right ), I decided that I shall go back to SH3+GWX+HSIE16B1, without the Stiebler 4B patch.

There is something in your patch that breaks BDU messages, at least for me. I don't know what that is, but it does.

Yes, I am following your instructions to the letter:

1. Take a legitimate copy of SH3.exe
2. Patch it with H.sie's V161B according to his instructions. Do NOT make any changes to this patched SH3.exe.
3. Use the file SH3.exe created in (2) with the Stiebler4B patch-kit.
4. Now you can use the Options Selector to determine which mods you want ON or OFF.

Other than that, I don't know what to say.

These messages ( that I had time to test ) don't show in BDU replies ( BDU sends empty responses ), but they are in my .txt file:

4851=Message received. Continue as ordered!
4852=Signal received.
4853=Short-signal received. Expect next status- and weather- news in 24h.
4854=Signal acknowledged. Stay alert.
4855=Message acknowledged. We have high expectations!
4856=Message received. Beware of aircraft!
4857=Message acknowledged. All further transmissions on long-wave 20.4kHz.
4858=Signal acknowledged. Use short-wave until further notice.
4859=Be more aggressive! We need better results!
4860=Show more courage! Charge at the enemy!
4861=You can't come home with fully-loaded torpedo-tubes!
4862=Attack! Shoot! Sink!

And after I receive one empty message, that empty message keeps repeating over and over, one minute after another.

The thing is, even if I select only one option in your patcher ( like Minimum TC fix ) it still breaks my messages in game...

Don't misunderstand me. If it works for you guys, then do use it. I like it too, but because of that problem, I'll roll back to my original mod mix.

Keep on the good work.

J0313
09-09-12, 07:14 PM
If you use SH3 Commander, I wonder if the Null Grid fix interferes with it or vice versa.

Stiebler
09-10-12, 04:12 AM
@JO313:
The Null grid mod functions only if the code detects that no grid has been assigned to the U-boat, when at base.

SH3Commander cannot alter NULL grids, therefore it makes no difference whether you use it or not. (My patch operates only while the new patrol is being loaded in port.)

Stiebler.

Will-Rommel
09-10-12, 06:37 PM
Hi Stiebler,

If i want to enable the "Shallow asdic mod", can i just take the file you provided in C:\Stiebler4B_V16B1_Addon\Stiebler4B_Additional_fi les_V16B1\Ai_Sensors_GWX

I planned to just rename it "Ai_Sensors" and put it in Data\Library then enable with JSGME. Have you already made the necessary adjustements to this file to work with GWX gold or do i still need to edit the file with an Hex?

Stiebler
09-11-12, 11:34 AM
@will_rommel:

You are correct. Just rename it from AI_sensors_GWX.dat to AI_sensors.dat, and place it in your library folder provided with the patch. Then enable it with JSGME.

Stiebler.

VONHARRIS
09-26-12, 11:06 AM
I am proud to announce that I did it!

Installed both Hsie V16B1 realism patch AND Stiebler's V16b1 addon and they both work fine.

The whole procedure was done under Win7 Ultimate 64bit , 4 GB RAM with no trouble at all.

I would like to thank both Hsie and Stiebler for their great job! :up::salute:

Stiebler
09-27-12, 03:55 AM
@Von Harris:

Good work. Well done!

Stiebler.

Sepp von Ch.
10-05-12, 01:48 PM
Edit. Solved.

Sepp von Ch.
10-05-12, 03:52 PM
Edit. Solved.

VONHARRIS
10-08-12, 10:26 AM
Just a screenshot to say thanks for Hsie and Stiebler and all other modders who made this possible:

http://i49.tinypic.com/2ng4zee.jpg

fitzcarraldo
10-13-12, 11:46 AM
Dear Stiebler, I have a question:

I see in the Stiebler´s mod files, the "AI Sensors for GWX". I use MEP v3 environment, a 20k atmosphere.

Question: Is there some colateral effects overwriting the sensors.dat of MEP 20k with your file?

Many thanks for the great mod! All functions works properly in my SH3 GWX installation, including the CAM Ship.

Regards.

Fitzcarraldo :salute:

Albrecht Von Hesse
10-16-12, 03:44 PM
I am proud to announce that I did it!

Installed both Hsie V16B1 realism patch AND Stiebler's V16b1 addon and they both work fine.

The whole procedure was done under Win7 Ultimate 64bit , 4 GB RAM with no trouble at all.

I would like to thank both Hsie and Stiebler for their great job! :up::salute:

I, too, would like to thank both Hsie and Stiebler for their great job! It took a little work (and not much of that) to install both, but the results are well worth it!

I did, and do, have two little problems. For some reason the CAM mod kept CTD, so I deactivated that one and undid the manual required changes. No biggie. But the minimum TC mod is kicking my butt. Pressing "Shift+N" does absolutely nothing. :(

Other than these two minor quirks, these are excellent additions! :up::yep::salute:

~Albrecht von Hesse

edit: OK, I managed to correct the minimum TC problem (most likely a combination of operator error and lack of coffee :oops:). I'm still not sure what's up with the CAM mod, but now I have found two small things regarding the U-boat surrender mod (see below). One is that the new buttons don't seem to fit, and the other is the pop-up message for the "abandon U-boat" choice still says "Report contacts". :doh:

Otherwise, these are superb additions to things! Great work!

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/b.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/a.jpg

edit #2: For some reason all my received radio messages are blank. :(

VONHARRIS
10-19-12, 09:09 AM
edit #2: For some reason all my received radio messages are blank. :(

Same here but I have noticed this:

If I don't send a message at all , messages come as they should.

When I send one , all received messages after that are blank.
On the other hand , this minor glitch is not going to stop me from using these patches and addons.

I haven't activated the CAM-ship mod at all.
All my icons are OK.

Albrecht Von Hesse
10-27-12, 11:18 PM
Same here but I have noticed this:

If I don't send a message at all , messages come as they should.

When I send one , all received messages after that are blank.
On the other hand , this minor glitch is not going to stop me from using these patches and addons.

I haven't activated the CAM-ship mod at all.
All my icons are OK.

I'm not letting it stop me, either, although it's disappointing to stop receiving the immersion messages. :(

edit: Having said that, here are two examples of what's occurring:

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/message1.jpg

A pop-up window appears, with no information

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/message2.jpg

All (apparently only) immersion messages are blank.

VONHARRIS
10-28-12, 12:02 AM
I'm not letting it stop me, either, although it's disappointing to stop receiving the immersion messages. :(

edit: Having said that, here are two examples of what's occurring

A pop-up window appears, with no information
All (apparently only) immersion messages are blank.

Exactly , we have the same problem.
Anyway , since everything else runs as it should I have no intention of messing around with my mod soup.
Now it is time to play...

BTW , very nice screen you have for the radio messages.

fitzcarraldo
10-28-12, 07:37 AM
Exactly , we have the same problem.
Anyway , since everything else runs as it should I have no intention of messing around with my mod soup.
Now it is time to play...

BTW , very nice screen you have for the radio messages.

I haven´t the problem, using as GUI the Magui 3.4 Widescreen version.

Regards.

Fitzcarraldo :salute:

Albrecht Von Hesse
10-28-12, 11:18 PM
I haven´t the problem, using as GUI the Magui 3.4 Widescreen version.

Regards.

Fitzcarraldo :salute:

That's good to know. I just don't recall seeing anything in the documentation stating that a particular GUI was required in order to have radio messages properly display. I'll have to, more carefully, re-read the documentation, as I'm finding out that I do miss seeing the various and sundry radio messages.

edit: I've run across another, additional 'quirk'. I have not activated the "Change Patrol Grid" mod, nor have I made any of the required editing changes necessary should I have done so. Yet, for some reason, after I've finished patrolling my originally-assigned area I start getting pop-up dialog boxes (which have no messages, nor do the accompanying radio messages have anything to them) which are blank (as usual) save for a grid zone displayed at the top (see below image). Lo and behold, if I them check my orders, I now am assigned to that grid location!

I've no idea why this is happening when I've expressly omitted activating the "Change patrol Grid" mod.

Little help, please?

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img29-10-2012_03641_77.jpg

Stiebler
10-29-12, 12:54 PM
These are the instructions you need for the 'Change Grid Mod" - taken from the documentation in the patch:

4. In order to introduce the new button, it is necessary to make the following changes:
a) Create a new entry [G3F I210] in your menu_1024_768.ini file, in the radio-man group, as shown below. IMPORTANT-1: if your ‘RO Report’ is not numbered [G3F I209], then the new grid button must be given the next consecutive number to your ‘RO Report’ value. GWX appears to have the same values as those shown below for NYGM.
b) Change the POS value in the existing entry [G3F I215] where shown in RED below.
IMPORTANT-2: It is then necessary to renumber ALL the successive entries for group G3F. You can do this manually, or use a renumbering tool, such as that of H.sie.

[G3F I209]
Name=RO Report
Type=1026;Menu group
ItemID=0x3F290000
ParentID=0x3F0B0000
;;Pos=0,-45,436,560
Pos=0,-45,370,560
Color=0xFFFFFFFF

;; NYGM New grid square button
[G3F I210]
Name=Request_New_grid
Type=1032;Button
ItemID=0x3F290006
ParentID=0x3F290000
;;Pos=251,-494,60,60
Pos=53,-494,60,60
Materials=4
Display=0;No stretch
Mat 0=data/menu/gui/layout/orders2.tga
Crop 0=0.4763,0.5,1,1
Mat 1=data/menu/gui/layout/orders2.tga
Crop 1=0.4763,0.5,1,1
Mat 2=data/menu/gui/layout/orders2.tga
Crop 2=0.4763,0.5,1,1
Mat 3=data/menu/gui/layout/orders2.tga
Crop 3=0.4763,0.5,1,1
MatFlags=0x1
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
ToolTipText=2919

......

[G3F I215] ;; [G3F I214] before renumbering.
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F290001
ParentID=0x3F290000
;;Pos=113,-488,204,72 ;;original
Pos=47,-488,270,72 ;; <----- NEW
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

c) Add these new lines to en/de_menu.txt:
NOTE: GWX has already a ‘2919=Radio Message’. Just delete it.

; Request for New Grid, NYGM 3.6A
2919=Request new Orders
2920=Request Denied. You must patrol original grid first!
2921=Request Denied. You have already requested new grid!
2922=Request Denied. Sorry, you have to stay in current grid.
2923=New patrol grid XXXX assigned. Good luck!
2924=Request Denied. Insufficient fuel for new patrol grid.
2925=Request to change grid acknowledged. Wait...

d) Add the following command in the correct position in file commands_en/de.cfg:
;;NYGM 3.6A
[Cmd455]
Name=Request_New_grid
Ctxt=1
MnID=0x3F290006
Key0=0x4d,s,”SHIFT M”

IMPORTANT-3: Check to ensure that there is no other command with value [Cmd455]. If there is, use another UNIQUE command value. (GWX users can use Cmd455.)

************************

Those who are not seeing the Change Grid radio messages have doubtless not entered the new entries correctly to the their en/de_menu.txt file;
OR they have made the changes correctly, but a subsequent mod is over-writing the en/de_menu.txt file.
Alternatively, of course, other necessary files (commands_en/de.cfg and/or menu_1024_768.ini) are being overwritten by mods that you are installing after the Stiebler patch.

Get the basics right before you add further mods to the original, patched SH3.exe file.

Stiebler.

Albrecht Von Hesse
10-29-12, 02:34 PM
These are the instructions you need for the 'Change Grid Mod" - taken from the documentation in the patch:

. . . . .

Get the basics right before you add further mods to the original, patched SH3.exe file.

Stiebler.

Stiebler,

I understood those changes are necessary. But I don't have the "Change Grid Mod" selected and activated. Here is all I've activated using the selector:

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/selectedmods.jpg

Stiebler
10-30-12, 03:47 AM
@Albrecht von Hesse:

What happens if you tick ON the Change Grid Mod?
Why are so many of the other Stiebler mods switched off - are you having difficulty with them too?

Have you tried what happens with the simple patched (H.sie + Stiebler) game without any other mods added before of after the patch?

Stiebler.

VONHARRIS
10-30-12, 03:22 PM
@Stiebler

I have your Addon installed V16 and I just saw on Albrecht Von Hesse's screenshots the Fido torpedo.
I would like know if I have to do a new install or is there anyway to implement this new asset in V16?
Thank you.

Stiebler
10-31-12, 03:53 AM
@VonHarris:

It seems that you have the older Stiebler4A_V16B1_Addon.7z patch.

You need the newer Stiebler4B_V16B1_Addon.7z patch.

Download by clicking on the NYGM logo, below. You will, of course, have to re-patch your copy of SH3.exe already patched with H.sie's latest patch.

**Do not attempt to patch your existing copy of SH3.exe already patched with the Stiebler 4A version.**

Stiebler.

VONHARRIS
10-31-12, 05:51 AM
@Stiebler
Thank you for the reply.
I was hoping to avoid that.
Anyway I will proceed immediately.

Albrecht Von Hesse
11-01-12, 10:21 PM
@Albrecht von Hesse:

What happens if you tick ON the Change Grid Mod?
Why are so many of the other Stiebler mods switched off - are you having difficulty with them too?

Have you tried what happens with the simple patched (H.sie + Stiebler) game without any other mods added before of after the patch?

Stiebler.


Stiebler,


Thanks for replying so quickly. I apologize for my delay in responding, but I wanted to assure I would be providing the most accurate information I could, and since my mental faculties weren't cooperating –::shrugs; an ongoing problem-- this took longer than I expected.



What happens if you tick ON the Change Grid Mod?

Honestly, I don't know. As you'll see below, I never managed to figure out how to accurately edit menu_1024_768.ini file.


Why are so many of the other Stiebler mods switched off - are you having difficulty with them too?

Yes, and no. I'll go through each option, one by one:



CAM-ship Mod: Although I hadn't seen where the CAM-ship mod was something I needed to utilize, I'd done so anyway. I'm not sure where I screwed things up, but having this activated with the required edits (as documented on page 4 of Stiebler4B_patch_Docs.pdf) caused the game to CTD during loading a career. It's entirely possible –indeed, virtually assured, what with my mentation difficulties-- that I'd foobarred the editing of the necessary files. So I decided to de-select this one and restore the original files (at least until I got everything else up and running).

Surrender Option: Tried this one at first, but had the previously-mentioned menu icon text/button problems, so I've deactivated it for now.

Smoke-on-Horizon Mod: Activated, but no idea as of now if it's working or not.

Silent-Running Fix: Activated, but no idea as of now if it's working or not.

Shallow-water Asdic mod: Activated, but no idea as of now if it's working or not.

Reduce 'Ship Sighted' mod: Activated, but no idea as of now if it's working or not.

Change Patrol Grid mod: Since I did like this idea I was, originally, going to activate it. However, the instructions for creating a new button confused me. One of those were “In order to introduce the new button, it is necessary to make the following changes: a) Create a new entry [G3F I210] in your menu_1024_768.ini file, in the radio-man group, as shown below.” However, I already have a preexisting [G3F I210]: Name=&Send patrol report. So, rather than risk severely mucking things up I chose not to activate and try out this feature.

Minimum TC fix: Activated, and boy howdy does it work! :rock:

BdU message improvement: Deactivated; at some point (assuming I manage to get working everything else) I intend to activate this.

Null Grid Fix: Deactivated; “Null Grid” never bothered me.

Weather Meter: Deactivated; not something that interested me.

Air Torpedo (Fido): Deactivated; currently usingRubini's air torpedo mod.


Have you tried what happens with the simple patched (H.sie + Stiebler) game without any other mods added before of after the patch?

That I have not. I will have to create and export another directory install and try that.


Below is the ordered list of currently activated mods.


Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
KJF_Moon_v1.1
KB's Diesel Sound Mod
GWX3.0 Additional_Ammo
LifeBoats&Debris_v4
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Merchant_Fleet_Mod_3.2
Racerboy_SH4_Effects_for_SH3_2_03
Urfischs_ModStrike_Beta1
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)
Air Torpedo_mod_v2.0
Supplement to V16B1 (JSGME)
O2-Gauges v2
Stiebler4B_Addon_for_V16B1

Stiebler
11-03-12, 10:04 AM
@Von Hesse:

Can I just remind you, and others, that I placed a supplementary mod for GWX users onto the NYGM web-site at SubSim, some time ago when others raised the issue of problems of difficulty of installation.

Download this file:
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

Then unzip it into its folder, which you can install with JSGME after the folder containing your Hsie-Stiebler4b patch.

Of course, this new folder may break some of the other mods you have installed. But at least you can test the features of the Hsie-Stiebler4b patch to decide whether you want them, before adding a sackful of other mods.
Good luck!

Stiebler.

Albrecht Von Hesse
11-03-12, 07:43 PM
@Von Hesse:

Can I just remind you, and others, that I placed a supplementary mod for GWX users onto the NYGM web-site at SubSim, some time ago when others raised the issue of problems of difficulty of installation.

Download this file:
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

Then unzip it into its folder, which you can install with JSGME after the folder containing your Hsie-Stiebler4b patch.

Of course, this new folder may break some of the other mods you have installed. But at least you can test the features of the Hsie-Stiebler4b patch to decide whether you want them, before adding a sackful of other mods.
Good luck!

Stiebler.

I was not aware of a specific GWX-users supplementary mod. I knew about having to select the correct .dat for the sensors, but not about this.

I really appreciate you looking into this for me. Once I finish this current patrol and dock I'll do some remodifications and see just how everything works with just the two hardcode patches.

Again, thanks so much!

Albrecht Von Hesse
11-04-12, 11:03 PM
After a clean install and GWX incorporation I copied over my existing (and edited as instructed) h.sie Supplement to V16B1 (JSGME) folder into the MODS folder. I then copied the GWX3_Stiebler4B_Addon_for_V16B1 into the MODS folder.

Running HsieOptionsSelector_V16A.exe I selected every modification except:


H.sie's WO Range Inaccuracy, WP Range Inaccuracy, and wolfpk less contact reports, and,
Stiebler's air torpedo.
Next I copied and pasted the modified SH3.exe file into the GWX3_Stiebler4B_Addon_for_V16B1 folder, then activated Supplement to V16B1 (JSGME) followed by GWX3_Stiebler4B_Addon_for_V16B1.

The game loaded fine --no CTD-- and, as best as I can tell with just a short experimental run, everything appears to be working as described, save for one obvious omission: the weather meter was not visible.

The radio contact buttons for the Surrender/Abandon Option were there, and functioned exactly as described. The “Change Patrol Grid” mod also worked exactly as described (well, I assume so; I didn't wait until actually receiving a new grid).

I've no idea how to force an encounter with a CAM-ship, but otherwise I'll run a patrol with just these two activated and see what happens.

Thanks again for your help!

Stiebler
11-05-12, 06:30 AM
@Von Hesse:

The game loaded fine --no CTD-- and, as best as I can tell with just a short experimental run, everything appears to be working as described, save for one obvious omission: the weather meter was not visible.Well done!

The weather meter: you must toggle ON the following:
1. The 'Noise Meter' (also sometimes called the 'Stealth Meter') in the original list of SH3 Options (that is, the options that you can pick when you start a new patrol in the original game of Silent Hunter III.)
2. The 'Weather Meter' option must also be ticked ON in the Hsie/Stiebler Options Selector.

Stiebler.

Albrecht Von Hesse
11-10-12, 11:17 PM
@Von Hesse:

Well done!

The weather meter: you must toggle ON the following:
1. The 'Noise Meter' (also sometimes called the 'Stealth Meter') in the original list of SH3 Options (that is, the options that you can pick when you start a new patrol in the original game of Silent Hunter III.)
2. The 'Weather Meter' option must also be ticked ON in the Hsie/Stiebler Options Selector.

Stiebler.




D'oh! :doh::88) I have mentioned that my belfry is slowly growing more populated with bats, haven't I? :oops:

VONHARRIS
11-13-12, 05:35 AM
Up and running fine

http://i49.tinypic.com/ak7b5j.jpg

and this one

http://i50.tinypic.com/k9df6g.jpg

Thank you Stiebler and H.sie!

Albrecht Von Hesse
11-30-12, 03:54 PM
Please help if you can. I'm going insane and my head is splitting. I know what's 'wrong', and I know what's needed to fix it. And (worse) I used to be able to fix things like this, but my mind no longer is up to it.

Below is the list of my current mods. I know there are some minor conflicts (notably with sh3.sdl) due to what they are and the order they're installed. For the most part, though, it all runs extremely well. Except . . .

Except for the conflict with the FM30_UpDown_final / FM_NewInterior_V1.0 / FM_NI_Fix_for_Anvart_FM30_UpDown mods with the GWX3_Stiebler4B_Addon_for_V16B1 mod. I'm virtually positive it comes down to the en_menu.txt and menu_1024_768.ini files.

Would anyone, please, help me with a compatibility patch so that I can run the FM mods along with the GWX3_Stiebler4B_Addon_for_V16B1? And also help me figure out why F9 and F10 no longer work, too?



GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
Combined SH3.SDL LB&D+FM_NI+SubPens
Waterstream+Exhaust Combi V2.3 for GWX3
Urfischs_ModStrike_Beta1
New Uboat Guns 1.2
GWX3.0 Additional_Ammo
GWX Gold restricted Bino Mod
Real Depth Charge
Searchlights_Removed
Torpedo damage Final ver2.0
Foam
Combat Radio Frequency
Flags_enlighten
Pascal_portpeople
Rapt0r's Instruments V3.5 [Without Red Circle]
Rapt0r's Das Boot Skin
Sobers 3D waves
Officer symbol
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
Q Ship mod GWX3.0
b25_ConningTower_Mid
B25_Deck_Crew_Ambient
B25_SeaFloorV.1.0_Full
b25_SF_Grass_Full_V2
hydrophone depth charge
Ambient Hydrophone Sound
Ambient Underwater Sound
Extreme Wet Weather Gear Mod
Haunting Atlantic Wind
Kaleun's Cap
KJF_Moon_v1.1
RL_E v2 Daily Double 0600_2300
Ricks_GWX_Rec_Man_Final
Wooden_Lifeboats_Mod_1.1
Aces' Radio Room Postcards
Aces' Modified Headphones
DD_VisibleMines_V1.0
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo_HAHD_1024_GWX
WB's Decks Awash + Fuel Economy
GWX - 16km Atmosphere
LRT v2.04 Full
Merchant_Fleet_Mod_3.2
TeifeMkI(German)
Tikigod's - Engine Order Telegraph (German)
Torpedo Hydrophone Sound
b25_Louder_Diesels_Louder
Air Torpedo_mod_v2.0
O2-Gauges v2
Supplement to V16B1 (JSGME)
GWX3_Stiebler4B_Addon_for_V16B1

Anvar1061
12-01-12, 11:28 AM
Albrecht Von Hesse
Please help if you can. I'm going insane and my head is splitting. I know what's 'wrong', and I know what's needed to fix it. And (worse) I used to be able to fix things like this, but my mind no longer is up to it.

Below is the list of my current mods. I know there are some minor conflicts (notably with sh3.sdl) due to what they are and the order they're installed. For the most part, though, it all runs extremely well. Except . . .

Except for the conflict with the FM30_UpDown_final / FM_NewInterior_V1.0 / FM_NI_Fix_for_Anvart_FM30_UpDown mods with the GWX3_Stiebler4B_Addon_for_V16B1 mod. I'm virtually positive it comes down to the en_menu.txt and menu_1024_768.ini files.

Would anyone, please, help me with a compatibility patch so that I can run the FM mods along with the GWX3_Stiebler4B_Addon_for_V16B1? And also help me figure out why F9 and F10 no longer work, too?
SSS
You need to use for editing Aces Combined SH3 SDL Files http://www.subsim.com/radioroom//showthread.php?t=165142 http://www.gamefront.com/files/15856435/Aces__Combined_SH3_SDL_Files_v2_rar & dx9res10 http://www.subsim.com/radioroom/showthread.php?t=182122&highlight=dx9res10 http://www.mediafire.com/?2onggydyiku

Albrecht Von Hesse
12-01-12, 04:50 PM
Hi Anvart!

Thanks for the quick response. It's not the sound issue, though, that is frustrating me. To the best of my knowledge what the issue is, is that the GWX3_Stiebler4B_Addon_for_V16B1 mod has it's own, specific en_menu.txt and menu_1024_768.ini files that render inoperable the commands contained in the en_menu.txt and menu_1024_768.ini files of the FM30_UpDown_final / FM_NewInterior_V1.0 / FM_NI_Fix_for_Anvart_FM30_UpDown mods.

Once I activate the GWX3_Stiebler4B_Addon_for_V16B1 mod (which is absolutely necessary in order to have Stielbler's hardcode patch to correctly operate) all the commands used by the FM30_UpDown_final / FM_NewInterior_V1.0 / FM_NI_Fix_for_Anvart_FM30_UpDown mods no longer work.

http://www.subsim.com/radioroom//showthread.php?t=165142[/URL] http://www.gamefront.com/files/15856435/Aces__Combined_SH3_SDL_Files_v2_rar & dx9res10 http://www.subsim.com/radioroom/showthread.php?t=182122&highlight=dx9res10 http://www.mediafire.com/?2onggydyiku

VONHARRIS
12-02-12, 01:20 AM
Hi Anvart!

Thanks for the quick response. It's not the sound issue, though, that is frustrating me. To the best of my knowledge what the issue is, is that the GWX3_Stiebler4B_Addon_for_V16B1 mod has it's own, specific en_menu.txt and menu_1024_768.ini files that render inoperable the commands contained in the en_menu.txt and menu_1024_768.ini files of the FM30_UpDown_final / FM_NewInterior_V1.0 / FM_NI_Fix_for_Anvart_FM30_UpDown mods.

Once I activate the GWX3_Stiebler4B_Addon_for_V16B1 mod (which is absolutely necessary in order to have Stielbler's hardcode patch to correctly operate) all the commands used by the FM30_UpDown_final / FM_NewInterior_V1.0 / FM_NI_Fix_for_Anvart_FM30_UpDown mods no longer work.

If the problem is about en_menu and menu_1024_768 download winmerge
compare the files from both mods and see what the differences are.
Comparing txt or ini files with Winmerge is a piece of cake.

Then merge for example merge your en_menu with the en_menu from a mod , a little renumbering might be neccesary and you are ready to go.
Check also the en_commands files of the mods to see what changes they do.

IMO , this is neccesary if you have a heavily modded en_txt or menu_1024 files , as I have.

Hope I helped
Gute Jadg Herr Kaleun

Anvar1061
12-02-12, 06:13 AM
SSS
Compare Yours Commands_хх.cfg files!

Vermin
02-08-13, 09:36 AM
Just to clarify:

Using the Fido mod, From the readme:

1) Every aircraft that would drop depth bombs will now also drop a FIDO (after Fido is available)?

2) Fido will only be used on submerged/periscope depth U-boat?

3) Fido will also be used even if u-boat is very near convoy or under attack by surface vessels?

Thanks

Vermin

Stiebler
02-09-13, 06:57 AM
@Vermin:

1) Every aircraft that would drop depth bombs will now also drop a FIDO (after Fido is available)?Yes. But note that aircraft that carry depthcharges mostly also carry bombs, and (usually) will drop bombs, not depthcharges. So there is not an attack by Fido after most air attacks.

2) Fido will only be used on submerged/periscope depth U-boat?No, it will be dropped on a surfaced U-boat too. But again, bombs are more likely to be dropped. However, you have very little chance of escape if attacked by Fido while on the surface, because the acoustic torpedo homes in on your speed.

3) Fido will also be used even if u-boat is very near convoy or under attack by surface vessels?Yes. Just as bombs and depthcharges will also be dropped on you even if you are under a merchantship. That was part of the devs' original code.

One more item concerning Fido and U-boat operation in SH3:
Just recently, I discovered for the first time that, if the U-boat is nearly stationary underwater and you click on 'resume course', the U-boat speed jumps up to medium speed. A Fido sunk me as a result; I thought I was still drifting slowly round at <1 kt - until I got hit. That was a dirty trick by the devs - when I say 'resume course', I mean 'turn to set heading'. I do not mean 'turn to set heading at medium speed'.

I hope all is clear now.
Stiebler.

Vermin
02-09-13, 10:07 PM
Thanks Stiebler!

The resume course = medium speed bug is a real PITA!

Regards

Vermin

Stiebler
02-11-13, 06:58 AM
I just noticed that an entry has to be added to en_menu.txt and de_menu.txt, otherwise the BdU message to return to base after you have suffered heavy damage gives only a blank screen:

The entries to add are:
(for en_menu.txt)
; Low on fuel:
4834=Severe damages! Return to base as ordered!

(for de_menu.txt)
; Low on fuel:
4834=Schwere Schäden! Rückmarsch antreten! Einlaufhafen wie befohlen!

You can place these entries at the beginning of the extra lines that H.sie added to en_menu.txt and de_menu.txt.
This message will be activated when you send a status report to BdU, after your U-boat hull integrity is below 50%. (There is a random effect in the messages; sometimes you will get a message to repeat the last message, or similar, so just keep sending messages until you are told to return to base.)

Stiebler.

reignofdeath
02-11-13, 07:54 AM
Stiebler, do you have a stable game with all of your current mod lists? And if so could you please upload your .mip or whatever file it is JSGME creates when you save a mod profile?? I have a ton of my old mods but cannot get them stable like I once had them :( Never saved my list :( :(

La vache
02-11-13, 02:00 PM
Hallo Stiebler

Am a big fan of their patch.

Recommending:
(for de_menu.txt)
; Low on fuel:
4834=Schwere Schäden! Rückmarsch antreten! Einlaufhafen wie befohlen!

It suffices to attach the line to the xx_menu.txt?

Stiebler
02-11-13, 05:21 PM
@CaseySmith:

This is my mod order, activated with JSGME, and installed in the order shown:
1. NYGM 2.5
2. NYGM 3_New
3. NYGM3_6B
4. HsieV16B1
5. Stiebler4B Addon
6. AllAirTorpedoes (found in the documentation for NYGM3_6B)
7. Hitman Optics3.3 (Fixed) (found in the documentation for NYGM3_6B)
8. MFM-Interim-Beta (IABL) (I have reduced this somewhat from the original huge size, and all clashes of American ships with British ships (eg M18A, M18B) have been separated randomly - so I have M18B, not M18A, but elsewhere I might have T18A but not T18B.
9. MFM-Interim-Beta_NYGM

That is all - CTDs and bad game save/reloads are virtually unknown. Note that items (8) and (9) can be replaced by IABLshipsforNYGM_New, a smaller but well tested selection.

Apart from items (4) and (8), all can be downloaded from the NYGM web-site by clicking on my logo below.

@La Vache:
It suffices to attach the line to the xx_menu.txt? Yes, that is all that is necessary. Glad you like the Hsie V16B1 and Stiebler4b patches.

Stiebler.

Vermin
02-12-13, 12:22 AM
Thankyou and Hsie for these mods. :yeah:

I hear "Smoke on horizon Captain" and it takes me right back to AoTD!

Just brilliant!

I have a request if possible:

IRL the Fido is not to be dropped on surfaced u-boats (but game cannot help itself) and player cannot see torpedo is being dropped.

Can it be made so when Fido is dropped the plane drops a torpedo as well?

The torpedo can just be a dummy or go ballistic and any type will do - just so if on surface you might see the torpedo being dropped for eye candy and also to turn diesels off!

Thanks

Vermin

reignofdeath
02-12-13, 03:25 AM
@CaseySmith:

This is my mod order, activated with JSGME, and installed in the order shown:
1. NYGM 2.5
2. NYGM 3_New
3. NYGM3_6B
4. HsieV16B1
5. Stiebler4B Addon
6. AllAirTorpedoes (found in the documentation for NYGM3_6B)
7. Hitman Optics3.3 (Fixed) (found in the documentation for NYGM3_6B)
8. MFM-Interim-Beta (IABL) (I have reduced this somewhat from the original huge size, and all clashes of American ships with British ships (eg M18A, M18B) have been separated randomly - so I have M18B, not M18A, but elsewhere I might have T18A but not T18B.
9. MFM-Interim-Beta_NYGM

That is all - CTDs and bad game save/reloads are virtually unknown. Note that items (8) and (9) can be replaced by IABLshipsforNYGM_New, a smaller but well tested selection.

Apart from items (4) and (8), all can be downloaded from the NYGM web-site by clicking on my logo below.

@La Vache:
Yes, that is all that is necessary. Glad you like the Hsie V16B1 and Stiebler4b patches.

Stiebler.


Darn, I use GWX however, is there anyone out there that uses GWX with your mods that you know of (and many others like MFM and such) that has a good setup with no CTDs or iclashes?

Stiebler
02-12-13, 04:13 AM
@Vermin:
I have re-examined my code for the Fido torpedo, and in fact the torpedo will NOT be dropped onto a U-boat on the surface.

That master-modder Rubini created an alternative 'Air Torpedo Mod' in August 2012, with good visual effects. See this thread:
http://www.subsim.com/radioroom/showthread.php?t=197919

And this thread for download :
http://www.subsim.com/radioroom/showpost.php?p=1923374&postcount=1

Unfortunately, although my Fido mod and Rubini's mod are compatible together, in the sense that they do not cause computer crashes, they work independently, and therefore one does not see both mods acting together (except by chance!).

Rubini and I spent some time trying to get both mods to work together, but we were unsuccessful. Rubini's mod drops a visually realistic torpedo and fires an invisible large gun repeatedly from the aircraft in an effort to hit the U-boat. My mod uses a test of U-boat speed to determine whether an invisible torpedo has hit. Thus you can avoid my 'torpedo' with skill, but Rubini's 'torpedo' only by chance.

You can download Rubini's work from the link above - look for 'Air Torpedo_mod_v1.2', and see which type of air torpedo you prefer.

Stiebler.

Vermin
02-12-13, 05:59 AM
"I have re-examined my code for the Fido torpedo, and in fact the torpedo will NOT be dropped onto a U-boat on the surface."

Outstanding! :)

Thanks!

@USNSRCaseySmith:

I use GWX with this mod - it works fine.

GWX - 16km Atmosphere
GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - No Medals on Crew
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
Extras for the Wilhelmshaven campaign v2.4c
GWX - Merged Campaign
Gerome's FNS Strasbourg
molke2005's HMS Erebus
molke2005's HMS Terror
molke2005's USS Iowa
molke2005's USS Nevada
rowi58's Amphibious Operation Ships
the_frog's Bellona class
the_frog's Leander class
VonDos' Di Giussano class
VonDos' Montecuccoli class
VonDos' Trento class
A6Intruder's Avro Rota
A6Intruder's Vickers Vildebeest III
Alex's Do24T3
mefistophel2000's Ju290a5
molke2005's FW-190
rowi58's Horten Ho229
rowi58's Me262
Testpilot's Beriev MBR-2
Testpilot's Bf110
Testpilot's Gloster Gladiator
Testpilot's Grumman J2F Duck
Testpilot's Ju188
Testpilot's Junkers Ju52
Testpilot's Macchi 205
Testpilot's Me210
Testpilot's P-40 Warhawk
Testpilot's Supermarine Walrus
TP and rowi58's BV138
TP's Junkers Ju 52 Mausi
UKA's Foche-Wulf (sic) Fw58
UKA's Macchi C.200 Saetta
UKA's Seversky P-35
Campaign Files for GWX Merged campaign + All Ships
Campaign Files for GWX Merged campaign + All Ships + All Aircraft
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
MaGui 3.4
optional-No Stealthmeter for MaGui 3.4
TMT v2
Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Type VII salvo selector

The only thing I had to do was use winmerge to merge some MaGui 3.4 files with the menu.txt files

I don't use the new patrol orders or abandon ship options because they clash with MaGui but when I work out how to tie the button functions together I will use the abandon ship option.
I you aren't using MaGui you shouldn't have any issues.

Regards

Vermin

when

SquareSteelBar
02-12-13, 08:31 AM
...Recommending:
(for de_menu.txt)
; Low on fuel:
4834=Schwere Schäden! Rückmarsch antreten! Einlaufhafen wie befohlen!...Confirm that - much better german...

@Stiebler: please edit your post #132 ;)

Stiebler
02-14-13, 06:44 AM
I have changed the German in my earlier post #132, as recommended by La Vache and SSB.

Thanks to both. (Sorry, I missed La Vache's original recommended change.)

Stiebler.

Stiebler
04-26-13, 10:10 AM
I have now placed a revised version of the Stiebler4B_V16B1_Addon patch onto the NYGM website, still provided generously by 'Uncle Neal' (Stevens).

Click on my signature below to get the NYGM menu list, then select option (9) in order to download the revised patch.

The changes are very small: a correction to the missing entry 4834 in en_menu.txt and de_menu.txt; a revised sound file SH3Sound.act, and replacement files SoM_K_IncomingTorpedo.ogg for English and German.

Reason for change:
The warning of an incoming torpedo, given by the crew, could only be heard properly at TC=1. At faster time compression, the warning was inaudible owing to poor synchronisation of the SH3.exe and SH3Sound.act files. This is now fixed.

Those who have already installed the older 4B_Addon patch need not go to the trouble of reinstallation of the patch - just copy the SH3Sound.act file and the two SoM_K_IncomingTorpedo.ogg files into their correct locations, to replace the earlier files. Then ensure that you have the entry 4834 in your copy of en_menu.txt or de_menu.txt.

Stiebler.

Captain Wreckless
05-06-13, 05:22 AM
Hi,

I'm redoing the mods I want to use for SH3 and I have a question about these two:

Supplement to V16B1 (JSGME)
Stiebler4B_V16B1_Revised

Since they both have to have the modified SH3.exe to work, won't this cause a conflict with using 2 exe files? Or does one overwrite the other and then the unique files in each mod data dir get used.

I haven't checked yet, but are there any files in each mod data dir that will conflict with each other?

This is the first time I've gotten into depth with mod for SH3. I just added the mods and played away. I just found the V16B1 & Stiebler4B mods just last week, so sorry for questions. If the answer is obvious I'm not seeing it. :/\\!!

Mike

La vache
05-06-13, 06:19 AM
Hallo Stiebler

For their next Revised, Recommendation:

4809=Klarmachen zum Verlassen des Bootes!

4995=Torpedo Treffer! Haben schweren Schäden!!

"Schlag" this is what Wladimir Klitschko does.:doh:

greeting

La vache

BigWalleye
05-06-13, 06:59 AM
Stiebler, I don't like to find fault with your fine efforts. I know how difficult and frustrating it is to try reverse-engineering someone else's code and I appreciate your efforts and h.sie's.

But...there is no entry 4834 in the menu_en.txt file in my download of h.sie's patch. The numbering just skips from 4833 to 4835. I put in "4834=Incoming torpedo!" at that point, but I also checked for "Smoke on the horizon!" and it isn't there either - and I don't know the proper number for that entry. (BTW, same sitch in menu_de.txt.) Could you please post the correct item number for that entry? Thanks a lot!

SquareSteelBar
05-06-13, 08:25 AM
...4809=Klarmachen zum Verlassen des Bootes!

4995=Torpedo Treffer! Haben schweren Schäden!!...These 'corrections' of Stiebler's german translation were done by me but I overlooked some little mistakes... :oops:


Recorrection:

4809=Klarmachen zum Verlassen des Bootes!

4995=Torpedotreffer! Haben schwere Schäden!! ;;; letter n removed

Stiebler
05-07-13, 06:00 AM
@Captain Wreckless:

Supplement to V16B1 (JSGME)
Stiebler4B_V16B1_Revised

Since they both have to have the modified SH3.exe to work, won't this cause a conflict with using 2 exe files? Or does one overwrite the other and then the unique files in each mod data dir get used.

Are there any files in each mod data dir that will conflict with each other?The second of the two altered SH3.exe files is prepared from the first altered SH3.exe (altered by H.sie's mod).
And certainly some of the other files will conflict.

However, the files for the Stiebler4B_V16B1_Revised patch are intended to overwrite H.sie's earlier files. Therefore, install first the H.sie patch with JSGME, then the Stiebler4B patch with JSGME.


@BigWallEye:
there is no entry 4834 in the menu_en.txt file in my download of h.sie's patch. The numbering just skips from 4833 to 4835. I put in "4834=Incoming torpedo!" at that point, but I also checked for "Smoke on the horizon!" and it isn't there either - and I don't know the proper number for that entry.You are correct, H.sie's patch lacks the entries 4834, and other entries used by the Stiebler4B patch.
The missing entries can be found in the Stiebler4B patch folder Stiebler4B_Additional_files_V16B1, then look in file ADD_to_your_en(de)menu.txt for these entries.

Concerning 'Smoke on the Horizon':
For technical reasons, this message is hard-coded in the Stiebler patch, and there is no German language equivalent. Sorry about that. However, the sound message should be in German.
For the same reason, German players must endure the English message 'U-boat destroyed' in the 'Surrender' addition to the hard-code, with no German equivalent. I have been unable to discover a method to add a sound file in English or German to the Surrender mod.


@La Vache, SquareSteelBar:
Points about the German translation noted. Many thanks to both.

Stiebler.

BigWalleye
05-07-13, 06:42 AM
Sorry, Stiebler, but I'm not seeing it. Here are the entire contents of the file ADD_to_your_en_menu.txt date-stamped 7/23/2012 3:45 AM:

;; Add these lines to the bottom of YOUR en_menu.txt file
;; Found in your silenthunteriii\data\menu folder.
;NOTE: GWX has already a ‘2919=Radio Message’. Just delete it.
; Request for New Grid
2919=Request new Orders
2920=Request Denied. You must patrol original grid first!
2921=Request Denied. You have already requested new grid!
2922=Request Denied. Sorry, you have to stay in current grid.
2923=New patrol grid XXXX assigned. Good luck!
2924=Request Denied. Insufficient fuel for new patrol grid.
2925=Request to change grid acknowledged. Wait...
;; Stiebler Air Torpedo mod
4995=Torpedo has hit us! We have severe damage!!
;; Stiebler Weather Meter
4996=Weather Meter
;; Stiebler Minimum TC Messages
4997=Minimum Time Compression switched ON (min. 128)
4998=Minimum Time Compression switched OFF
;; end of additional files.
IMPORTANT (1) - You must *also change* the existing contents of the en_menu.txt file entries to the texts show below:
566=Scuttling charges set! 10 minutes to abandon boat! Set U-boat to crash-dive!
2905=Abandon U-boat!
4809=Prepare to abandon U-boat!
4810=Prepare to abandon U-boat!
IMPORTANT (2) - It is **ESSENTIAL** to retain the English phrase "U-boat destroyed".
Required for Stiebler 'Surrender' hard-code patch.
Check entries 560, 561, 562 and 563 to ensure that all are present and that the phrase 'U-boat destroyed' in each line is spelled EXACTLY as shown.
Note the lower-case 'b' in U-boat!!
560=U-boat destroyed.
561=U-boat destroyed by collision.
562=U-boat destroyed by pressure.
563=U-boat destroyed by flooding.

As you can see, the number 4834 line is not present. (Not in the German version either.) I believe I must have an older version of the ADD_to_your_en_menu.txt file. If so, I'll find the more recent one and fix this.

Thanks much for your timely assistance. I appreciate all the work you have done for this game (and made available for free!)


EDIT: Just went back and reread your last post. The "Smoke on the horizon!" message is HARD-CODED, so I don't need an entry in menu.txt! Duh-oh! AFAIK, I have everything else except the 4834 message already, and I know what that is, where to put it, and have already fixed my file. It was only the "Smoke...." message that I was concerned about, since I lacked the item number. So I am good! Thanks again for the timely response.

Captain Wreckless
05-07-13, 09:18 PM
@Captain Wreckless:

The second of the two altered SH3.exe files is prepared from the first altered SH3.exe (altered by H.sie's mod).
And certainly some of the other files will conflict.

However, the files for the Stiebler4B_V16B1_Revised patch are intended to overwrite H.sie's earlier files. Therefore, install first the H.sie patch with JSGME, then the Stiebler4B patch with JSGME.

Stiebler.

Stiebler,

Thanks. After thinking about it for the last few days I came to the same conclusion though I wasn't sure what order to install. Now I know.

BigWallaye,

My file has the same date and I have entry 4834.

;; BdU War Messages
4834=Severe damages! Return to base as directed.

and the equivalent German also. Maybe your was corrupted somehow.

Mike

BigWalleye
05-08-13, 06:16 AM
Thanks, Mike. IAC, it's fixed now. Although I haven't taken an air-dropped torpedo to check it out! Hope I have to take Stiebler's word indefinitely on that one!

My main concern was for the missing "Smoke on the horizon!" message, which I hope to use a lot more often.

BigWalleye
05-20-13, 09:56 AM
Stiebler, I am planning to implement the Minimum TC Fix patch next time I'm in port. I notice that it uses SHIFT-N as a toggle. Since there is no change to commands_en.cfg included with the patch, I presume that the use of SHIFT-N is hard-coded and can't be changed by the user. I use sh3speech, which has Deck_Gun_Cease_Fire assigned to SHIFT-N. So I'll need to remap Deck_Gun_Cease_Fire, correct?

Stiebler
05-20-13, 11:09 AM
@BigWallEye:
I presume that the use of SHIFT-N is hard-coded and can't be changed by the user.Correct.

I use sh3speech, which has Deck_Gun_Cease_Fire assigned to SHIFT-N. So I'll need to remap Deck_Gun_Cease_Fire, correct? Correct again. (The Stiebler 4b Patch also uses SHIFT-M in hard code, for the Change Grid mod.)

Good luck!

Stiebler.

BigWalleye
05-20-13, 11:20 AM
Thanks for the answer. I was trying to avoid a little work.:D

Thanks also for all the work associated with these patches. Reverse-engineering disassembled code is not my idea of a walk in the park! Much appreciated!


@BigWallEye:

The Stiebler 4b Patch also uses SHIFT-M in hard code, for the Change Grid mod.



Oh! Since you included a change to the commands_en.cfg file for the Change Grid patch, I thought that one was re-mappable.

Ernst Sautter
05-20-13, 04:05 PM
Hi guys

First i want to thank Stiebler and h.sie for his wonderful work. I am a veteran Sh3 gwx player and after achieving som 1 million tonnage sunk in 1 career at 100% reality i got bored of the game. But now with these wonderful mods it feels like a totally new game.

Only thing that I miss now to get a real realistic feeling is convoys that sail with the ships further apart so it would be possible to make a "Kretschmer" without getting detected.

Almost everything works as intended for me I run

GWX 16km Atmosphere
GWK Enhanced Dmg
GWX Integrated orders (some problems with this)
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0

The integrated orders seems not to work.
maybe some one knows what the problem can be it dident work
before the last 2 mods where attached either.

Anyway noticed one bug. The hydrophones dont work after you dive for some time. If you are speeding the game up and dive with 1024 time acceleration. A ship can pass right by you before you can press the hydrophone button for "normal sweep"

It can be manual activated by rotating the hydrophone and then it works directly.

Anyway this is rather annoying as it makes it impossible to dive listen/confirm a position of convoy/ship and then surface again.(without manually doing it)

Did some1 else notice this problem and is there anyway to fix it?

Again thanks for the impressive work

Best regards Ernst

BigWalleye
05-20-13, 08:50 PM
Ernst, Stiebler4B_V16B1_Addon overwrites orders2.tga, one of the key graphics files for GWX-Integrated Orders. You can incorporate Stiebler's changes into the GWX-Integrated Orders file, but you need to know how to alter graphics files and have the necessary software to do so. If you install GWX-Integrated Orders over Stiebler4B_V16B1_Addon, integrated Orders should work, but you will lose the Abandon U-boat icon. Actually, the button will still be there, but what you will see is the icon for Report Contacts IIRC. The tooltip will say Abandon U-boat, and the function will be correct. If you can live with that, you have your fix.

BigWalleye
05-21-13, 05:29 AM
Stiebler, while making the necessary changes to use your Minimum TC patch, I observed something interesting. As you posted above, you have hard-coded SHIFT-M and SHIFT-N for the Request New Grid and Minimum TC patches. But those keybindings are also assignable through commands.xx.cfg. When you press SHIFT-M, for example, you initiate the Request New Grid sequence, and whatever game function you have assigned via commands_xx.cfg. This is not particularly useful, but it's interesting that your patch does not preempt the keybinding and exclude the other function. Perhaps this information might contribute to your reverse engineering efforts.

SquareSteelBar
05-21-13, 06:37 AM
Good point... :hmm2:

runio
05-26-13, 10:33 AM
Stiebler patched exe don't work for me.
H.sie patched game works ok. After (successfully) patched exe with Stiebler patch i have only black screen after launch the game. No CTD, no error messages, just black screen. Alt-tab don't work, alt-ctrl-del too. Only hard reset recovers the system. It doesn't matter if i select all options in option selector, or deselect all.
System windows 7 starter. Any issue?

desertstriker
05-26-13, 03:32 PM
Stiebler patched exe don't work for me.
H.sie patched game works ok. After (successfully) patched exe with Stiebler patch i have only black screen after launch the game. No CTD, no error messages, just black screen. Alt-tab don't work, alt-ctrl-del too. Only hard reset recovers the system. It doesn't matter if i select all options in option selector, or deselect all.
System windows 7 starter. Any issue?
what mods are you using?
and what do you mean by windows 7 starter? never heard of it

Edit: never mind found out what starter is.

Stiebler
05-27-13, 02:30 AM
@runio:

I understand that 'windows 7 starter' is the basic 32-bit version of WIndows 7 (just done an Internet search).

I have no experience with this, but I suggest you check you have enough RAM for your set-up.

The crash you have described is pretty serious, and would not be caused by an incorrect installation of the 4B patch.
Incorrect installation causes crashes-to-desktop (CTDs).

Apart from that, I regret that I cannot help. Sorry.

Stiebler.

runio
05-27-13, 05:57 AM
what mods are you using?

Currently:
GWX3
ACM-GUI Reloaded - h.sie's Edition V1.15
TMT v2

But my problem is independent of mods setup - black screen appear even if i put patched exe file to clean installation SH3.

@runio:

I understand that 'windows 7 starter' is the basic 32-bit version of WIndows 7 (just done an Internet search).



Yes, this is version installed on most 10.1 inch netbooks.

I have no experience with this, but I suggest you check you have enough RAM for your set-up.

I have 2GB of RAM. SH3 ran smoothly even with 1GB.

I wonder if there is some problem with patch process. Stiebler, can you check a md5 sum of patched file? Mine is: 76ee27b78d395f98151073a13d16fed5
Thx for the answer.

BigWalleye
05-27-13, 06:16 AM
Did you activate the 4GB fix? 'Cause if you did, and you only have 2GB, you're likely to have problems. Try turning it off.

runio
05-27-13, 06:40 AM
Did you activate the 4GB fix? 'Cause if you did, and you only have 2GB, you're likely to have problems. Try turning it off.

As i said,

It doesn't matter if i select all options in option selector, or deselect all.

runio
05-27-13, 08:22 AM
One more thing, my original SH3.exe is a SF version (according to md5 sums provided by h.sie). Maybe this cause a problem?

Stiebler
05-27-13, 09:29 AM
@Runio,

This is a puzzling problem.

I don't think an MD5 check serves any purpose, because it depends on which options are selected.

There is clearly a fault:
Either with your patch. (You should make another patch. Remember you need to patch a copy of SH3.exe already modified by H.sie's patch. Make sure you are using the correct copy of SH3.exe.)
Or with the other changes you need to make to other files. Have you made these other changes?

In particular, if you are using GWX, you must make sure that all references to the CAM-ship are removed. Remove the CAM-ship from the 4B patch package, where you will find it as M36B in the package folder data\sea\M36B (remove the whole M36B folder). Also remove the M36B reference in data\roster\Sea\british\.

There are two key tests you need to perform:
1. Remove the Stiebler 4b patch - I presume you installed it with JSGME - but leave in place H.sie's patch. Does the game still run properly?
2. Download from the link below the special GWX patch that I made for the game, because so many people reported CTDs due to the M36B problem. The patch below contains all the changes needed, and can replace the original 4B patch folder. But you must still provide the patched SH3.exe file.

http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

3. If the crashes continue, do they occur when you first double-click on the sh3.exe icon? Or do they occur after you have entered the main menu of the game?
This is an important diagnostic.
4. Finally, make sure that you remove ALL other mods (except H.sie V16G1 patch) from your game before applying the Stiebler 4B patches. Test after the 4b patch is in place, and before you add any other mods.

Better luck next time!
Stiebler.

Anvar1061
05-27-13, 12:47 PM
SSS
What there is h.sie V16G1 patch?http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

desertstriker
05-27-13, 12:50 PM
SSS
What there is h.sie V16G1 patch?:k_confused:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/H.SIE/V16B1-Patch-Kit.7z

username Maik
password Woelfe

BigWalleye
05-27-13, 02:34 PM
As i said,


Beggin' yer pardon. Was trying to help.

desertstriker
05-27-13, 02:44 PM
One more thing, my original SH3.exe is a SF version (according to md5 sums provided by h.sie). Maybe this cause a problem?
That would more than likely be the problem. If you want one without starforce look at the top right of the screen for the amazon store. If you make purchases throug that subsim gets a % of the sale.

sckallst
07-25-13, 02:58 PM
Are the various Sensors_AI files included with the dload already pre-adjusted for the shallow-water ASDIC settings or is that something we still have to adjust ourselves as needed/desired? Looking through the GXW file it appears it seems the number has been already set to 100.0, but not sure if that's what it's supposed to be.

Anyhow, great work by h.sie and stiebler on this. I came to SHIII backwards from SH4 and I'm really loving what all you guys have done with this game over the years.

Stiebler
07-26-13, 02:50 AM
Are the various Sensors_AI files included with the dload already pre-adjusted for the shallow-water ASDIC settings or is that something we still have to adjust ourselves as needed/desired? Looking through the GXW file it appears it seems the number has been already set to 100.0, but not sure if that's what it's supposed to be.Yes, the sensors_AI files are corrected.

GWX users can download all necessary files, except the SH3.exe file itself, from here:

http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

For reasons of copyright, you must make your patched version of SH3.exe from your own purchased copy of SH3.exe.

Stiebler.

sckallst
07-26-13, 11:23 AM
Yes, the sensors_AI files are corrected.

GWX users can download all necessary files, except the SH3.exe file itself, from here:

http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

For reasons of copyright, you must make your patched version of SH3.exe from your own purchased copy of SH3.exe.

Stiebler.

Thanks, Stiebler. Have everything up and running great. Just wasn't sure about the ASDIC setting (and hope I never have to find out in-game :03: )

I'm using the MaGui mod and I adjusted your weather meter so that it just uses the 'box' that the regular noise meter uses. Then I changed the colors and added tool tips so that I i can be reminded what the colors mean just by pointing the mouse.

Thanks again to you and Hsie for all the improvements.

Hari123
08-05-13, 06:16 AM
Hello!

I wanted to "tune" my GWX3 a little bit with this addon. H.sie´s patch works fine. But when I activate GWX3_Stiebler4B_Addon_for_V16B1 , I have the same problem as von Hesse:
http://www.subsim.com/radioroom/showpost.php?p=1953541&postcount=107

I am also using the SH3_XPSP2_Res_Fix_for_1.4b at a resolution of 1680 x 1050. May this the problem?

Thanks for your help!

complutum
08-06-13, 04:21 PM
hi! Stiebler have you seen this? http://www.subsim.com/radioroom/showthread.php?t=206353

take a look at it, perhaps you could with h´sie help and of course permission from the author implement this behaviour inside your patch.

Stiebler
08-07-13, 02:54 AM
General remark:
In checking out these queries, I noticed suddenly that the link to the Stiebler4B patch (at the top of this thread, post #1) still points to the older Stiebler4B_Addon patch.
It should point to the newer Stiebler4B_Revised patch. (Since April 2013.)
I have corrected this error.
The link to the patch given in my logo at the bottom of this post was, and remains, correct.

@Hari123:
The problem you report with the blank messages is almost certainly due to the fact your wide-screen mod has overlaid its en_menu.txt (and other files) over those required by the Stiebler4b_Revised patch.

Check the last entries at the end of your wide-screen en_menu.txt file (in folder silenthunteriii\data\menu) with the last entries in file en_menu.txt found in the Stiebler4B_Revised patch. Some other entries will also need to be added/updated. It is all explained in the documentation file for the Stiebler4B_Revised patch.

@Complutum:
I regret that I know nothing about H.sie's wolf-pack patch, which was created by H.sie and Leitender. Nor do I have any knowledge of Backer's wolf-pack patch.

Stiebler.

andqui
11-16-14, 03:43 PM
I'm trying to put together a NYGM-based installation; looking readme of the virtual FIDO mod here, I notice that it spawns a FIDO every time an aircraft drops a depth charge. Is this correct? If so, what happens when an aircraft like the Wellington drops a depth charge- does that spawn a FIDO attack as well? Is there a way to restrict this to just Avenger aircraft?

Also, could you compare this with the Air Torpedo & Fido mod here? (http://www.subsim.com/radioroom/showthread.php?t=197762) They seem to work in very different ways; while it says that both are compatible with eachother, would that solution supersede this one?

thanks

Stiebler
11-21-14, 05:14 AM
@Andqui:
I notice that it spawns a FIDO every time an aircraft drops a depth charge. Is this correct? If so, what happens when an aircraft like the Wellington drops a depth charge- does that spawn a FIDO attack as well? Is there a way to restrict this to just Avenger aircraft?Yes, a FIDO is spawned after 1 June 1943 every time that an aircraft drops a depthcharge.

Different aircraft have different load-outs (of weapons). The big bombers mostly have mixed load-outs of bombs and depthcharges, so you will get effectively a random drop of either bombs or depthcharges every time the aircraft drops part of its pay-load.

Thus the way to restrict FIDO to Avengers is to change the loadouts of all other bombers to exclude depthcharges after 1 June 1943. You can find the load-outs for each aircraft in their .eqp files. Delete their load-outs for depthcharges, then renumber all the remaining entries so that they are continuous ( [Equipment 1,2,3,4...] ). In real life, some Liberators also carried FIDO, so you'd probably want to leave them unchanged.

Also, could you compare this with the Air Torpedo & Fido mod. They seem to work in very different ways; while it says that both are compatible with eachother, would that solution supersede this one?Neither solution supercedes the other, they are simply different.
If you prefer the graphic effect, use Rubini's Air Torpedo and Fido mod.
If you prefer realism (bearing in mind the fact that the crew of a submerged U-boat could not actually see any external graphics), then use my hard-code mod. Rubini and I tried to combine the two mods, but we agreed that it was too difficult - they both function in ways that are completely unrelated.

However, I think you will be sunk far too often if you try to use both mods together, even though, as you say, they are mutually compatible in operation.

Stiebler.

Riccardo1975
11-21-14, 02:45 PM
Just added Hsie's and Stieblers add on together with MFM 3.2 to GWX and SH3 Cmdr.

Its improved SH3 to the point where every time I raise my scope to visually ID a contact my mouth drops open. A big thankyou to Hsie, Stiebler, the GWX team and everyone on Subsim.

But I'll definitely be changing the aircraft loadouts to minimise the amount of FIDOs that I get dropped on my crash dive bubble trail... Its June 1944 off Londonderry and even in U-3008 its a twice daily occurence.

Two questions:

Theres a cloud where my stealth meter used to be. Any threads/posts I can read on this?

MFM has wiped out my Additional Ammo mod so now I only have 110 rounds of 105mm. Change it basic .cfg?

P.S I found IX/D2s before I went XXI and they truly are a superb boat. Lorient to Rangoon and back....

Riccardo. U-3008. Lurking somewhere near Tobermory.

BigWalleye
11-21-14, 04:54 PM
Theres a cloud where my stealth meter used to be. Any threads/posts I can read on this?



You might look in the file Instructions_Stiebler4B_V16B1_Addon.rtf which is included with the Stiebler4B_V16B1_Revised patches you just installed. It has a pretty complete description of what the cloud means, how to interpret the colors, and how to turn it off if you don't want to use it.

WAEFRTD

Riccardo1975
11-22-14, 02:42 AM
I'll have a looksee today.

Thanks BWE. :)

Riccardo1975
11-22-14, 02:09 PM
Found it in the old Add On(revised).
Anybody had ships just disappear on the map screen? Had a sloop off Blyth COMPLETELY disappear then a danish medium which i watched sink but no credit, no map marker and couldnt lock view in Uzo. :confused:

Great mod though! :D

Riccardo

Stiebler
12-20-14, 08:06 AM
This is an update of my older Stiebler4B_V16B1_revised hard-code fix.

It contains all the same material from the 4B fix, together with a new code fix for radar rotations, and a whole series of new turms (conning towers) created by Anvart for NYGM, and modified by me for the radar fix.

The result is that fixed (FuMO29) and rotating radars (eg FumO30) can now be found in their correct positions on the turms. Anvart's original mod allowed the rotating radars and D/F aerials to be raised and lowered.

Since I understand that many players prefer to use their own turms on the U-boats, created by several talented modders, the package includes a new Options Selector, with a toggle ON/OFF for the radar position fix. Do NOT confuse this radar-position fix with H.sie's radar ON/OFF mod, which ensures that the radar is switched off when you sailed from base.

The 4C hard-code fix, like the 4B, must be applied to a genuine copy of SH3.exe already patched with H.sie's hard-code fix. Full instructions are included with the fix. Those who have already the Stiebler 4B hard-code fix should have no difficulty in using the 4C - the same patch instructions, a new Options Selector with just one added option, and all your existing changes to other SH3 files need not be altered. You need to add only the new turms as an extra mod.

The 4C Stiebler hard-code fix:
http://www.subsim.com/mods1/nygm/ (http://www.subsim.com/mods1/nygm/Stiebler4C_V16B1.7z)Stiebler4C_V16B1.7z (http://www.subsim.com/mods1/nygm/Stiebler4C_V16B1.7z)

Alternatively, if you prefer to retain your own turms, use the original Stiebler4B_V16B1 hard-code fix instead. This is still available from the SubSim/NYGM web-site here:
http://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z

Stiebler.
Click on my logo below to see all current NYGM mods.

ReallyDedPoet
12-20-14, 08:56 AM
Nice work :up:

Myxale
12-21-14, 04:53 AM
Nice. Just enough Cowbells:arrgh!:

makman94
12-21-14, 11:00 AM
...new hardcoded features...this is heaven for me !

thank you very much ,Stiebler :yeah:

brett25
12-21-14, 10:21 PM
awesome work mate!

Aquelarrefox
04-27-15, 11:57 AM
Thanks to Hsie and Stiebler for these patchs, works realy good (ihave no test all the features, like wolfpack, but the others are ok).
Realy this is inmersive and i could make work it with a long list of mod (from gwx3gold to new hydrophones), big updates.

I have a custion about the issue with saving games and changes on clock (time base) wich is esencial for real navigation as i am playing. At the time (short time campain since i started the game stable with all mods) i detect one change of time on one saving instance.
Could be a fix for this issue.
thanks people.:up:
(Also i mede a spanish tranlate for the both text addons, but i could no make thet the text of oxigen level working wright on traslation. Later i gonna tell flotilla 24 for the lasr traslation)

bstanko6
06-22-15, 06:28 PM
I apologize Blitzkrieg. Ok my question is this, I upgraded to the Stiebler 4c and it works well as far as "smoke on the horizon" and "surrender" goes. Not sure if the u tanker thing works yet. Additional mods like grid change... I was trying to get the new grid button to work, but it does not. I just got h.sie patch to work recently so I know how to manipulate en_menu and command.cfg etc...

I am 95% sure i did the en_menu and .cfg amd menu_176 or what ever it is right. But it does not work. Any experienced guys out there know how this works?

Stiebler
06-23-15, 03:18 AM
@bstank06:

It is not clear what you mean when you say the Grid Change mod 'does not work'. Do you mean that you can see the new icon button in the radio message cluster, and when you click on it, there is no response? (You should see a radio message sent, followed about two game hours later by a dialog box.) Do you get the dialog box? If so, what is the message in it?

If none of the above is working correctly, what happens when you press SHIFT-M, which mimicks pressing on the Change Grid button?

If both of these fail, then there are two possibilities:
1. You have not, in fact, followed the instructions correctly in some way.
2. You have followed the instructions correctly, but then you have overlaid some other mod(s) that have overwritten your newly modified files en_menu.txt, commands_en.cfg and menu_1024_768.ini.

Also, you do not say which (if any) super-mod you have installed. NYGM has most of these changes made for you already.
I have prepared also a standard package for GWX users, which can be downloaded here:
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

Make sure you test your game set-up with nothing more than SH3, Hsie's code fix and the Stiebler code-fix added before you do anything else.

bstanko6
06-23-15, 09:10 AM
Stiebler, thanks for the quick response. I am using NYGM.

The button does appear when I setup the mod. When I run my mouse over it, the border does not light up orange like the other radioman buttons.

When I press the button, nothing happens no message or any thing. I do wait 24 hours and such in the grid.

Understand, that when I attempt to set up the grid change mod, I lose the abandon uboat button as well. In other words, your standalone patch works wonderfully(thank you for it!), when I try to update the grid mod, i lose this button.

I think you are right, I think I have a couple of mods that effect this.

Generic Mod Enabler - v2.6.0.157
[C:\myUboat\SilentHunterIII\MODS]

S3H-H.sie-Patch-V16B1
NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
Merchant_Fleet_Mod_3.2
Stiebler4C_SubsFlag
NYGM_HiRes_Submarines_3_6F
NYGM Tonnage War Minefield Mod
Harbor Traffic Add-In
M.E.P v5
Optional - ShipVanishingHull for MEP v5
Optional - Stock Reflections for MEP v5
1500 meter bearing overlay
Single Merchant Contact Mod
DD_OH_V3.09_20091209162038
FM_NewInterior v2.1D
MaGui F
FM_NI_Fix_for_MaGui F
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
optional-stopwatch with speed lines for MaGui F
GREEN Filters on Scopes+Binoculars for MaGui F
MaGui F FIX for NYGM3.4
Charts addon 1.4 NYGM_IABLnew
Convoy-Routes on Map - BL!TZKR!EG Edition
KB's Diesel Sound Mod
RFB Hydro Sounds
Thomsen's WhispeRING RING mod
TorpedoTubesFfireFinal vStock
TheRealPing
Stiebler_EnvSim
Real Depth Charge
RealDC_4
Capt. Log V0.2
RadioMsg V 0.1
Johnfb's Sepia toned crew managment
RL_E v2 standard
Moon_light_mod
EvansUniforms
Bearded faces
Sawfish hat emblem
Fubars harbor personnel
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Optional O2-Gauges v2 (for V16B1)
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1

Stiebler
06-24-15, 04:36 AM
@bstank06:
You need to place the key mods in this order for NYGM:

NYGM Tonnage War V2.5 – Stand Alone Version
NYGM3_New
NYGM3_6F
NYGM_HiRes_Submarines_3_6F
S3H-H.sie-Patch-V16B1
Optional O2-Gauges v2 (for V16B1)
Supplement to V16B1 (JSGME)
Stiebler4C_Addon_for_V16B1
Stiebler4C_SubsFlag

Try again with just these mods to see if the Grid-Change remains a problem.
If so, check the changes to files that you have made.
If not, introduce the other mods from your long list slowly, 2-3 at a time, to see when the Grid-Change fails to function properly.
Then you will know where the problem lies. Although, even after identifying the problem, other mods in your long list may also cause interference.

Stiebler.

Fahnenbohn
07-28-15, 09:12 AM
I would like to give a suggestion to Stiebler :

In his shallow water ASDIC mod, the ability to detect a submarine depends on the sea depth. Would it be possible to replace the sea depth by the depth under the submarine's keel ? Thus, when a submarine is 100 meters deep with 10 meters under its keel, it is as if it was at 25 meters with also 10 meters under its keel.

Meridian
08-02-15, 10:40 PM
Need some help please Stiebler.

First here is my mod list:

MaGui F
02 Supplement to V16B1 (JSGME)
03 Stiebler4B_Addon_for_V16B1

Very simple I know as I am just testing for the error I have been getting, which I have posted a screenie of below.

This is what the outside view looks like after I submerge. Before I dive it looks fine.

I have gone through the fixes and enabled them one by one to find the casue and it seems to be the "Periscope-Fix" being enabled along with MaGUI. Without MaGUI all seems OK. Any advice ?

http://img.photobucket.com/albums/v247/PJ_Meridian/Temporary%20Pics/Swirly.png

:/\\!!

Henri II
09-19-15, 06:42 AM
I have a problem understanding how this part of the mod actually works. I copied my version (from CCoM) of the AI_Sensors.dat into the data/Library folder and changed the MinSurface values to 100 for all Asdic types as instructed.
My question is how can I see if I did everything right and this part of the patch actually works (other than testing it in the game), it does not change the AI_sensors.dat file itself, right?

The other question is, are the changes to the MinSurface values dynamic i.e. the game will adjust them in the course of a patrol depending on the actual sea depth at my location, or are they simply set to shallow as long as the mod is installed, meaning I should only install it if I actually intend to play a patrol in shallow waters?

Stiebler
09-21-15, 05:01 AM
I seem to have missed a couple of queries while I was away on holiday in August. Sorry about that.

@Fahnenbohn:
I've just answered your PM on the same subject.

For the benefit of others, the German opinion was that shallow waters caused Asdic to detect U-boats less well, therefore the function of my Asdic mod is (I think) correct. In the mod, the asdic functions less well when the waters are shallow, not when the U-boat is near the bottom of the sea.

@Henri II:
The asdic mod alters dynamically, as the depth of the sea changes.
There is no easy way of testing the mod except by results. You can only check your AI_sensors.dat file in a program that reads .dat files (eg the freeware XVI32 Hex Editor program) and check that the values are correct after alteration.

@Meridian:
This is one of those instance where I'm being asked to comment on other peoples' mods: in this case one by MaGUI and one by H.sie (periscope fix).

The short answer is that I have no idea what has caused the problem, but if disabling the periscope fix enables you to play with MaGUI in place, then that is the solution.

However, I admire greatly your perseverance in trying to narrow down the problem. I wish that some others would do the same. (This comment does not apply to my answers to Fahnenbohn and Henry II above.)

Stiebler.

hauangua
09-21-15, 09:48 AM
Need some help please Stiebler.

First here is my mod list:

MaGui F
02 Supplement to V16B1 (JSGME)
03 Stiebler4B_Addon_for_V16B1

Very simple I know as I am just testing for the error I have been getting, which I have posted a screenie of below.

This is what the outside view looks like after I submerge. Before I dive it looks fine.

I have gone through the fixes and enabled them one by one to find the casue and it seems to be the "Periscope-Fix" being enabled along with MaGUI. Without MaGUI all seems OK. Any advice ?

http://img.photobucket.com/albums/v247/PJ_Meridian/Temporary%20Pics/Swirly.png

:/\\!!


HI @Meridian

I see that your speed is 7 knots.
From handbook of Stiebler:

Periscope Fix:
"Restricted Periscope usage for higher speeds
• Speed> 4.5 knots: Blur effect simulates vibrations. Periscopes nearly useless.

• Speed> 7.0 knots: Periscopes are moved down automatically.
Both speeds (4.5 and 7.0 knots) can be adjusted to different values in hsie.ini configuration
file "

With 7 knots high Blur effect is normal.

I use Magui F with Hsie ... work fine.

Aquelarrefox
05-15-16, 09:46 AM
hi, i was using previus version of patch (fido fix) for a long time.

i tryed with new version but i have alwais crash, event with out mother mods. crashing in startup (no loaded saved game). selector reconces version, no error in patching. so i dont know whats hapening. does anybody have this problem?

J0313
07-04-16, 02:51 PM
I am currently running Ahnenerbe WideGui 1920 x 1080 Final with German U - Boats Compilation and hsie/Stieblers V16B1 HC Fixes. I have Modified the sh3.exe with the option selector checking off Stieblers min tc fix. But it still activates everytime I use CTRL+N which is in turn interfering with the raise and lower UZO function in Ahnenerbe's GUI. I have no idea what to do. I have tried to switch the key's for the UZO to Shift/Ctrl+U but nothing happened. Why isn't the option selector deactivating the min TC Fix when it's unchecked in the selector? Forgive me if this isn't the right thread for the post or if this has already been dealt with in another thread. I don't really know what is causing this. I've never run into this before.

J0313
07-04-16, 05:02 PM
I am currently running Ahnenerbe WideGui 1920 x 1080 Final with German U - Boats Compilation and hsie/Stieblers V16B1 HC Fixes. I have Modified the sh3.exe with the option selector checking off Stieblers min tc fix. But it still activates everytime I use CTRL+N which is in turn interfering with the raise and lower UZO function in Ahnenerbe's GUI. I have no idea what to do. I have tried to switch the key's for the UZO to Shift/Ctrl+U but nothing happened. Why isn't the option selector deactivating the min TC Fix when it's unchecked in the selector? Forgive me if this isn't the right thread for the post or if this has already been dealt with in another thread. I don't really know what is causing this. I've never run into this before.

Never mind. I figured out the answer for myself. Shift+N is hard coded so I will have to try and remap the key's for the raise/lower UZO. I have already tried remapping it to Shift/Ctrl+U but so far it doesn't work.

J0313
07-04-16, 07:17 PM
Never mind. I figured out the answer for myself. Shift+N is hard coded so I will have to try and remap the key's for the raise/lower UZO. I have already tried remapping it to Shift/Ctrl+U but so far it doesn't work.

Just tried changing the rise and lower UZO commands to shift/ctrl+u and even though SetKeys changed it in the commands CFG it's not working so I don't know what else to do. There is one thing of note though. I shows that the commands for raising and lowering the UZO are on Key Map #2. It won't let me change it to Key Map #1. I don't know if that means something. Could somebody please help me with this problem?

Anvar1061
07-05-16, 12:27 PM
Just tried changing the rise and lower UZO commands to shift/ctrl+u and even though SetKeys changed it in the commands CFG it's not working so I don't know what else to do. There is one thing of note though. I shows that the commands for raising and lowering the UZO are on Key Map #2. It won't let me change it to Key Map #1. I don't know if that means something. Could somebody please help me with this problem?
Anvar1061 recommends
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2346308&postcount=13

J0313
07-05-16, 05:54 PM
Anvar1061 recommends
:Kaleun_Wink:
http://www.subsim.com/radioroom/showpost.php?p=2346308&postcount=13

Thank you Anvar. One question, would you make the change to the command cfg manually or use a key mapper?

J0313
07-05-16, 06:28 PM
Thank you Anvar. One question, would you make the change to the command cfg manually or use a key mapper?

I just tried your suggestion Anvar and it didn't work. Thanks for the suggestion though. I guess I'll just play without it. Every other command seem's to be fine.

Anvar1061
07-06-16, 05:54 AM
I just tried your suggestion Anvar and it didn't work. Thanks for the suggestion though. I guess I'll just play without it. Every other command seem's to be fine.

Key Mapper

J0313
07-06-16, 05:20 PM
Key Mapper

I actually got it to work. Thank you Anvar.

Anvar1061
07-06-16, 10:40 PM
I actually got it to work. Thank you Anvar.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

J0313
01-08-17, 03:49 PM
Do you use the 4C_SubsFlag add on in conjunction with the Radar on Turms fix option selected in the option selector?

Stiebler
01-09-17, 04:36 AM
@J0313:
Do you use the 4C_SubsFlag add on in conjunction with the Radar on Turms fix option selected in the option selector? No.

The SubFlags add-on provided literally only the war-flag (with raise/lower options) on the rear conning-tower (not in the original 4C-turms), and a different key-operation and parking for the raising and lowering of the rotating radar units. Nice, and good work by the modder who made the adaption, but not essential.

Stiebler.

Darthlucky
01-09-17, 07:28 AM
The link for the download on the first page of this thread is broken, is this one no longer available?

SquareSteelBar
01-09-17, 08:28 AM
Click the link in Stiebler's signature.

J0313
01-09-17, 05:08 PM
@J0313:
No.

The SubFlags add-on provided literally only the war-flag (with raise/lower options) on the rear conning-tower (not in the original 4C-turms), and a different key-operation and parking for the raising and lowering of the rotating radar units. Nice, and good work by the modder who made the adaption, but not essential.

Stiebler.

Thank you Stiebler.

JuanLiquid
05-14-17, 11:25 AM
Until now I was using only the classic HSIE V16B1 patch. I was reading the docs of Stiebler4C but I do not find the answer to this question: Do I need to modify Campaign_SCR.mis like I did with HSIE V16B1 to use wolfpacks?

tomfon
05-14-17, 11:52 AM
Hi JuanLiquid.

If you intend to use Stiebler's version then you have to patch your original sh3.exe file with H.sie's V161B patch-kit first, and then again patch the new sh3.exe file with Stiebler's 4C_161B patch-kit. Stiebler mentions this in the "readme" files.

Other than that, in order to use any of the features, you must follow the instructions provided by their corresponding author, H.sie or Stiebler. This is why you won't find any instructions regarding the activation of H.sie's mods in the documents released by Stiebler. Therefore, if you want to use the Wolfpack mod, then you must edit the Campaign_SCR.mis file per the instructions provided by H.sie.

I am sorry for the extended answer but simply patching the exe files doesn't mean that everything will work as advertised.:03:

JuanLiquid
05-14-17, 01:46 PM
Thank you tomfon :)

Yes, I knew about the double patching - that was in the Stiebler documentation, but since it doesn't talk about the H.sie additional modifications I was unsure. Now, I know what to do :Kaleun_Salute:

Niume
05-28-17, 05:48 AM
Stielber could you fix the bug where aircraft only spawns below 1024x tc. In general Sh 3 aircraft are too rare compared to sh4

Stiebler
05-30-17, 01:38 PM
@Niume:
Stielber could you fix the bug where aircraft only spawns below 1024x tc. In general Sh 3 aircraft are too rare compared to sh4 This is not a bug, but an integral problem of high time compression.
See my post long ago:
http://www.subsim.com/radioroom/showpost.php?p=196556&postcount=22 (29 Jan 2006; the important extract follows):

"Concerning time compression (TC):
"SH3 calculates the position of every unit (or unit block, such as a convoy) at every time unit (whatever the internal time tick may be). If you run at 1xTC then no unit, including your U-boat, has travelled very far when the update comes. At 128xTX, everything has moved 128 times further before updates occur. At 1024xTC everything has moved quite a distance before the update occur. So a ship or aircraft may jump suddenly into the middle of your field of view when it wasn't visible before. Alternatively, it may hop completely over the U-boat without either side ever seeing the other. I think use of TC above 512 is unwise, except to accelerate travel to remote patrol areas.

"It is possible to use interpolation routines to check whether two units have hopped over each other without spotting one another. I've done it myself for a customer, but it is complicated and Ubisoft, probably wisely, has decided not to add the extra computational burden."

Stiebler.

ArnoldR
10-24-18, 02:07 PM
Hello,
I'm at the end of the NYGM installation process, and I have a question about your Patch, Stiebler. It's about the Abandon ship option.

In your documentation, you wrote: "If, after sending your ‘Abandon U-boat’ message, the enemy then sinks you, even on the surface, your crew will NOT be rescued. You will get the usual message “U-boat destroyed.” on the ‘Black Screen of Death’. This should be taken to mean that your U-boat exploded, or sank suddenly, after being hit by shells or bombs from ships or aircraft. In order to survive, you *must* sink the U-boat yourself!"

My question: If, after sending my ‘Abandon U-boat’ message, and then diving at high speed, I'm crushed by the water pressure BEFORE the 10 minutes (needed for my bomb to explode), then will I survive or not?????

Edit: a small remark. You wrote that for the Change patrol grid mod,one has to change the menu_1024_768.ini. However,the file provided to change the menu_1024_768.ini doesn't seem to add lines for this option.

Stiebler
10-25-18, 12:24 PM
@ArnoldR:


To answer your questions:
My question: If, after sending my ‘Abandon U-boat’ message, and then diving at high speed, I'm crushed by the water pressure BEFORE the 10 minutes (needed for my bomb to explode), then will I survive or not?????

Answer is NO, you won't survive. Dive only to 80 meters. If already severely damaged, stop dive at 20 meters.

2nd Question: You wrote that for the Change patrol grid mod,one has to change the menu_1024_768.ini. However,the file provided to change the menu_1024_768.ini doesn't seem to add lines for this option.

Answer: The file to change for the Change Patrol Grid is en_menu.txt, lines 2919-2925.
If I have said elsewhere to change menu_1024_768.ini for this purpose, then I have made an error.

I hope that helps.
Stiebler.

ArnoldR
10-26-18, 11:35 AM
I hope that helps.
Stiebler.

Yes,it perfectly answers my questions. Thank you very much, Sir!!!!
:Kaleun_Thumbs_Up:

neocrife
05-03-19, 02:20 PM
Hello ! The link is dead, isnt it ? :k_confused:
Nevermind, on the signature I found a link. Thanks !

FUBAR295
02-07-20, 01:12 AM
Had to reinstall SH3 and NYGM and had H.Sie and Stiebler mods installed and have installed both several times with no issues, until now.

Both mods and loaded in but when attempting access the Stielbler mod through the H.Sie Selector I get the following error message "Cannot find your switches in file SH3.exe. All switches must have value of 0 or FF with at least one FF."

I have followed the instructions and have had no issues previously until attempting this recent reinstall. Not sure what the problem is.

Good hunting,
FUBAR295

John Pancoast
02-07-20, 03:01 PM
Had to reinstall SH3 and NYGM and had H.Sie and Stiebler mods installed and have installed both several times with no issues, until now.

Both mods and loaded in but when attempting access the Stielbler mod through the H.Sie Selector I get the following error message "Cannot find your switches in file SH3.exe. All switches must have value of 0 or FF with at least one FF."

I have followed the instructions and have had no issues previously until attempting this recent reinstall. Not sure what the problem is.

Good hunting,
FUBAR295


Did you patch your sh3.exe with Hsie's patch before applying Stiebler's, and NOT use Hsie's options selector ?

FUBAR295
02-07-20, 03:52 PM
John,

Yes, I have followed the instructions to the letter, this is not the first time putting this mod in, but this go round, each time I get the same error message after applying the mod. I get the message on the H.sie Options Selector when I press Stiebler Mods button.

I have even down loaded a new copy of Stiebler's mod thinking I had a corrupt file, getting the same result. After several tries, keep getting the same result. ( Is that not the definition of insanity, doing the same thing over and over and getting the same result ). :o:doh:

Good hunting,
FUBAR295

John Pancoast
02-07-20, 04:37 PM
John,

Yes, I have followed the instructions to the letter, this is not the first time putting this mod in, but this go round, each time I get the same error message after applying the mod. I get the message on the H.sie Options Selector when I press Stiebler Mods button.

I have even down loaded a new copy of Stiebler's mod thinking I had a corrupt file, getting the same result. After several tries, keep getting the same result. ( Is that not the definition of insanity, doing the same thing over and over and getting the same result ). :o:doh:

Good hunting,
FUBAR295

That is strange. The selector works for Hsie's options though ?

FUBAR295
02-07-20, 05:00 PM
H.sie works as is expected. Just can not access Stiebler's Option Selector.

Good hunting,
FUBAR295

John Pancoast
02-07-20, 06:39 PM
Only thing I can think of is the Hsie patch wasn't done for some reason, even though you actually did do it. Or at least Stiebler's patch thinks that.

FUBAR295
02-07-20, 07:37 PM
John,

That is what I am thinking.

Maybe something is amiss in the menu 1024 768 ini file, I haven't look there, one of the to do things.

Good hunting,
FUBAR295

John Pancoast
02-07-20, 11:27 PM
John,

That is what I am thinking.

Maybe something is amiss in the menu 1024 768 ini file, I haven't look there, one of the to do things.

Good hunting,
FUBAR295

Shouldn't be anything related to the ini file with that type of error message.
Problems with it usually cause a ctd upon trying to load a mission, academy, career, etc.

FUBAR295
02-09-20, 04:09 PM
Was able to do the Stiebler Patch on my Desk Top. :hmmm:

Something in my system will not permit the patching function within the hard drive files, maybe anti virus. I was previously able to do it that way, not sure why not now.

Good hunting,
FUBAR295

John Pancoast
02-09-20, 06:07 PM
Was able to do the Stiebler Patch on my Desk Top. :hmmm:

Something in my system will not permit the patching function within the hard drive files, maybe anti virus. I was previously able to do it that way, not sure why not now.

Good hunting,
FUBAR295

Maybe some automatic virus program update ?

neocrife
12-25-20, 02:31 PM
I have now uploaded a typical addon folder (GWX3_Stiebler4B_Addon_for_V16B1) for GWX3.0 Gold, which I have tested to ensure that it functions correctly.

However, for copyright reasons, it does NOT contain the patched SH3.exe required in order to operate. You must create this yourself.

Download the folder from here:
http://www.subsim.com/mods1/nygm/GWX3_Stiebler4B_Addon_for_V16B1.7z

Method:
1. Start with GWX3.
2. Patch your copy of SH3.exe with Hsie's V16B1 patch.
3. Without making ANY changes, then patch your HSIE-SH3.exe with the Stiebler4b_Addon_for_V16B1 patchkit, following its instructions.
4. Place the double-patched copy of SH3.exe into the folder GWX3_Stiebler4B_Addon_for_V16B1, next to the new envsim.act file.
5. Install Hsie's folder 'Supplement to V16B1 (JSGME)' with
JSGME.
6. Install your unzipped folder GWX3_Stiebler4B_Addon_for_V16B1 (containing your new SH3.exe) with JSGME.

(The CAM-SHIP mod will not function.)
(I have used the 'lite' campaign_SCR.mis file in the GWX folder for testing. The only change is to add H.sie VIIF wolf-pack U-boats as units. If you prefer the original full campaign_SCR.mis, then add the VIIF U-boats to the original file, which you should have done already as part of Hsie's folder 'Supplement to V16B1 (JSGME)'.)

This will save a lot of trouble for most GWX users. I am aware that there are many mod variants for GWX, and I have no idea whether this simple addon folder will function correctly with the other extra mods. But at least users of GWX variants now have a template folder to study.

Stiebler.

Hello, I tried it but seems like my HSieOptionSelector is the same that the "old" one. I dont find the new pop up for activate news fix. I dont think I made any mistake here but Hsieoptinoselector should show new things, isnt it ? The only thing showing me that something change is the oxygen bar and the unchecked box for real repair time by default.

But I really dont know if it change anything atm except rewritting some file from my ARB wideGui and destroying it (split screen)

Hebe Vollmaus
12-26-20, 03:28 PM
Hello, I tried it but seems like my HSieOptionSelector is the same that the "old" one. I dont find the new pop up for activate news fix. I dont think I made any mistake here but Hsieoptinoselector should show new things, isnt it ? The only thing showing me that something change is the oxygen bar and the unchecked box for real repair time by default.

But I really dont know if it change anything atm except rewritting some file from my ARB wideGui and destroying it (split screen)

What version is your "old" one?
Go to first post.
Use the NYGM-Link in the signature.
iirc the HsieOptionsSelector_V16C is the Last one.

I have no idea what your problem in ARB is, i dont use it. Split screen sounds like look for Tycho-patch.

Greetings.

Drakken
12-26-20, 07:35 PM
Is it compatible with LSH 2020, as well?

phooey
02-06-21, 09:24 PM
hey folks, is there a reason why diesel damage fix isn't activated in stiebler-h.sie option selector? Is that fix also not compatible with NYGM just like the realistic repair times?

best regards.

:Kaleun_Salute:

John Pancoast
02-06-21, 09:25 PM
hey folks, is there a reason why diesel damage fix isn't activated in stiebler-h.sie option selector? Is that fix also not compatible with NYGM just like the realistic repair times?

best regards.

:Kaleun_Salute:

It can be used in NYGM without any issues.

ericlea
02-07-21, 05:36 AM
Perhaps because that Diesel damage fix option is not very realistic ?

During WW2, diesel submarine were able to run on flank speed during several hours but not only 15 minutes like it is simulated in that feature.


:Kaleun_Salute:

Fifi
02-07-21, 06:40 AM
Perhaps because that Diesel damage fix option is not very realistic ?

During WW2, diesel submarine were able to run on flank speed during several hours but not only 15 minutes like it is simulated in that feature.


:Kaleun_Salute:

I agree, that’s why i don’t use this option.

John Pancoast
02-07-21, 07:28 AM
Maybe so, maybe not but the engines were far from being reliable. I.e., time after time in Blair's books there are accounts of engine trouble.
Player engagements/events tend to occur much quicker in the game vs. real life too, so perhaps the time frame before damage in the patch if thought of in that light isn't to far off ?
And of course, one can always try changing the patch parameters in the hsie.ini file.
It says very risky (whatever that means) to do so but has anyone tried ?
I've always used it and now wouldn't play the game without it to the point that I believe not using it gives the player an unfair advantage, which with the Sh3 ai is hardly needed in the first place. :)
I believe it was Leitender who also made a damage patch but it's only for the VIIb. I haven't looked at it enough to see if it could be made to apply to others.

phooey
02-07-21, 01:24 PM
Thank you for the quick reply, folks. :Kaleun_Salute:

I was thinking it might be because of nygm no damage control mod, but after reading your replies, it may not be the case anymore.

Cheers, :salute:

John Pancoast
02-07-21, 01:28 PM
Thank you for the quick reply, folks. :Kaleun_Salute:

I was thinking it might be because of nygm no damage control mod, but after reading your replies, it may not be the case anymore.

Cheers, :salute:


The only option in the H.sie/Stiebler patches relating to damage that shouldn't be used with NYGM is the "Realistic repair times" option of H.sie's patch.

phooey
02-08-21, 09:10 AM
The only option in the H.sie/Stiebler patches relating to damage that shouldn't be used with NYGM is the "Realistic repair times" option of H.sie's patch.

Indeed, as it says so in the readme. But I don't know why diesel damage fix not mentioned anywhere in the stiebler patch docs. :06:

John Pancoast
02-08-21, 09:24 AM
Indeed, as it says so in the readme. But I don't know why diesel damage fix not mentioned anywhere in the stiebler patch docs. :06:

No reason to; its info. is in H.sie's docs.

SimplyMark
07-05-21, 07:18 AM
https://www.subsim.com/mods1/nygm/Stiebler4B_V16B1_Revised.7z Page not found....how i can download this???

FUBAR295
07-05-21, 07:47 AM
Try this link ..

https://www.subsim.com/mods1/nygm/

Good hunting,
FUBAR295

Huno41
07-12-22, 04:15 PM
After some testing I noticed the SH3Sim.act file which adds the Ship Speed Fix causes issues when recharging battery power during high windspeed weather. I am unsure whether this is intended or not, but matter of fact it's taking considerably longer to charge up. It seems to affect all U-boat Types but most noticeable are the IIA, IID and XXI which took me several days to recharge from 60 to 100% at windspeeds of 15m/s(No issues on calm weather though).
Tested this on both my main install with GWX and a dozen mods and a clean GWX install with only h.sie and stiebler patch enabled.
I am unaware whether or not this issue is exclusive to GWX as i didn't have the time to check on other supermods.

kyle9154
07-12-22, 05:45 PM
After some testing I noticed the SH3Sim.act file which adds the Ship Speed Fix causes issues when recharging battery power during high windspeed weather. I am unsure whether this is intended or not, but matter of fact it's taking considerably longer to charge up. It seems to affect all U-boat Types but most noticeable are the IIA, IID and XXI which took me several days to recharge from 60 to 100% at windspeeds of 15m/s(No issues on calm weather though).
Tested this on both my main install with GWX and a dozen mods and a clean GWX install with only h.sie and stiebler patch enabled.
I am unaware whether or not this issue is exclusive to GWX as i didn't have the time to check on other supermods.

Can confirm, it happens in my Onealex compilation mod install as well. I think its an issue with GWX and any mega mods that use it but could be across the board.

John Pancoast
07-12-22, 06:07 PM
All three of those boats are underpowered vs. others. High winds, etc. wouldn't help that. Maybe that has something to do with it.

Mad Mardigan
07-12-22, 06:09 PM
:hmmm: :hmmm: :hmmm:


If you have rough weather, then of course... it would stand to reason, that it would take somewhat longer, to recharge the bats...

seeing as how until the schnorkel, the intake/output stacks for the diesels... are there, on the outer sides of the Uboats.



Any good waves, caused by rough weather, are going to interfere with intake of air, to supply the diesels with 1 part of the necessary components for them to run... namely, air. That would also include causing an interruption in the outbound flow of the exhaust, as well.


Rough weather, would also end up, impeding forward motion, as well as the ability to stay on track... aka course, too.



This, was highly mentioned in Das Boot (the movie, not that sad sack tv series... :Kaleun_Sick: by the navigator... what was his name... Kriechbaum... when questioned by the Kaleun about what their positioning was... & Mentioned that due to the overcast conditions, the rough weather... of NOT being able to take a decent sun/star shot with the... sextant... to get a proper positioning report done.



Just... food, for thought... :shucks:





:Kaleun_Salute:


M. M.

Huno41
07-12-22, 08:40 PM
I do understand that the huge waves should somewhat make it harder to recharge, but the XXI takes around 4 hours somewhat from 60 to 100% power, meanwhile I ran the boat on the surface on 15m/s for over an entire week and still hadn't reached full charge :o
Only stopping because a plane had spawned.

Aykay
08-29-22, 12:44 AM
Try this link ..

https://www.subsim.com/mods1/nygm/

Good hunting,
FUBAR295

Your eagle with its head looking to the left is the Party eagle of the Nazi party, dude. Are you implying to be a Nazi sympathiser or even a Neo-Nazi or what? Or was that eagle actually displaying an imperial eagle and you didn't know it any better? The heraldic eagle of the Roman/German Empire looks to the right. The NSDAP eagle to the left. Difference. Huge difference.