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rik007
11-04-23, 05:19 PM
https://i.ibb.co/khfQ9wH/Splash.png (https://ibb.co/fC54ny1)

I feel I'm not 20 anymore. So I'm a slow modder and for years SH-3 didnot have my attention anymore but everything came back a year ago when I upgraded my video card...
On an average I now worked a few hours per week on this project which delivers an enabler. Basically it could be a breakthrough or a failure: who knows?
For me it is a breakthrough and I hope it will be the same for you all. I create some movies this week to explain it and some demo's.

First I explain the project itself and my experiments into night surface attacks and what I think of it:

Night surface attacks project explained (https://youtu.be/Yj_UlDdhpHI?t=0)

Then an example of a night surface attack in 'Otto Kretschmer-style', unprecedented I think:

https://youtu.be/lnYKPIArADY

Then a sample of the wheather transition bug which is in most environment mods. The wheather will suddenly switch around 00:26:

https://youtu.be/Fxfatp70eCA

And the version with a correct - smooth wheather transition:

Correct wheather transition (https://youtu.be/pBjZYLQKMP0)

Then a demo with Northern Lights and detection:

Northern lights (https://youtu.be/TqEgh_hwirM)

I want to thank:
- Hsie for his exellent hardcode mod. If you read this: a few of your discoveries in your assembly files I re-used!
- hughesjr for his basic voice attack profile (unreachable on Steam)
- Jerry Mason and crew

Here you find the site with the u-boot journals:

https://www.uboatarchive.net/

Go to U-boat KTB for the logs.

Update 29-8-2024: Release 1.20 has arrived
This is what has changed compared to 1.19:

- Date/time bug:
There are multiple date/time variable in sh3. One of them controls the moon and the environment and one is the current date/time you see on the watches etc. The first one is not correct after a save/reload. After a reload this date is set to the start date/time of the current patrol or in case of a first patrol in a campaign this will be start date/time of the campaign. What is expected is that after a safe/reload sh3 should set this date/time to the current date/time.

The effect of this bug is that every time you reload a patrol your environment including the moon phase/position will jump back to the start of the patrol instead of to the current date/time.

The fix implemented in the moon mod for this is to overwrite the date/time for the environment with the current game date/time to make sure the calculations are done with the correct date and the moon and environment are shown as expected.

- SH-5 Moon mod settings for GWX 3.0
Profile for users who use GWX.

Of course I like to thank Fubar295, Dieselglock, JohnCarterOfMars, Doolar & Fitzcarraldo for their help during the testing!

Please find below the link to the project which contains instructions how to install or upgrade. Please read the installation instructions carefully.

https://www.mediafire.com/file/f920w5fn3pkdpah/Surface_attack_project_v1.20.zip/file

Please consult the documentation that comes with the mod but for your convenience:

For people who have never installed the Night surface attack project:

- Add all 1.20 mods from the zip-archive to your MODS folder
- run the patcher
- Enable all 1.20 mods using JSGME

For people who switch from 1.19 to 1.20:

- Disable all 1.19 mods using JSGME
- Remove all 1.19 mods from your MODS folder
- Add all 1.20 mods from the zip-archive to your MODS folder
- run the patcher
- Enable all 1.20 mods using JSGME

Run the patcher:
- Use your explorer to go into your MODS folder. From there go into the folder: SH-5 Patcher.
- Start Sh5PatchExe.bat, follow the instructions ("Press any key to continue") and if you get “Patch done succesfully, you can enable the mod: SH-5 Moon mod" with JSGME!” the patching is done and the "SH-5 Moon mod" is ready to be enabled with JSGME

Fix for Windows 11 and improved environment date handling.

This will fix the CTD in the moon mod when running Windows 11 with KB5044030 or KB5044033 (.net framework) installed
Also this fix contains an improved handling of the environment date bug.
For details of the latter: https://www.subsim.com/radioroom/showpost.php?p=2922981&postcount=116

How to add the patch for Windows 11 KB5044030 or KB5044033 on top of v1.20?

- unzip the "SH-5 Fixes for v1.20.zip" archive
- move the 2 mods inside the "SH-5 Fixes for v1.20" folder into your JSGME MODS folder
- In JSGME enable "SH-5 Fix for Windows 11 KB504403X and improved environment date for v1.20"
- this mod should be enabled on top of (after) the v1.20 "SH-5 Moon mod"
- if you use Stiebler's wheather fix you should enable "SH-5 Moon mod optional - Stiebler's wheather fix with improved environment date for v1.20" after "SH-5 Fix for Windows 11 KB504403X and improved environment date for v1.20".

You can download the fix here:
https://www.mediafire.com/file/rj54hfbsti4wh8x/SH-5_Fixes_for_v1.20.zip/file

:Kaleun_Cheers:

Regards,

Rik007

FUBAR295
11-04-23, 06:33 PM
Wow, really something. All of them would make nice addition mods.




I really like the weather transition ... Nice !! :Kaleun_Thumbs_Up:

stork100
11-05-23, 07:32 AM
Well this looks extremely interesting. Thanks for the videos. Congratulations on the work achieved thus far. Potentially a phenomenal breakthrough - this could change the way we all play SH3. Best wishes towards your work and the project Sir.

:Kaleun_Applaud:

Mister_M
11-05-23, 09:22 AM
Hello Rik007,

Environment and detection are indeed extremly important to create a good submarine simulation... And the moon light (and northern lights) was an extremly important factor. So definitely an excellent idea to get this factor work correctly... :yep:

I suppose all this works with a fix to the hardcode itself, especially to get the albedo effect? BTW, I'm really happy to have watched your video where you explain what it is, I've learnt something today! :yeah:

"If people are willing to learn how=to-hard-code-fix I might organize an online workshop."

==> Oh, yes, learning how to hard-code fix would interest me a lot. :yep:

"As how to contine: I will ask some people to 'beta-test' and depending on the results further steps will follow."

==> I'm interested.

Dieselglock
11-05-23, 11:17 AM
This sounds awesome. Cant wait to try it out. It would really change everything.:up::up:

rik007
11-05-23, 11:25 AM
Thank you all very much! At the moment I'm working on notifications so that you are informed when it is full moon, quarter moon etc or if northern lights are sighted.

These messages should not appear when the u-boot is submerged. Ideally also if there is no WO on the bridge. Though I do not think only the WO sights the moon...

Then I will do some testing and polishing in the config files

If that is working fine I will contact the beta's for testing ...

Mister_M: you have been added to the beta list as well as for the to be hardcode modding workshop...

Stay tuned!

iambecomelife
11-05-23, 06:16 PM
Was very impressed with the weather transition and Northern Lights ... they look very eerie as they should. :Kaleun_Applaud:

Eagerly await more!

John Pancoast
11-05-23, 08:08 PM
Would be a great addition to FINALLY have moonlight affect visibility/detection.:up: Northern Lights is ok, but not nearly as needed as having moonlight work as it should is.
It's omission is one in a long list of incredibly silly, ahistorical, arcadey aspects of SH3, especially seeing as a game released in 1994, AOD, had it. Looking forward to the mod!

Regarding the weather transition, long ago H.sie posted how a simple time change amount to a game file would provide this. I'm to lazy to look it up, think it was a cloudlayer.tga or some such. Is that what you've done?

I'm also confused by the phrase "enable night surface attacks", as they've always been very possible and very easy to do with every version of SH3, stock or modded.

Any plans to also correct the completely incorrect escort placements around the convoys? Even better, correct their silly ahistorical escort "tactics"? (different kettle of fish I know but one can dream :))

I'm sure you realize this, but in the night attack by aircraft examples you list, a bright "night" north of the Shetlands is very different than a bright night further south. I.e, in the far northern latitudes, the "night" is more like daylight than it is a dark night.

Great to see the reference to scope use at night as night scope attacks are another item on the ahistorical arcade side of things that SH3 has always allowed, modded or not.

Regarding the moon at your back, it should be the other way around. The moon at the back of the convoy. Then the convoy is illuminated against the moonlight background while the sub is better hidden in the "dark front".

Regarding northern lights, I have seen them many times. They should only be a factor on clear nights, and a minor one even then. On anything other than a clear night, they are very rarely visible at all.

I'd be interested in the hex editing workshop if I have the time................at the time :)

John Pancoast
11-05-23, 08:14 PM
Thank you all very much! At the moment I'm working on notifications so that you are informed when it is full moon, quarter moon etc or if northern lights are sighted.

These messages should not appear when the u-boot is submerged. Ideally also if there is no WO on the bridge. Though I do not think only the WO sights the moon...

Then I will do some testing and polishing in the config files

If that is working fine I will contact the beta's for testing ...

Mister_M: you have been added to the beta list as well as for the to be hardcode modding workshop...

Stay tuned!

Nothing wrong with having notifications of moon status when submerged. Charts, timetables, etc. of it's phases and their dates and exact times every month were around long before WW2.

Borgneface
11-06-23, 04:21 AM
Hello,
this is looking very good indeed! Really looking forward to the release of your mod...
Thank you :Kaleun_Thumbs_Up:

fitzcarraldo
11-06-23, 12:31 PM
Looking forward to this. Must have. :Kaleun_Cheers:

Many thanks for the work :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

rik007
11-06-23, 02:53 PM
Regarding the weather transition, long ago H.sie posted how a simple time change amount to a game file would provide this. I'm to lazy to look it up, think it was a cloudlayer.tga or some such. Is that what you've done?


No: the 3d model is not correct in the scene.dat. I found that the original one had a second UV-channel in the clouds.obj. That one is missing so I restored it.


I'm also confused by the phrase "enable night surface attacks", as they've always been very possible and very easy to do with every version of SH3, stock or modded.


You are correct! Sorry that I was not accurate on that one. In a dark night, without radar, the u-boot should have a huge advantage. So then you can come very close to the ships or make yourself invisible by adjusting the new light factors in a configuration file. So you can change them to the level you like.
The mod will change the light factor as stored in sim.cfg dynamically depending on the weather, moon etc. It is still arcade and a lot remains to be desired but we should cherish what we have not what we not have, right?


Any plans to also correct the completely incorrect escort placements around the convoys? Even better, correct their silly ahistorical escort "tactics"? (different kettle of fish I know but one can dream :))


https://i.ibb.co/4Js1jZK/straddlers.jpg

No, I think it goes way above our capabilities. I worked for example on generating straddlers. In the picture you see that a straddler was generated nicely and once you attacked it even a destroyer detached from the convoy to attack you but it had side-effects so it failed. This took me around 8 weeks to get it working so I hope that manages a bit your expectation …. I want to finish the moon mod.

Little bit exaggerated but think of hardcode fixes as doing brain surgery with an anatomy picture from your schoolbooks as a reference. So you poke around in the brain where you assume motion is controlled and then the left arm suddenly raises. But that does not say we play some nice music on the piano. If we could have the original C++ source code this would be different. Then we could have effects like damp periscopes or periscope unusable in the night etc.


I'm sure you realize this, but in the night attack by aircraft examples you list, a bright "night" north of the Shetlands is very different than a bright night further south. I.e, in the far northern latitudes, the "night" is more like daylight than it is a dark night.


Understood. It is not in SH-3. What do you suggest the effect should be?


Great to see the reference to scope use at night as night scope attacks are another item on the ahistorical arcade side of things that SH3 has always allowed, modded or not.


I put that in the film as it was really new for me. We do not see that in the simulations. Also I did not understand for years what these commanders meant with seeing shadows until I read these U-boot logs.


Regarding the moon at your back, it should be the other way around. The moon at the back of the convoy. Then the convoy is illuminated against the moonlight background while the sub is better hidden in the "dark front".


You are correct as that is was so in reality I did some tests in Sh3 and saw that it was better to have the moon in your back as that decreases the odds of being detected. I think it looks at the illuminated front of the u-boot which is then towards the ships. So that gives the ships a slight advantage to detect you. In reality the illuminated front did not seem to be an issue and it was the other way around as you said. So that underlines that it was difficult to find a u-boot at night.


Regarding northern lights, I have seen them many times. They should only be a factor on clear nights, and a minor one even then. On anything other than a clear night, they are very rarely visible at all.


It will be only shown in clear nights and then randomly (configurable). It uses a particle engine which projects the northern lights before the clouds (whatever I tried) so it is better to have no clouds: so yes only in clear nights. The amount of impact on detectability is configurable. I think it is a nicety. I also considered phosphoric sees as some of the u-boot commanders complained about that and one was even detected.

As for the notifications in your other reply: I can send one notification per day with moon info. Not sure when. Noon? Sunset? Maybe I leave it out in the first version.

Kal_Maximus_U669
11-06-23, 05:24 PM
Hey rik007 hello...
It's super interesting what you've dissected....
These source code problems are really recurring...
The graphics engine has display problems... passing light... textures sometimes... super sampling.. anti alliasing... it is sometimes complex to find the right settings from one machine to another.. .
These problems are more pronounced on Sh4 which suffers from lousy HD... a driver adjustment from Nvidia would be welcome...
An effort from Ubisoft too...but I doubt they'll do it...lol
I am delighted with your modding, it is very encouraging...I wish you good luck in this colossal work...I really can't wait to test...but that said it will be ready...when it is ready..!!!

Kind regards, Kal Maximus U669 :salute:

John Pancoast
11-06-23, 06:19 PM
Thanks for the replies. Love the brain surgery analogy! :haha: Moon info. notification, perhaps dawn? It would be known before the boat even left port, but perhaps that would work. Not a huge deal regardless.

Many thanks for your efforts. :up:

rik007
11-11-23, 10:05 AM
Mister_M: you have a PM :Kaleun_Thumbs_Up:

rik007
11-17-23, 01:32 AM
So an update of what is going on: the first tester is gaining experience with the mod and he is impressed with what he sees. I recieved valuable feedback from his tests which I process into the mod. A second tester will soon join hopefully focussing on fifi's NYGM Enhanced Hardcore.

The idea is to start with Fifi's mod and then to extend to OneAlex and Living Silent Hunter 2022.

:Kaleun_Salute:

rik007
12-22-23, 03:17 AM
Anotherupdate and a step forward. Since mid november the team has been testing and we made good progress. We are now so far that we have confidence in this mod. So therefor we have a nice present for the upcoming Christmas hollidays for you: please find the donwload link in the first post (#1) of this threat.

Dieselglock
12-22-23, 09:52 AM
Anotherupdate and a step forward. Since mid november the team has been testing and we made good progress. We are now so far that we have confidence in this mod. So therefor we have a nice present for the upcoming Christmas hollidays for you: please find the donwload link in the first post (#1) of this threat.

This is really is outstanding, in my opinion a real game changer. Thank you

:Kaleun_Salute::Kaleun_Salute:

rik007
12-22-23, 10:50 AM
Thank you very much Dieselglock! You have been testing the project for 6 weeks so you are in excellent position to jugde it! :up:

rik007
12-24-23, 05:10 AM
Hi John,

Ok, we numbed them too much. Can you go into the sh5.cfg (data/cfg) and change the values of these factors and try to flank-bump them again?

Night light factor cloudy=4.25 ;[>=0]
Impact full moon on light factor=0.60 ;[0.0 <= 1.0]

More is possible when you also change the OneAlex mod itself (visual sensors etc). But that is not in scope of this project.

The other note: the moon phases in sh3 are not corresponding with the reality. It is a bug in sh3.

SC-7 was during a 96% full moon. See: https://www.uboatarchive.net/U-99/KTB99-5.htm

In Sh3 the full moon is on 15-10-1940 (see the Official SH-3 Moon Calendar that comes with the documentation).

kyle9154
12-24-23, 06:04 AM
Hi John,

Ok, we numbed them too much. Can you go into the sh5.cfg (data/cfg) and change the values of these factors and try to flank-bump them again?

Night light factor cloudy=4.25 ;[>=0]
Impact full moon on light factor=0.60 ;[0.0 <= 1.0]

More is possible when you also change the OneAlex mod itself (visual sensors etc). But that is not in scope of this project.

The other note: the moon phases in sh3 are not corresponding with the reality. It is a bug in sh3.

SC-7 was during a 96% full moon. See: https://www.uboatarchive.net/U-99/KTB99-5.htm

In Sh3 the full moon is on 15-10-1940 (see the Official SH-3 Moon Calendar that comes with the documentation).

Okay I changed the two values as per your instructions in last post and installed correctly, going to give this a try. Now is there a way to prevent you doing night attacks later in the war where it was near impossible to achieve due to radar. This is a perfect mod for early war convoy battles but how will it affect later stages of the war, I shouldn't be able to enter inside convoys at that point in the war?

After using the sh5 patcher in mod folder (before enabling any mods) these are the mods im using with Onealex install, does the mod order look fine to you? https://gyazo.com/90a5217b15404261d855ddbc2653fcf6

rik007
12-24-23, 06:38 AM
Hi Kyle,

The 'SH-5 Volumetric Clouds for Moon mod' Should be on top of 'SH-5 Moon mod' (it overwrites scene.sim). So the order should be:

'SH-5 Moon mod'
'SH-5 Moon mod settings for OneAlex'
'SH-5 Volumetric Clouds for Moon mod'

'SH-5 Water for SH-3 20 Km Atlantic V999' has no hard dependencies so can be done before or after.

If you want to change you might have to change the values in sh5.cfg

I assume you patched sh3.exe before you enabled the mod stack. You can check if your 'SH-5 Moon mod' directory has an sh3.exe (that is the patched version which you should enable).

You can use the 'SH-5 Naval academy test suite' for testing and getting acquinted to it. If you enable that one you can simple see if there is moonlight or not and how far you can approach the ships etc. And as you now It loads so much faster than a mission or a campaign ...

With a text editor you can change the dates in the file (Convoy Attack.mis) to get full moon etc as described in the documentation. The mod provides the English version so if you want the german version you can copy it.

rik007
12-24-23, 06:48 AM
As far the radar... you are right!

My idea is that Night surface attacks should become impossible by tweaking:


radar setting (ai_sensors.dat/sim.cfg)
bigger convoys (campaign.rnd)
more escorts (campaign.rnd)


Also the campaign.rnd should be adjusted with spacing in convoy lanes to the historical correct 1 km etc. This make it a bit harder to compensate for the night advantage the u-boot has.

John Pancoast
12-24-23, 11:00 AM
Fwiw, it should be very difficult, but it shouldn't be impossible to do a late war night surface attack when radar is involved.
Surface attacks were still the preferred and recommended method well into 1944.

But no, shouldn't be able to sail between convoy lanes at that stage, though this wasn't overly common even early war.

Congrats on the mod release!

rik007
12-24-23, 12:17 PM
Hi John,

Thank you very much! Again I have to apologize for an inaccurate statement. :)

You are correct: surface attacks are possible in 1943 and later provided you are not in the radar cone of an escort. :D

Actually the mod only impacts the visual sensors.

The 'solution' I provided is still rough. More is possible when we get into (the sensors of) the mega mods.

@Kyle: if you need any help, post or contact me directly

rik007
12-24-23, 12:38 PM
... and John:if you need help, please contact me.

John Pancoast
12-24-23, 01:38 PM
No problem rik, have briefly messed around with the mod and it is working as it should. Really nice work on the documentation too!

Overall, long needed fix for SH3, well done and have a Merry Christmas. :salute:

rik007
12-24-23, 02:04 PM
Thank you very much John and merry Xmast to everybody!

:Kaleun_Cheers:

rik007
12-28-23, 07:31 AM
By the way John. The usecase that an u-boot rams a destroyer is not one I read about in any history book. So I do not think we should see that is valid or that we even should care about.😀

John Pancoast
12-28-23, 11:45 AM
By the way John. The usecase that an u-boot rams a destroyer is not one I read about in any history book. So I do not think we should see that is valid or that we even should care about.😀

Definitely. That gets into the fantasy land movie "Greyhound" territory. :)

Was that usecase in the documentation, I don't recall it otherwise.

John Pancoast
12-28-23, 03:45 PM
rik, just did a quick campaign convoy attack. March, 1941. The merchants had searchlights. Came on when hit.

My mods:
OneAlex mod
SH-5 Moon Mod
SH-5 Moon Mod settings for OneAlex
SH-5 Volumetric clouds for moon mod.

Kal_Maximus_U669
12-28-23, 05:47 PM
hey rik007 ..salutation :D
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2897348&postcount=1960
I have this error..!! the patch is running smoothly though..

FUBAR295
12-28-23, 11:36 PM
hey rik007 ..salutation :D
:Kaleun_Wink:
https://www.subsim.com/radioroom/showpost.php?p=2897348&postcount=1960
I have this error..!! the patch is running smoothly though..


KM,


Here is the fix ;


It is coming from the hsie mod. If you go in hsie.ini you will see:

;Val1=60.0

If you remove the ';' the error will go away.


It is H.sie Repair Time mod that causes the error. NYGM already has that included. Just do not check the box in Hsie option selector for "Realistic Repair Times" if using NYGM. That should clear up things and make the error message go away!:yep:


Good hunting,
FUBAR295

Kal_Maximus_U669
12-29-23, 03:03 PM
Hey rik007..Merry Christmas..
Oh great creator..greetings..:D:up:
I wanted to thank you for your work I have just started to assemble different versions to see which is the most effective...my first words will be
Graphically pretty... a clear coloring of the Water mod for SH-3 20 Km Atlantic V999... this mod has a color of its own...:yep:
Kind regards, Kal Maximus U669 :salute:

rik007
12-30-23, 09:33 AM
Hey rik007..Merry Christmas..
Oh great creator..greetings..:D:up:
I wanted to thank you for your work I have just started to assemble different versions to see which is the most effective...my first words will be
Graphically pretty... a clear coloring of the Water mod for SH-3 20 Km Atlantic V999... this mod has a color of its own...:yep:
Kind regards, Kal Maximus U669 :salute:

Thank you very much Kal!

:Kaleun_Cheers:

That we are at version 999 tells us that it took a while to come where we are.
As for the surface attacks it took me a while to understand it and to get rid of my old habits and internal resistance :).

Here you have a suggested mod stack if that help you:

SH-5 Water for SH-3 20 Km Atlantic V999
SH-5 Command files for Voice Attack for Fifi's mod
SH-5 Moon mod
SH-5 Volumetric Clouds for Moon mod
SH-5 Water for SH-3 Bigger waves
SH-5 Moon mod settings for fifi's

rik007
12-30-23, 09:59 AM
rik, just did a quick campaign convoy attack. March, 1941. The merchants had searchlights. Came on when hit.

My mods:
OneAlex mod
SH-5 Moon Mod
SH-5 Moon Mod settings for OneAlex
SH-5 Volumetric clouds for moon mod.

Hi John,

I didnot post all the mods I use. So a week ago I revived OneAlex again as well as some private mods. I use 2 others which I think in time should/could be part of the mega mods themselves:

SH-5 1 Km Space between lanes in random convoy for OneAlex 1.53
SH-5 Sensors what I think for OneAlex 1.53

The latter will also remove the searchlights, flares... and will add some other things to OneAlex :):)

Now I do not want to interfer with kyle9154 or to have a kind maintenance challenge ...

Fifi mentioned he was interested in the project but he has no time as his priorities are with the polishing and rebuilding of the ships.

But you can also use the searchlights Removed mod which is quite classic...

John Pancoast
12-30-23, 11:22 AM
Hi John,

I didnot post all the mods I use. So a week ago I revived OneAlex again as well as some private mods. I use 2 others which I think in time should/could be part of the mega mods themselves:

SH-5 1 Km Space between lanes in random convoy for OneAlex 1.53
SH-5 Sensors what I think for OneAlex 1.53

The latter will also remove the searchlights, flares... and will add some other things to OneAlex :):)

Now I do not want to interfer with kyle9154 or to have a kind maintenance challenge ...

Fifi mentioned he was interested in the project but he has no time as his priorities are with the polishing and rebuilding of the ships.

But you can also use the searchlights Removed mod which is quite classic...

Ah, it make sense then thanks. Yes, I was thinking of using the old searchlights removed mod but Alex has added many more and different types of ships than the original gwx (I think?) so wasn't sure about it. Also not sure if he might have also modified other parts of the .eqp files, in which case using the old mod could be a problem with his versions.

Maybe I'll take a deeper look at comparing the files between the two at some point.

kyle9154
12-30-23, 11:56 AM
Ah, it make sense then thanks. Yes, I was thinking of using the old searchlights removed mod but Alex has added many more and different types of ships than the original gwx (I think?) so wasn't sure about it. Also not sure if he might have also modified other parts of the .eqp files, in which case using the old mod could be a problem with his versions.

Maybe I'll take a deeper look at comparing the files between the two at some point.

In the merchant fleet mod for Onealex I have removed the searchlights of all merchants including the ones in the base Onealex mod, I added the ships .eqp files to my mod so they overwrite the originals when loading the MFM mod. So its a win win, you get more ships plus fixes to all the ships in onealex mod.

As for spacings in convoys, the original values in Onealex which uses the GWX spacing is historical, they are already spaced out at 900m so the extra 100m is negligible. Source - https://www.junobeach.org/canada-in-wwii/articles/convoys/#:~:text=The%20forty%20%E2%80%93%20or%20so%20%E2%8 0%93%20ships%20that,in%20each%20column%20five%20sh ips%2C%20550%20metres%20apart.

John Pancoast
12-30-23, 12:53 PM
In the merchant fleet mod for Onealex I have removed the searchlights of all merchants including the ones in the base Onealex mod, I added the ships .eqp files to my mod so they overwrite the originals when loading the MFM mod. So its a win win, you get more ships plus fixes to all the ships in onealex mod.

As for spacings in convoys, the original values in Onealex which uses the GWX spacing is historical, they are already spaced out at 900m so the extra 100m is negligible. Source - https://www.junobeach.org/canada-in-wwii/articles/convoys/#:~:text=The%20forty%20%E2%80%93%20or%20so%20%E2%8 0%93%20ships%20that,in%20each%20column%20five%20sh ips%2C%20550%20metres%20apart.

Ok thanks, I haven't tried your mod. Have to try it out as no searchlights is a good thing. Yes, I recall that about the stock GWX spacing.

rik007
12-30-23, 01:59 PM
Thank you very much Kyle!

Aggreed! I do not discuss a 100m difference. For your interest my source you find below. I was not aware that OneAlex is already on 900 meter. I use a Java program for that so it doesnot matter what it needs to upgrade... :)

https://i.ibb.co/n116gwY/Screenshot-20231103-144629-bolcom-Kobo.jpg (https://ibb.co/xggXC2B)

SH3 regularly re-spawns convoys to 500 meter. What that means is that it will start a convoy with column spacing of 900 meter. Now when it re-spawn - for example after a turn-around - it will re-arrang to 500 meter whatever you specify in the the campaign.rnd. So what you see in Sh3 that a convoy suddeny has 500m wide lanes. It is bug in sh3. Now we can change the 500 to a value which is specified in the config file of the moon mod (Sh-5.cfg). So I will make it a 900m to be consistent:

New lane spacing when sh3 rearranges a convoy=900.0 ;[>=0.0 meters]


As for the sensory mod. It will bring the following to the table:


It will creatre seperate visual sensors for merchants, escorts, capital ships, airplanes and bombers.

Sensors have been tweaked to take advantage of the moon mod and night simulation.
Escorts and capital ships have better vision than merchants. Escorts have better vision than capital ships. Aircraft have of course the best vision of all (was already in OneAlex).
In clear wheather with full moon and no fog escorts can see you from around 2.2 km
In cloudy wheather with full moon and no fog escorts can see from to around 1.8 km
In overcast wheather no fog or moonless nights escorts can see from around 300 meter
In clear, cloudy and overcast moonless nights escorts can see you up to a few hundred meters. So escorts will still be dangerous.
You are invisible for merchants in moonless nights
In storm and rain you are about invisible for any ship or airplane. Destroyers can still see you within a distance of around 100 meter
Airplanes will overfly you in moonless or overcast nights
In clear wheather with full moon and no fog airplanes can spot you over a distance of around 4 km in clear wheather
In cloudy wheather with full moon and no fog airplanes can spot you over a distance of around 3.5 km in clear wheather
Capital ship have around half the visual capabilities of destroyers.
Much is of course depending on the aspect ratio the enemy is looking at you!


I will put this online soon so we can try it.

John Pancoast
12-30-23, 02:03 PM
Thank you very much Kyle!

Aggreed! I do not discuss a 100m difference. For your interest my source you find below. I was not aware that OneAlex is already on 900 meter. I use a Java program for that so it doesnot matter what it needs to upgrade... :)

https://i.ibb.co/n116gwY/Screenshot-20231103-144629-bolcom-Kobo.jpg (https://ibb.co/xggXC2B)

SH3 regularly re-spawns convoys to 500 meter. What that means is that it will start a convoy with column spacing of 900 meter. Now when it re-spawn - for example after a turn-around - it will re-arrang to 500 meter whatever you specify in the the campaign.rnd. So what you see in Sh3 that a convoy suddeny has 500m wide lanes. It is bug in sh3. Now we can change the 500 to a value which is specified in the config file of the moon mod (Sh-5.cfg). So I will make it a 900m to be consistent:

New lane spacing when sh3 rearranges a convoy=900.0 ;[>=0.0 meters]


As for the sensory mod. It will bring the following to the table:


It will creatre seperate visual sensors for merchants, escorts, capital ships, airplanes and bombers.

Sensors have been tweaked to take advantage of the moon mod and night simulation.
Escorts and capital ships have better vision than merchants. Escorts have better vision than capital ships. Aircraft have of course the best vision of all (was already in OneAlex).
In clear wheather with full moon and no fog escorts can see you from around 2.2 km
In cloudy wheather with full moon and no fog escorts can see from to around 1.8 km
In overcast wheather no fog or moonless nights escorts can see from around 300 meter
In clear, cloudy and overcast moonless nights escorts can see you up to a few hundred meters. So escorts will still be dangerous.
You are invisible for merchants in moonless nights
In storm and rain you are about invisible for any ship or airplane. Destroyers can still see you within a distance of around 100 meter
Airplanes will overfly you in moonless or overcast nights
In clear wheather with full moon and no fog airplanes can spot you over a distance of around 4 km in clear wheather
In cloudy wheather with full moon and no fog airplanes can spot you over a distance of around 3.5 km in clear wheather
Capital ship have around half the visual capabilities of destroyers.
Much is of course depending on the aspect ratio the enemy is looking at you!


I will put this online soon so we can try it.

Hi rik, fwiw if if helps, NYGM did the separate visual modes for merchants, etc. a long time ago. New nodes in the aisensors.dat file iirc. I used to add them to any non-nygm installs I used.

Maybe you already know this, just thought it could help if needed is all.

rik007
12-30-23, 02:30 PM
Hi John,

That is exactly the solution. Seperate sensors in the AI_sensors.dat and then relate them to the sns files of the ships. Just awesome. Great results. It gives the game an extra dimension. Certainly at night.

In the setup I have you can do Kretschmer style attacks (when the situation is favorable) but escorts can still see you up to a few hunderd meters or less in dark or clear/cloudy nights. So they still will have your respect.

So yesterday I met a (too) well defended Gibralta convoy. I really held my breath when I passed the heading sloop within a distance of 800 meter...

John Pancoast
12-30-23, 03:04 PM
Hi John,

That is exactly the solution. Seperate sensors in the AI_sensors.dat and then relate them to the sns files of the ships. Just awesome. Great results. It gives the game an extra dimension. Certainly at night.

In the setup I have you can do Kretschmer style attacks (when the situation is favorable) but escorts can still see you up to a few hunderd meters or less in dark or clear/cloudy nights. So they still will have your respect.

So yesterday I met a (too) well defended Gibralta convoy. I really held my breath when I passed the heading sloop within a distance of 800 meter...


Nice! Yes, your work needs to be added to the megamods.

kyle9154
12-31-23, 07:16 AM
Im sorry but I had to stop using this mod, it's a good idea but until you can make it work for increased sensors for later part of war this mod only makes sense to use if your in 1939- early 1941. Having people go through your files to do manual edits to .CFG files etc changing sensors could have opposite effect and be detrimental to later stages of war. Need a mod that is balanced for whole war or have two seperate versions one for early war one for late with increased sensors. Or just have one that you only use during early war until radar but then again the problem is that this mod patches over the .exe so if you don't make a backup of that then your stuck using this mod for the whole war.

Another reason why I'm hesitant to use this is it clearly adds load time and mod weight because using this mod I can't start patrols at the most intense time of the war(Jan 43- Mar 43) using my merchant fleet mod, too much for the game to handle I guess. So until I or someone finds a way to get this to work with my popular MFM for onealex then I'm gonna have to pass.

rik007
12-31-23, 10:52 AM
Hi Kyle,

The visual part does not change during the war. With other words: the eyes didnot change during 1939 - 1945. The crew on the ships cannot see better in 1939 than in 1945. The mod does not change that.

The advantage the uboots have in the beginning of the war will disappear with the radar. That is already in Sh3.

So there is no need to change cfg files. Why should we need that?

I provided a config file with the moon mod to make it flexible for other modders. Regular users do not need to go there. They just enable the mods and start sh3.

As for the load time. It does not load anything except for a dll and the environment. So can you be more specific? I had no issues with starting of campaigns in 1942/43 with MFM and everything loaded. Of course it does some calculations which can be optimized as well if that is really an issue (i will check that).

What I see though is that in the environment mod the Lod factor and patches are too high :hmmm:. So there your feedback helps! They can be lowered. I will do that in the upcoming update. And that certainly will increase the number of FPS :up:

You can try it yourself by changing patches (scaling -> patches) to 90 and lod factor to 15 in the scene.dat (and then env: That would be helpfull.

https://i.ibb.co/j5s57Hs/scene.jpg (https://ibb.co/DbTb3LT)

kyle9154
12-31-23, 11:09 AM
Okay i must have misunderstood you then, if the values are good as is and it doesn't affect other sensors then that's fine. I'll wait for you to optimize this mod with the Lod and patch values and then try the mod again with my MFM full version for onealex. Let us know when you re-upload the revised version and take all the time you need best to check every nook and cranny to improve performance on the mod.

rik007
12-31-23, 11:31 AM
Thank you Kyle!

These are my measurements:

Test 1: OneAlex: 250-270 FPS
Test 2: With moon mod + Environment: 200
Test 3: With moon mod + Environment + Patches=90 + Lod factor=15: 250-270 FPS

As you can see if we adjust the patches & lod factor the performance is as before. So you raised a good point!

Feedback helps!

:Kaleun_Cheers:

rik007
12-31-23, 11:32 AM
.. Let us know when you re-upload the revised version and take all the time you need best to check every nook and cranny to improve performance on the mod.

YES!

rik007
01-06-24, 01:43 AM
Hello everybody!

Release candidate 1.18 just arrived please check post #1.

John Pancoast
01-06-24, 04:18 AM
Thanks rik. Fyi, the mod has never affected my load times either including onealex/mfm. Must have mod that corrects some of the many unrealistic, arcade aspects of SH3.

rik007
01-06-24, 05:58 AM
Thank you very much John! I did everything to steer away from the arcade aspects else I would have never put it online. :D

Kal_Maximus_U669
01-06-24, 06:13 PM
Hey rik007...:03::up::salute:
Thxxxl for this...:Kaleun_Cheers:

Dieselglock
01-07-24, 02:59 PM
I have been testing this mod for a while with NYGM enhanced V5.0 I have seen no difference in loading times with or without the mod activated. In my opinion this is a must have mod. I don't think I could play without it now.

:Kaleun_Salute::Kaleun_Applaud:

kyle9154
01-18-24, 08:08 AM
Thanks rik. Fyi, the mod has never affected my load times either including onealex/mfm. Must have mod that corrects some of the many unrealistic, arcade aspects of SH3.

Unfortunately after further testing the latest version, this mod causes ctd at end of loading bar screen with my MFM (full version) for Onealex if you start a patrol during Jan-Mar 1943 (just try it and see). If you use the lite version of the merchant fleet mod then it works during all periods of the war.

Conclusion....the 'full' version ship pack for Onealex is adding a lot of resource load (adding 85 more ships to a mod with over 300 ships already) which is pushing the SH3 engine to its limit even with good cpu, performance ram and M.2 SSD. There's nothing more to be done, I even changed LOD factor from 12 -15 and still had crash but as soon as I remove SH5 mood mod and moon mod settings for Onealex then the MFM full version for Onealex works again during all periods of the war including Jan-Mar 1943. So if you want to play a career around Jan-March 1943 using the 'full version' then make sure to disable the moon mod and moon mod settings from your JSGME. That late in the war they will pick you up on radar so moon mod is not really useful at that time anyways, if your playing an early war career then everything should be fine in conjunction with the moon mod.

John Pancoast
01-18-24, 08:59 AM
Unfortunately after further testing the latest version, this mod causes ctd at end of loading bar screen with my MFM (full version) for Onealex if you start a patrol during Jan-Mar 1943 (just try it and see). If you use the lite version of the merchant fleet mod then it works during all periods of the war.

Conclusion....my ship pack for Onealex is adding a lot of resource load (adding 85 more ships to a mod with over 300 ships already) which is pushing the SH3 engine to its limit even with good cpu, performance ram and M.2 SSD. There's nothing more to be done, I even changed LOD factor from 12 -15 and still had crash but as soon as I remove SH5 mood mod and moon mod settings for Onealex then the MFM full version for Onealex works again during all periods of the war including Jan-Mar 1943. So if you want to play a career around Jan-March 1943 using the 'full version' then make sure to disable the moon mod and moon mod settings from your JSGME. That late in the war they will pick you up on radar so moon mod is not really useful at that time anyways, if your playing an early war career then everything should be fine in conjunction with the moon mod.

In that case, it's the MFM mod or something else that kicks in during the time period you mention that is causing the ctd, not necessarily the moon mod. Since the lite version of the mfm mod doesn't cause ctds, that would seem to narrow the issue down.
If the moon mod was a problem, it would cause a ctd regardless of the time period.

With the very long needed "realism" fixes the moon mod provides, (it's not just about the moonlight) adapting the full mfm mod to prevent any ctds with the moon mod in use would seem to be a logical path, if one wants to use the full mfm mod. The moon mod's fixes are much more important than how a ship looks or how many different types of ships there are.
But each is free to play the game as they wish.

kyle9154
01-18-24, 10:28 AM
In that case, it's the MFM mod or something else that kicks in during the time period you mention that is causing the ctd, not necessarily the moon mod. Since the lite version of the mfm mod doesn't cause ctds, that would seem to narrow the issue down.
If the moon mod was a problem, it would cause a ctd regardless of the time period.

With the very long needed "realism" fixes the moon mod provides, (it's not just about the moonlight) adapting the full mfm mod to prevent any ctds with the moon mod in use would seem to be a logical path, if one wants to use the full mfm mod. The moon mod's fixes are much more important than how a ship looks or how many different types of ships there are.
But each is free to play the game as they wish.

I don't think it has anything to do with an issue in my MFM for Onealex, because then why does it work in all times of the war with the full version without moon mod, but as soon as I add moon mod it doesn't?

.....I will tell you why because both mods use up resources and full version of MFM already pushing the SH3 engine to its limit that it can't handle to much more in terms of mods in JSGME mods that use up resources i.e. HD sea floor mod, particle effects mods, environment mods that add greater view distance etc. Pretty soon i may remove some older ships from the full version and swap them out with new ships made by Alex B but so far full version works on its own for whole war. Its the same reason why the WAC 5.1 interiors mod can work with base Onealex mod but can't work with any of the versions of my MFM because of memory resource overload. I've seen every ship in my mod at one point or another in the war in my many careers and patrols, all of them sail and look just fine, sinking characteristics are good too.

FUBAR295
01-18-24, 10:31 AM
Unfortunately after further testing the latest version, this mod causes ctd at end of loading bar screen with my MFM (full version) for Onealex if you start a patrol during Jan-Mar 1943 (just try it and see). If you use the lite version of the merchant fleet mod then it works during all periods of the war.

Conclusion....my ship pack for Onealex is adding a lot of resource load (adding 85 more ships to a mod with over 300 ships already) which is pushing the SH3 engine to its limit even with good cpu, performance ram and M.2 SSD. There's nothing more to be done, I even changed LOD factor from 12 -15 and still had crash but as soon as I remove SH5 mood mod and moon mod settings for Onealex then the MFM full version for Onealex works again during all periods of the war including Jan-Mar 1943. So if you want to play a career around Jan-March 1943 using the 'full version' then make sure to disable the moon mod and moon mod settings from your JSGME. That late in the war they will pick you up on radar so moon mod is not really useful at that time anyways, if your playing an early war career then everything should be fine in conjunction with the moon mod.


In that case, it's the MFM mod or something else that kicks in during the time period you mention that is causing the ctd, not necessarily the moon mod. Since the lite version of the mfm mod doesn't cause ctds, that would seem to narrow the issue down.
If the moon mod was a problem, it would cause a ctd regardless of the time period.


Kyle,

I would have to agree with John, I had no real issues testing the Moon Mod with GWX Onealex, though I do not have your MFM mod installed currently. I will try it with your current versions and see what happens. I was able to run Rik's mod with no real issues in NYGM and WAC for what it is worth.:yep: My focus was testing on NYGM, others were tasked to tested GWX more extensively.

Yes, your are correct that once radar comes on the scene, moon lighting on night surface attacks becomes a moot point. I still like the overall atmosphere the mod provides and it still is a factor in visual spotting and I really like the transition of the weather. :yep:

Rik has made the mod part that is installed, not large at all. But this comes down to what I have been saying for a while, some versions of SH3 needs to go on a diet.:hmmm: There are loads of redundant files that are unnecessary, especially in sub interiors. Fifi has worked on this and gotten rid of a lot of them.:) That is why NYGM runs well I feel, even if it does not look the same with all of the eye candy applied. But I digress.

Will test MFM for GWX Onealex later today. Let you know.


Good hunting,
FUBAR295

kyle9154
01-18-24, 10:35 AM
I agree, there is a lot of redundant files in the onealex mod and can/should be optimized but alas Alex hasn't been around to maintain his mod due to the war in Ukraine. I can only maintain what I make and test on a constant basis, test it out with the moon mod and moon settings for Onealex during the time I mentioned (February 1943) which is the busiest time of the war in terms of campaign resources.

FUBAR295
01-18-24, 02:43 PM
Kyle,


Here we go so far.


Installed the MFM Full over the moon mod, had no overwrites. CTD at the end just before opening in Central.


Uninstalled MFM Full and installed MFM Lite and again had no overwrites and GWX fired right.


Uninstalled MFM Lite and the Moon Mod and reinstalled MFM Full. CTD again.


Ran SHValidator and came up with the following 12 errors :


Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\East India Type
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\East India Type\East India Type.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\M11B
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\M11B\M11B.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\M17B
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\M17B\M17B.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKBL
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKBL\NKBL.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKCA
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKCA\NKCA.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKLK
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKLK\NKLK.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKLS
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKLS\NKLS.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKSQ
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NKSQ\NKSQ.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NLL
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NLL\NLL.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NLOV
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NLOV\NLOV.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NPMB
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NPMB\NPMB.cfg missing! *********

Reading C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NPPB
********* C:\SIlent Hunter III GWX Onealex Edition\data\Sea\NPPB\NPPB.cfg missing! *********


This may be the reason for the CTD's :hmmm:, as I will have to go and track down what is going on with these missing .cfg files.


Will install MFM Lite and run SHValidator again and see what comes up. I will post any results if found.


Good hunting,
FUBAR295

FUBAR295
01-18-24, 02:56 PM
Figured out what it is, duplicate files i.e. East India Type vs EastIndia Type.:D


Make a fix and try this all again.:up:

FUBAR295
01-18-24, 03:17 PM
Duplicate files were caused by my Merchant Visual Mod but reloading MFM Full once again, I still get a CTD even without the Moon Mod installed. :timeout:



Interesting. :hmmm:


Next is removing all the mods installed and start with MFM Full and see what goes. :up:

FUBAR295
01-18-24, 03:49 PM
Removed all mods and loaded MFM Full to GWX OneAlex without any other mods. Got a CTD right at the end. Works fine with the MFM Lite.



Ran SHValidator and no issues were found with MFM Full. So one of my mods did the duplicate missing .cfg file. This MFM Full no search lights file is pretty big.


So if you can get the two to run without a ctd, all the better.:yep:




So I do not think the Moon Mod is the issue.



Good hunting,
FUBAR295

kyle9154
01-18-24, 04:51 PM
I have some folders in my MFM that just have the .sim and the .cfg files because its ships already in the onealex mod that I had to remove search lights from and change/alter some tonnage values, so that the new files overwrite the old. Like I said I have no issues at all running the full version without the moon mod, you seem to have issues playing the full which is why I have a lite version. I'm not saying there's anything wrong with the moon mod, just that it adds mod load and letting people know that some may have issues getting both to work.

Its weird your validator picked up ships already in the base Onealex mod (nothing to do with my mod) that I never altered or touched. Why is it picking up ships not in my mod then?

Fubar, sounds like you have a bad install of onealex that got missing files or is corrupt, you need to do a fresh install cause I don't know what you did editing wise but I never touched any of those ships that you had errors with, all the .cfg files are there in my install and folders stated. So if they are indeed missing then id say you messed up your install altering something sometime or overwriting with mods etc.

I just tried full version with only GWX torpedo alarm mod on and loaded up fine in 8 mins during Feb 1943 with IXC in 10th Flotilla https://i.gyazo.com/2658ed25d29dea06dd543a75093be844.png

Try a fresh install of onealex then use full version, I bet you'll load up just fine. You've had your onealex installation on the pc for a long time so maybe other mods got overwritten in the main files of the onealex mod that's causing unnecessary memory load.

FUBAR295
01-18-24, 05:30 PM
I have some folders in my MFM that just have the .sim and the .cfg files because its ships already in the onealex mod that I had to remove search lights from and change/alter some tonnage values, so that the new files overwrite the old. Like I said I have no issues at all running the full version without the moon mod, you seem to have issues playing the full which is why I have a lite version. I'm not saying there's anything wrong with the moon mod, just that it adds mod load and letting people know that some may have issues getting both to work.

Its weird your validator picked up ships already in the base Onealex mod (nothing to do with my mod) that I never altered or touched. Why is it picking up ships not in my mod then?

Fubar, sounds like you have a bad install of onealex that got missing files or is corrupt, you need to do a fresh install cause I don't know what you did editing wise but I never touched any of those ships that you had errors with, all the .cfg files are there in my install and folders stated. So if they are indeed missing then id say you messed up your install altering something sometime or overwriting with mods etc.

I just tried full version with only GWX torpedo alarm mod on and loaded up fine in 8 mins during Feb 1943 with IXC in 10th Flotilla https://i.gyazo.com/2658ed25d29dea06dd543a75093be844.png

Try a fresh install of onealex then use full version, I bet you'll load up just fine. You've had your onealex installation on the pc for a long time so maybe other mods got overwritten in the main files of the onealex mod.


I will try, and do a new install and see.:03: Though I never noticed anything running amiss. :timeout: Things run fine with the MFM Light :yep:, ctd happens with the full installed.



As I said above, it was one of my mods for Merchant Visuals that had caused the issues found by the validator, and yes the mod is tailored for Onealex merchants. Adding your mod seems to have highlighted some things to look at. :up: Even after removing my mod, I still got ctd.



But with everything said, we are digressing into a discussion of MFM I am afraid :oops: and not about the Moon Mod.


Let's see what happens with doing things from scratch.:yep:

FUBAR295
01-18-24, 09:03 PM
Kyle,


Set up a clean install of GWX Onealex and installed you MFM Full mod without any other mods added. GWX fired up just fine and everything was as it should.:yep:


Now, when I went to add additional mods it got cranky and only allowed four or so small mods to be added. :hmmm:Take the mods out and everything runs fine.:up:


My conclusion is that the Moon mod runs fine on GWX Onealex with other mods added, but you would not be able to run your MFM Full mod without causing issues and not be able to run any other modifying files along with it.
On the other hand the Lite version works just fine with all of the additional mods. :03:



That's fine if your satisfied with what is offered in both mods and make no changes. :D Butttt ... I am not, so the Full version won't work for me.



I am done testing all this out. :salute:


Good hunting,
FUBAR295

rik007
01-19-24, 10:33 AM
Hi Kyle, Fubar,

Yes! I do know these CTD's very well. Unfortunately they do not always happen. I think that is due to the nature which causes these CTD's.

I had those in the following configuration:
- Clean OneAlex 1.53 install
- Enabled "Merchant ship pack 'full' for Onealex 1.53"

No other mods installed/enabled.

I started a new campaign from St.Nazaire in 1943.
It loads all the ship and when you expect the interior uboot will appear it CTDs.

I investigated these issues with the debugger and found that it crashes as there were memory issues. It was trying to manipulate data referred to by a null-pointer which means an illegal memory address.

At the moment of the crash sh3 took 3.5 Gb of memory. So you may think that there is still 500 Mb available. But sh3 dynamically allocates memory when it needs it, for example to create objects like the enviroment etc. Not sure how much. It also does pointer calculation. If the result exceed 4 Gb it will give an illegal address as well or it will overwrite whatever is there.

So where the exact limit is, is very difficult to find. There is also randomness to the game so that explains that in some situation it will crash as it is for example allocates more merory or just start fine when it needs less. This can also happen when you do a reload for example. My feeling is that it is somehow related to a date.

So my view on it is that we are balanced on a edge with the "Merchant ship pack 'full' for Onealex 1.53" pack as far as memory goes with this 32-bit application.

When I remove around 20 ships from the "Merchant ship pack 'full' for Onealex 1.53" with the above clean OneAlex 1.53 install everything ran fine again. I also did that with 20 other ships to make sure that it is not caused by a corrupted ship but that was not the case.

The moon mod is certainly not memory intensive. The hard code is very small (11 Kb). The other mods uses some tga but it has nothing to do with above CTD's.

rik007
01-19-24, 01:04 PM
Hi Guys, something different... if you enjoy the night surface attack mod you can nominate me for the Sh3 modder of 2023 for the hard work I did to get it to your desktop .... :up:

The instruction how to do it you find here:

https://www.subsim.com/radioroom/showthread.php?t=247958

Here you can follow the nominations so far .... somebody well known to you has already done so... check it out :

https://www.subsim.com/radioroom/showthread.php?t=254339

PS: I'm not allowed to nominate myself :o

Kal_Maximus_U669
01-19-24, 04:48 PM
hey Rik007..
I'm working on 3 install NYGM enhanced Fifi"s
1 the original premiere of Fifi
2 the second NYGM with the weather and the original water with your moon plus volumetric clouds
3 the third NYGM with all of your mods dedicated to NYGM Fifi

I would like to point out that the tests take a very long time to carry out... it takes a long time... there is a lot to observe... to test on the attacks... which I am looking forward to...

But immediately I find that the cloud mass in the upper atmosphere is missing... compared to that of Fifi... the sky is too often too clear... practically cloudless... the water of Fifi is a step up above I think...on the other hand the night moon works wonderfully...the lighting effect is very good
Be careful, I'm not criticizing your work, far from this idea, but that's what I see...
This will be all for now as there is a lot to check yet

I mounted it on Onealex... but as I use Kyle's mod in full merchants.. I am waiting for its correction... there seem to be memory problems... from 1943... according to the report here

Rik007 I find your work magnificent for a first approach.. I am sure the small youthful errors will be corrected... it will be one of the essentials here..!!! thank you we feel your personal touch...

rik007
01-20-24, 12:20 AM
Hi Kal,

Thank you very much for your feedback! To be more precise:

I assume you mean the high clouds in clear wheather like in this picture?

https://i.ibb.co/whb6RY0/scene0.jpg (https://ibb.co/tpNC43m)

Kal_Maximus_U669
01-20-24, 08:32 AM
Yes, that's exactly it...this correction shouldn't pose too much of a problem...It shouldn't interfere too much with the detection sensors I think...:salute:

rik007
01-20-24, 03:54 PM
Hi Kal,

A clear is a clear sky... right? :)

Actually I was already working on the clouds picture which better fits the "volumic cloud mod". I can include this update to the senin.tga. That will be the last one before I ask Jimbuna to change the status to releasing....

There is no impact from these pictures on the sensor. Just candy.

Rik

Kal_Maximus_U669
01-20-24, 04:37 PM
Hi Karl,

A clear is a clear sky... right? :)

Actually I was already working on the clouds picture which better fits the "volumic cloud mod". I can include this update to the senin.tga. That will be the last one before I ask Jimbuna to change the status to releasing....

There is no impact from these pictures on the sensor. Just candy.

Rik
Thanks Rik :up::D
Great.. If you want it; you can send me via mediafire in PM I will test immediately and I will give you feedback on the "job":salute:

rik007
01-20-24, 04:52 PM
Hi Kal, you have a PM.

Kal_Maximus_U669
01-20-24, 05:12 PM
Hi Kal, you have a PM.

No I didn't receive it..sorry didn't you make a mistake it's strange..!!! because today I received those from the other members here...:oops:

Kal_Maximus_U669
01-21-24, 06:33 AM
:up::up: thx Rik :salute:

Kal_Maximus_U669
01-21-24, 07:16 AM
Well done Rik for this first round of testing...:yeah:
https://image.noelshack.com/fichiers/2024/03/7/1705839258-sh3img-21-1-2024-13-8-56-529.png

rik007
02-03-24, 01:50 AM
Hi all, sorry I was slow lately due to some other obligations but I added the link to release 1.19 in the first post.

:Kaleun_Salute:

fitzcarraldo
02-04-24, 08:43 AM
Hi all, sorry I was slow lately due to some other obligations but I added the link to release 1.19 in the first post.

:Kaleun_Salute:

Many thanks Rik! :Kaleun_Cheers:

Regards.

Fitzcarraldo :Kaleun_Salute:

rik007
02-04-24, 11:03 AM
Thank you very much Fitzcarraldo!

:Kaleun_Salute:

toni007
03-12-24, 06:17 PM
Great stuff but I seem to be having sensor issues. My crew fails to spot enemy ships until they detect me too so they immediately open fire on me. Somehow my crew failed to see armed trawler until he was within 500 meters away in a bit rough sea but visibility being alright. Second time PT boat closed in as well and opened fire on me immediately before I could react...I am not sure if this is caused by this mod or another but here is my mod list in case someone can help out:



GWX - Enhanced Damage Effects
GWX - Lite Harbor Traffic
GWX - Late War Sensors Snorkel Antennas
Seafloor texture 1024 X 1024
Rubini´s Underwater dust&plancton v1
Rapt0r's Uniforms V2.0
Ricks_GWX_Rec_Man_Final
TKSS18 German U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
ARB WideGui 1920x1080
FixAllSubGWX
SH-5 Water for SH-3 20 Km Atlantic V1000
SH-5 Water for SH-3 Bigger Sun take 2
GWX - No Medals on Crew
Supplement to V16B1 (JSGME)
SH-5 Moon mod
SH-5 Volumetric Clouds for Moon mod


I applied h.sie tycho and your patch 1.6D1 to sh3 exe.

thfeu58
03-13-24, 06:35 AM
Great!
:Kaleun_Thumbs_Up::Kaleun_Applaud:

rik007
03-13-24, 01:41 PM
Hi Toni, During daylight or at night? What clouds, overcast? What year of the war? It does not change sensors.

Ok, I see that you use GWX. For which I did not include a profile. I can creatie one. But first I want to recreatie what you experience

Tabris
03-14-24, 02:35 PM
great work on the mod! The moonlight is as realistic as it is beautiful. Unfortunately the instantly-changing weather thing does still happen for me, but less often and it's not as noticeable. Could the issue be with my installation, or is this normal? Thanks in any case, this mod is a must-have.

- Tabris

rik007
03-14-24, 03:34 PM
Hi Tabris, if you use the environment mod you should not have the instant wheather changes anymore. Or better formulated: you should have the same experience as with the original environment of sh3. So there can still be bugs with the transition as they were there from the beginning.... :D

Some things I noticed:


The length of the change is variable though. Sometimes the wheather will change within a few minutes, sometimes it can take half an hour or so.

At the end of the transition you might notice a little flip where a then very weak sun - a vague disc - suddenly disappears.

Sometimes (rare), the sun shine through the clouds for a second


The last two are also tiny bugs coming with the original game. So not much we can do...

:Kaleun_Salute:

Tabris
03-14-24, 03:52 PM
thanks, that makes sense. I never once played without mods (started with GWX, now using NYGM) so my grasp of what's vanilla or not isn't so great.

Doolar
03-14-24, 09:12 PM
had 2 questions , If I missed the answers sorry, but I did read the post first.

1. was the Merchant Ship Mod (full) issue corrected witl the new version (1.19)

2. (the dumb question) The installation instruction stated to run the patcher but it didn't state to copy the SH3.exe to that patcher folder. I would assume you do. is that correct.

I would like to use this for both NYGM HC (Fifi) and OneAlex 1.53

Thank you, for this excellent masterpiece.

rik007
03-15-24, 03:12 PM
Hi Doolar,

1. was the Merchant Ship Mod (full) issue corrected witl the new version (1.19)

There was an issue with FPS performance. That one is solved as 1.19 has been optimized :yeah:.

The memory issue (CTD) with the full Merchant Ship Mod was unrelated to the night surface attacks mod as the CTD's also occured when only the full Merchant Ship Mod was enabled. The CTD's do not happen always so that makes it confusing.

2. (the dumb question) The installation instruction stated to run the patcher but it didn't state to copy the SH3.exe to that patcher folder. I would assume you do. is that correct.

Dumb questions do not exist for me and this is not even a dumb question at all :). The patcher will take the sh3.exe from your sh3 folder and store the patched sh3.exe into the 'SH-5 Moon mod' folder. So you only need to enable it afterwards with JSGME.

:Kaleun_Salute:

Dieselglock
03-15-24, 04:32 PM
The weather changes for me have been awesome in the last 2 versions. I have only played Fifi's NYGM Enhanced recently so can not comment on other mods. :yeah:

Doolar
03-15-24, 06:09 PM
Thank you for your replys. Suppose to rain here tomorrow, now I got a project.

Doolar
03-16-24, 09:06 PM
Didn't rain today but I still messed around with the "Night Surface Attack Project" mod with OneAlex 1.53. Had 0 issues with installation and a test patrol, which is still in progress. I'm headed north to catch the Northern Lights if I'm lucky. Heres my mod soup if your interested. It's kinda robust, which is good for my test.

Generic Mod Enabler - v2.6.0.157
[C:\ONEALEX\MODS]

Units without ponytails
No UMark
Negative buoyancy
Less Storm Waves
TKKS18 Uboats O2 dial
OA AttP ObsP Reticle Fix Onealex 1.53
OA Periscope Reticle Fix Deg Onealex 1.53
OA UZO Reticle Deg CENTER OA 1.53
OA AOBF Red c40000 Reticle Onealex 1.53
Merchant Ship Pack 'Full' for OA 1.53 Without Searchlights
SH-5 Moon mod
SH-5 Moon mod settings for OneAlex
SH-5 Volumetric Clouds for Moon mod
CapZap1970 - IXB OS Dalmatian Blue I (66-500)

feed back welcome. I'll mess with the "Night Surface Attack Project" mod with NYGM Enhanced HC when Fifi releases the next update.

rik007
03-17-24, 12:33 PM
Ok Guys, it is raining over here....

Actually this post should be somewhere else as the CTD while loading the merchant fleet mod in OneAlex is unrelated to the night surface attack mod.

I didnot like that I could not load the full merchant pack as it is great :yeah:. So I investigated it and this is what worked for me:

In your windows documents folder you will find the sh3-settings:

c:\users\<your username>\documents\Sh3\data\cfg

After I removed all files expect for the careers folder I fired up sh3 with the whole bunch:

No fatigue
Merchant ship pack 'full' for Onealex 1.53
SH-5 Moon mod
SH-5 Moon mod settings for OneAlex
SH-5 Water for SH-3 20 Km Atlantic V1000
SH-5 Volumetric Clouds for Moon mod

... and I started a campaign in 1943 and it all worked fine. I saved it and reloaded it and everything still worked.... It would be wise to backup this sh3 folder stored in your document folder before hand. Afterwards you can restore the settings if required.

:Kaleun_Cheers:

@Doolar: I advice you to enable 'SH-5 Water for SH-3 20 Km Atlantic V1000' (before the Volumic clouds) as the settings in 'SH-5 Moon mod settings for OneAlex' are tuned for that and you will have nice wheather transitions and a great environment :up:

Doolar
03-17-24, 01:36 PM
Will do. Thank you

Doolar
03-17-24, 07:50 PM
Hey rik007, I tried what you suggested by removing the 'main.cfg'. when I do SH3 wont start via SH3cmdr. I says that it can't find .... and for me to restart SH3 which then re-creates the Main.cfg file and SH3 restarts for a bit. In the early war all seems good but 1943 on , it either CTD or I get a RUNTIME ERROR. I've tried with and without the SH5-3 20km Atlantic v1000 option activated. Sorry to say it's not working for me. I'm open to suggestions. So I'm going to pump the brakes here and see if I get any more insight from you or anyone that would like to share how they got it working. I won't give up because I believe this mod is a game changer, and maybe something needs tweaked somewhere. I had 1 more idea, just for the heck of it I deleted my "Saved Games folder and started SH3 from the SH3.exe to re-establish it. Then started the game normally via Commander. Thought I had it , but It crashed after 48 minutes. Darn !!! Thanx for your hard work for our benifit.

Doolar
03-18-24, 11:55 AM
tested with the Merchant Ship lite - CTD after 50 minutes

rik007
03-18-24, 02:29 PM
Unfortunately these CTD's in OneAlex made me switch to Fifi's which does not have those.:) .... Doolar I send you a PM to check the obvious.

fitzcarraldo
04-08-24, 05:40 PM
@Rik: would be - I think - a good option to have a 16 KM environment. 8 and 16K environments are better for low end PCs; I believe this could be a solution for CTDs due to high use of hardware with the 20K enviro and your night attack project.

Only a suggestion...:Kaleun_Wink: In my PC the 20K enviro works well, without CTDs in both NYGM and OneAlex. Only condition in OneAlex is do not use the Merchant Fleet packs by Kyle.

Best regards.

Fitzcarraldo :Kaleun_Salute:

rik007
04-09-24, 01:09 AM
Thank you very much Fitzcarraldo, :up:

I looks like that the ctd's stem from another area of sh3. With me I got ctd's with the MFM mod without the surface attack mod (like Fubar had). That was very strange as others did not experience that.

We found out that removing the safe files from the document folder solves these Ctd's. So if you experience ctd's in OneAlex (or any other mega mod) it is a good idea to remove all files except of your careers folder from this folder:

c:\users\<your username>\documents\Sh3\data\cfg

Please make a backup before you do so. When you fire up sh3 it will rebuild these files. Obviously you have to change the options afterwards to your liking. Of course you also need to have the 4GB, run as an administator etc in place.

So after I removed the save file I use the night surface attack with Kyle's merchant fleet in 1943 etc without issues. Also the random crashes in OneAlex went away.

Doolar did the same thing and the last PM he send me he was campaigning up to more than 5 hours with the night surface attack project + Kyle's latest MFM without issues... :yeah: except for an airplane that found his boat. :D

Creating an 8/16 Km.... might be a lot of work if there is impact on detectability. Not sure how many people use 8/16 km env and if it is worth the effort.

:Kaleun_Salute:

rik007
04-26-24, 02:10 PM
This is part of the upcoming Full Release of Uboat ('Full Release Dev Log #7: Random events, night battles, dive schedules")

https://i.ibb.co/1K59KX2/Night-surface-attacks.png (https://ibb.co/K7k97sy)

I assume it is pure coincidence ... or did I inspire the Uboat devs??? Are they watching subsim? This feature was announced March 17th 2024

FUBAR295
04-26-24, 04:34 PM
This is part of the upcoming Full Release of Uboat ('Full Release Dev Log #7: Random events, night battles, dive schedules")

https://i.ibb.co/1K59KX2/Night-surface-attacks.png (https://ibb.co/K7k97sy)

I assume it is pure coincidence ... or did I inspire the Uboat devs??? Are they watching subsim? This feature was announced March 17th 2024




Makes you wonder. :hmmm:


To bad we do not have emotors. :nope:

yagura
04-27-24, 12:26 PM
Wow, nice mod! :Kaleun_Thumbs_Up:

rik007
04-28-24, 05:11 AM
Thank you Yagura:up:

J0313
05-04-24, 10:59 AM
I have tried using the patcher. It tells me that the SH3.exe was found but it doesn't take. I don't know what to do. I have tried with two different mods. Both Fifi's NYGM and Onealex and I get the same results with both. Cannot find the path specified. I have followed the installation instruction but no - go.

rik007
05-04-24, 12:03 PM
Send you a PM....

J0313
05-05-24, 11:21 AM
Sent you a PM.

rik007
05-06-24, 02:12 PM
With some support JO313 figured out the issue himself :). Doolar's issues have been solved a whicle ago. So now there are no pending issues I'm aware of. Only captains that are downloading and enjoying it :yeah:

FUBAR295
05-06-24, 02:45 PM
:Kaleun_Thumbs_Up:

Dieselglock
05-06-24, 02:49 PM
With some support JO313 figured out the issue himself :). Doolar's issues have been solved a whicle ago. So now there are no pending issues I'm aware of. Only captains that are downloading and enjoying it :yeah:




:Kaleun_Salute::Kaleun_Thumbs_Up:

JohnCarterOfMars
08-12-24, 04:56 PM
I've been playing with the moon mod with the OneAlex version and have a question about how the moon moves from one night to the next.

I noticed in my game that the moon hasn't changed position relative to the sun. In my game in October 1939, the moon is young and sets shortly after the sun sets. By day five, the moon hasn't changed position relative to the sun.

In real life, the moon should rise about 45 minutes later than the night before. By the time of the full moon, the moon should rise at the same time the sun sets.

Is my install corrupted or does the moon not actually change position from night to night during a patrol?

rik007
08-15-24, 02:12 PM
Hi John,

Your installation is not corrupt, it is a bug in the original game. Sometimes it gets stuck and sometimes it does not follow the schedule you would expect considering the length of a moon month and the actual date. It seems to be related to save/restore.

As far as the moon mod goes it reads whatever sh3 calculates and uses the results for moonlight/detection (it does not change moon variables). So for example if sh3.exe sticks in a full moon the upcoming 5 days the moon mod will stick in that as well :)

I roughly know where the calculation is done in sh3 though I'm very far of finding a cause in the original sh3.exe or rather the envsim.act where I expect the bug is located.

JohnCarterOfMars
08-15-24, 09:49 PM
Rik, thanks for letting me know. Since I'm playing a patrol that began with a two-day old moon, the whole patrol is very dark at night.:wah:

rik007
08-19-24, 11:21 AM
Hi John,

I send you a PM with some very consoling news regarding these moon bugs :)

Regards,

Rik

JohnCarterOfMars
08-20-24, 11:16 AM
I'll be on the lookout for it. Haven't seen it come in yet.

Thanks.

rik007
08-20-24, 01:15 PM
Hi John,

I just send you the fix for the bugs in sh3 with the moon. After almost 20 years after the birth of sh3 I fixed them. Or to be honest: I think I did :)

Regards,

Rik

fitzcarraldo
08-20-24, 06:42 PM
Hi John,

I just send you the fix for the bugs in sh3 with the moon. After almost 20 years after the birth of sh3 I fixed them. Or to be honest: I think I did :)

Regards,

Rik

Hi Rick. Could you send me that fix? I would to try it :Kaleun_Applaud:

Many thanks and regards.

Fitzcarraldo :Kaleun_Salute:

Doolar
08-20-24, 07:38 PM
I'd be down too

rik007
08-21-24, 12:23 AM
Ok, I send it to both of you. So after some testing, and without issues, I will make the fix/update available for everyone. Let's hope we can do that somewhere next week. :hmmm:

First these bugs affects the campaigns. The naval academy works as it should. Something I have seen before. So let me explain what I found:

There are multiple date/time variable in sh3. One of them controls the moon and the environment and one is the current date/time you see on the watches etc. The first one is not correct after a save/reload. After a reload the daynumber is set to 1. The effect you can see below:

https://i.ibb.co/yFP3h6W/Date-bug.jpg

In this case I started a patrol on the first of April 1941 (first row). Without safe/reload I continue the patrol until april 26th where I did a safe (second row). Then I reloaded the campaign (third row) and you can see the results. In the unpatched version the moon is back to its postition of april the first as well as the sky. Please notice that when we get closer to June the 21th days get shorter and the sun will set later.

All these pictures are same location and same time.

The fix corrects the date that controls the moon and environment by overwriting it with the current date/time just before calculations are done. This also solves a second bug as the update of that date/time is not correctly done.

So with this fix the moon will also follow the calendar provided with the moon mod.

GrenSo
08-21-24, 04:57 AM
The fix corrects the date that controls the moon and environment by overwriting it with the current date/time just before calculations are done. This also solves a second bug as the update of that date/time is not correctly done.

So with this fix the moon will also follow the calendar provided with the moon mod.


:Kaleun_Applaud:

FUBAR295
08-21-24, 08:28 AM
All these pictures are same location and same time.

The fix corrects the date that controls the moon and environment by overwriting it with the current date/time just before calculations are done. This also solves a second bug as the update of that date/time is not correctly done.

So with this fix the moon will also follow the calendar provided with the moon mod.


If you want, I can host the mod for download so others may obtain the fix.:)

rik007
08-21-24, 11:23 AM
Hi Fubar, that is a very polite way to say: he Rik can you send me the fix so I do not need to wait for a week.... :)

Well, check your PM...

:Kaleun_Salute:

JohnCarterOfMars
08-21-24, 12:29 PM
Any additional help with testing the fix is appreciated.

I started a new patrol in a copy of my career to test this. It is time consuming because I need the patrol to last several days in order to see the change in the moon's rising and setting. I also need to have clear skies to see the moon.

What complicates it for me is that I play with the GWX 3.0 fatigue model, so using TC above 32 subverts fatigue. I did bump that up to 64 for normal play (32x TC = 1 game hour in two minutes). For now, I'm zipping along at 1024 TC just to speed through the days in order to see the changes in the moon's position from day to day.

So far, I'm still in day 1 traversing the canal to open waters.

rik007
08-21-24, 01:03 PM
Hi John,

You are already upstepping to TC-1024! In the above picture I used: TC=32768 :) ... and continously ram the <enter> key to speed TC up :D

For testing you can do:

Look into this folder:

... Documents\SH3\data\cfg folder

and then edit:

main.cfg

Under the section [TIME COMPRESSION] Change:

Maximum=8192

Above TC=256 it will impact gameplay as for example airplan overjump you.


Of course I also use the debugger to verify and check it. I tried to debug the TC constraint as well but no luck until now... :haha:

JohnCarterOfMars
08-21-24, 03:11 PM
Rik,

Based on what I read elsewhere, I was afraid that extreme TC would affect the day/night cycles, so I figured I'd keep it reasonable so as not to introduce another possible point of error.

Also, I don't fully know how sensitive the weather changes are to extreme TC, so I figured I'd leave it at 1024x. Though, to be honest, I'm usually running it at 64x. That's fast enough to let time pass rapidly but slow enough to not interfere with the world dynamics.

Doolar
08-21-24, 03:19 PM
According to this high FPS effects the DAY/NIGHT CYCLE. Start at post 20. https://www.subsim.com/radioroom/showthread.php?t=245471

JohnCarterOfMars
08-21-24, 03:42 PM
Thanks. I saw that last month and lowered the game's FPS via the NVidia control panel to 60 FPS.

FUBAR295
08-26-24, 03:20 PM
Rik,


Been testing this new file and it appears to be working correctly regarding the moon. Very nice work. :up:



Will have some screen shots later.:salute:


Good hunting,
FUBAR295

Dieselglock
08-26-24, 07:24 PM
Excellent update working very well for me.

Doolar
08-26-24, 10:26 PM
I love it

JohnCarterOfMars
08-27-24, 10:29 AM
I haven't gotten to a moon-lit night yet, but the other reports are very encouraging.

Don't wait for me to finish to publish if it's working as expected.

rik007
08-27-24, 01:51 PM
Thank you very much for your positive feedback and support!

:Kaleun_Thumbs_Up:

I'm proud what has been achieved and of course I enjoy the update myself, that is why it does not always go that fast :):)

I will complete some last verifications and will post the update this week or latest in the upcoming weekend. I saw a post from Doolar concerning support for GWX. So I include settings for GWX 3.0 as well.

JohnCarterOfMars
08-28-24, 12:13 AM
I see the moon!

It's a quarter full now, and much higher in the sky than before.

Well done!

rik007
08-28-24, 01:53 AM
I see the moon!

It's a quarter full now, and much higher in the sky than before.

Well done!

Hi John,

Great! What is the current game date?

JohnCarterOfMars
08-28-24, 02:55 AM
October 20, 1939.

When the patrol started on October 14, 1939, the moon was a slim crescent that set right after the moon did.

This seems to align with the moon schedule that is in your documentation folder.

rik007
08-28-24, 03:51 AM
Indeed! It sure does:

https://i.ibb.co/VS7Myvp/mooncheck.jpg

:Kaleun_Salute:

fitzcarraldo
08-28-24, 07:04 AM
Great work Rik! :Kaleun_Cheers:

All is working fine im my installation with moon patch.

Well done! :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

rik007
08-28-24, 01:56 PM
Fitzcarraldo,

Thank you very much and again thank for your nomination!!

:Kaleun_Thumbs_Up:

rik007
08-29-24, 12:18 PM
Hi all,

I added the link to the updated v1.20 version in post #1

Please update to v1.20 as you do not want to miss the v1.20 experience!

:Kaleun_Salute:

Rik

Anvar1061
08-29-24, 12:43 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

rik007
08-29-24, 01:45 PM
Thanks Anvar!

Doolar
08-29-24, 03:06 PM
Thank you for the new version. Out at sea. So I'll up-date ASAP. Jerry

Mister_M
08-29-24, 03:28 PM
Thank you, great work! :Kaleun_Applaud:

fitzcarraldo
08-29-24, 04:38 PM
Many thanks! :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

rik007
08-30-24, 06:59 AM
Thank you all! Great to see all reactions from the senior Kaptains at Subsim! But to everybody: enjoy!

:Kaleun_Salute:

stork100
08-31-24, 07:41 AM
I saw a post from Doolar concerning support for GWX. So I include settings for GWX 3.0 as well.

Thank you so much for doing settings for GWX 3.0. I have it successfully patched now and can't wait to give it a try. Best wishes.

:Kaleun_Salute:

JohnCarterOfMars
09-21-24, 02:26 PM
Rik,

This may be a small nit, but I think the moon size is just a tad bit smaller than the sun. They should be about the same visual size because the moon perfectly eclipses the sun (usually). On rare occasions, the moon is slightly smaller than the sun during annular solar eclipses, causing a ring effect around the moon.

I doubt it will affect the gameplay much (chance of detection), but would a slightly larger moon cause the game system to add more reflective light into the scene?

rik007
09-23-24, 07:30 AM
Thank you John,

The size of the moon was no consideration for me as - indeed - there are no eclipses in Sh3. May look at it if any future release is on the horizon. Nothing in the pipeline though.... :)

Regards,

Rik

JohnCarterOfMars
09-23-24, 12:15 PM
Thanks, Rik.

I wasn't interested in the eclipses, I was focused on the effect of a smaller moon on lighting up the night. Would the night scene be brighter if the moon were a little bit larger?

rik007
09-23-24, 01:46 PM
Thanks, Rik.

I wasn't interested in the eclipses, I was focused on the effect of a smaller moon on lighting up the night. Would the night scene be brighter if the moon were a little bit larger?

You mean if you change the size of the moon disks in the moon.tga? No that will not impact brightness of the moon light.

There is a light attached to the moon that makes the moon shine. It is defined in the scene.sim. So it is seperate from the moon disk image.

JohnCarterOfMars
09-23-24, 01:58 PM
Rik,

Thanks for that explanation.

Then it is simply a visual thing and has no impact on anything. In that case, this is a non-issue.

Psycho_Yuri
10-18-24, 01:36 PM
I got a weird visual bug with Fifi's NYGM ENHANCED Steel Coffin Edition and this mod combined. When looking forwards and up, I get a lot of constant flickering in the sky.

https://imgur.com/a/6Dyys4s
https://imgur.com/a/6Dyys4s

rik007
10-19-24, 03:54 PM
Not sure I can be much of a help, but please send me your mod stack and please re-enable the mods without the game running. Usually this happens when the the clouds and sky object intercede.

kyle9154
11-08-24, 06:57 PM
Hey Rik, every since the latest Windows 11 update your mod now doesn't work, I tested with just yours loaded early part of the war and crashes but I can load the rest of my mods together fine. I think it has something to do with win 11 new update not recognizing the .dll files inside or something along those lines.

FUBAR295
11-08-24, 09:03 PM
Hey Rik, every since the latest Windows 11 update your mod now doesn't work, I tested with just yours loaded early part of the war and crashes but I can load the rest of my mods together fine. I think it has something to do with win 11 new update not recognizing the .dll files inside or something along those lines.




Running Win 11 and have not experienced what you have described. :hmmm:


Good hunting,
FUBAR295

kyle9154
11-09-24, 05:44 AM
Running Win 11 and have not experienced what you have described. :hmmm:


Good hunting,
FUBAR295

I reverted back to previous windows build and all is fine now, seems the very latest win 11 update does something.

rik007
11-10-24, 11:03 AM
I installed windows 11 and the updates and I was able to reproduce the issue Kyle is having.

The update which conflicts is:

024-KB5044030 Cumulative Update for .NET Framework 3.5 and 4.8.1 for Windows 11, version 24H2

@Kyle: is that correct?

For some reason the basis fread function doesnot return the proper number of bytes just read. I fixed it so will now test it. Next weekend I hope to publish it.

:Kaleun_Salute:

FUBAR295
11-10-24, 02:13 PM
I installed windows 11 and the updates and I was able to reproduce the issue Kyle is having.

The update which conflicts is:

024-KB5044030 Cumulative Update for .NET Framework 3.5 and 4.8.1 for Windows 11, version 24H2

@Kyle: is that correct?

For some reason the basis read function does not return the proper number of bytes just read. I fixed it so will now test it. Next weekend I hope to publish it.

:Kaleun_Salute:


Checked my updates and did not see KB5044030 as being installed. :hmmm: I do have KB5044033 being installed on Nov 9th. Wonder if this was MS's fix. Still will take a copy of your fix. :yep:


:salute:

rik007
11-10-24, 03:21 PM
Checked my updates and did not see KB5044030 as being installed. :hmmm: I do have KB5044033 being installed on Nov 9th. Wonder if this was MS's fix. Still will take a copy of your fix. :yep:


:salute:

It looks like KB5044030 and KB5044033 are the same but target different windows 11 versions (KB5044033=22H/23H, KB5044030=24H) ... So maybe the issue occurs with KB5044030 and not with KB5044033.

I noticed that it gave back a wrong value. Which means it either will point to an invalid address (= ctd) or overwriting an incorrect memory location ...... :oops:

JohnCarterOfMars
11-13-24, 04:19 PM
Hi, Rik.

Another question for you. Can you please clarify your slide 6 in the installation guide regarding the weather choices? I'm confused at what's really going on.

The slide says:

To make this clear find below the valid combinations as per original documentation Hsie’s/Stiebler:

1. You want HSie's wheather fix? In HsieOptionsSelector_V16C : Bad Wheather fix: Off + envSim comes default when you enable “SH-5 Moon mod”.

2. You want Stiebler's wheather fix? In HsieOptionsSelector_V16C : Bad Wheather fix: On + enable “Stiebler's wheather fix”

First, can you give me a summary of what each "weather fix" does, h.sie versus Stiebler?

Second, the description in the slide seems counter-intuitive to me.

The HSieOptionsSelector opens a choice of HSie options. There is a button at the bottom to open up a second set of options, the Stiebler Mods.

The Bad Weather Fix is an HSie option, and there is no Bad Weather choice in the Stiebler Mods section.

However, you say that if I want the HSie Weather Fix, I have to turn it OFF in the HSie weather option?

If I want the Stiebler Weather Fix, I have to turn the HSie Weather Fix ON in the HSieOptionsSelector and then add the "SH-5 Moon Mod option - Stiebler's wheather fix" mod to my mod stack?

Please explain to a confused player... :o

==============================================

On further consideration, I think I figured out what you are really saying. Let me put it down my way and you can tell me if this is really what is going on.

1. The h.sie weather fix is already included in the OneAlex mod, so turning it on does nothing in the HSieOptionsSelector. It will be installed whether the option is on or off.

2. You are "tricking" the system into running the Stiebler weather fix by turning ON the h.sie weather fix in the options (which patches the SH3.exe) but overlaying the Stiebler EnvSim.act in place of the h.sie one.

Is this what is really happening?

Thanks in advance.

rik007
11-14-24, 12:25 AM
Hi John,

This is indeed a confusing part of the Hsie/Stiebler wheather fixes. To make each of them work the following must be done:

1. Correct choice of the switch in the HSieOptionsSelector (I assume this activates hardcode fixes in sh3.exe)
2. Overlay (install) the corresponding envSim.act (this contains the changed sh3 wheather logic in EnvSim.act)

So it is not enough to just switch wheather on/of in the HSieOptionsSelector. You have to install ('overlay') the corresponding EnvSim.act.

With OneAlex (and Fifi's) the hsie wheather fix is already overlayed: So the switch is already off and the corresponding EnvSim.act is already included. So 'standard' hsie is activated with OneAlex and Fifi's as it is more popular. So that is why I standard include the patched envSim.act in the SH-5 Moon mod for hsie as well. So in case you use hsie's wheather fix you do not have to do anything in the HsieOptionsSelector.

So to come back to your statements:
1. The h.sie weather fix is already included in the OneAlex mod, so turning it on does nothing in the HSieOptionsSelector -> Correct: for the moon mod you do not need to do anything in the HSieOptionsSelector as it is already hsie.
2. You are "tricking" the system into running the Stiebler weather fix by turning ON the h.sie weather fix in the options (which patches the SH3.exe) but overlaying the Stiebler EnvSim.act in place of the h.sie one -> correct: with the addition that you overlay the Stiebler EnvSim.act yourself (the switch does not do that)

What I think is confusing
Stiebler wrote the HSieOptionSelector. So the wheather switch on means activate hardcode fixes in sh3.exe for Stiebler's. So off means hsie.

I hope this helps!

Regards,

Rik

:Kaleun_Salute:

JohnCarterOfMars
11-14-24, 03:54 AM
Hi, Rik.

Thanks for replying. You helped me a lot.

When you say:
with the addition that you overlay the Stiebler EnvSim.act yourself (the switch does not do that)

...you mean that I have to install the "SH-5 Moon Mod option - Stiebler's wheather fix" using the JSGME program, right?

I also did some research into the two weather approaches, but I can't decide on the one that I prefer.

Stiebler's post says that the h.sie fix creates more long-lasting rough seas because it doesn't fix a bug in the weather code in the stock game.

Stiebler says that his fix cannot fix the bug either, but he added another weather counter to counteract the buggy counter in the game.

I hadn't seen that the h.sie weather fix was the more popular one, so I'm going to try the Stiebler weather fix for now.

Regards,
John

rik007
11-14-24, 07:55 AM
Hi John,

Yes! You have to enable "SH-5 Moon mod optional - Stiebler's wheather fix" and in the HSieOptionsSelector you have to switch the wheather fix on.

I'm looking forward which of the two you prefer :)

Regards,

Rik

Doolar
11-14-24, 03:54 PM
I was a tad confused too in this area. I didn't mind the defualt weather with the stock H.Sie.

so now .... if I choose to use Stiebler's wheather fix, all I haf to do is to enable "SH-5 Moon mod optional - Stiebler's wheather fix" Via JSGME and in the HSieOptionsSelector switch the wheather fix on.

JohnCarterOfMars
11-14-24, 11:43 PM
I was a tad confused too in this area. I didn't mind the defualt weather with the stock H.Sie.

so now .... if I choose to use Stiebler's wheather fix, all I haf to do is to enable "SH-5 Moon mod optional - Stiebler's wheather fix" Via JSGME and in the HSieOptionsSelector switch the wheather fix on.

Yes. Remember that the HSieOptionsSelector patches the copy of SH3.exe that's in the Stiebler folder. You must copy your main SH3.exe to the Stiebler folder, patch it via the options selector, and then copy the patched SH3.exe back to the main game folder.

Make backup copies first.

John

rik007
11-17-24, 01:53 PM
Hi all,

Please find the fix for Windows 11 KB5044030 or KB5044033 here:

https://www.subsim.com/radioroom/showpost.php?p=2890806&postcount=1

This fix also contains improved handling of the environment date bug.

FUBAR295
11-17-24, 04:40 PM
:Kaleun_Thumbs_Up::Kaleun_Salute:

Dieselglock
11-17-24, 06:21 PM
Hi all,

Please find the fix for Windows 11 KB5044030 or KB5044033 here:

https://www.subsim.com/radioroom/showpost.php?p=2890806&postcount=1

This fix also contains improved handling of the environment date bug.

Thanks for the fix. Do you have to be in port to enable ?

rik007
11-17-24, 08:46 PM
No, I tested it at sea as well.

Dieselglock
11-18-24, 01:00 AM
No, I tested it at sea as well.

Thanks again :Kaleun_Salute:

JohnCarterOfMars
11-18-24, 02:38 PM
I'm looking forward which of the two you prefer :)

Regards,

Rik

Hi, Rik.

I've been playing with the Stiebler weather fix and noticed an unusual behavior. My Watch Officer is spotting ships as far away as 14Km. I thought ships can't be spotted no more than about 7.5Km due to the visual horizon from the curvature of the Earth.

When I remove the Stiebler weather fix and play with the H.Sie default weather fix and restart from the same saved game and same weather, my Watch Officer doesn't spot the same ship until it's 5.5Km away.

This is at night with excellent visibility.

Is there something wrong with the Stiebler Weather Fix environment file to essentially make ships visible out to the edge of the game bubble?

What is the correct visible range that I should be seeing in the game when my Watch Officer can spot a ship?

Thanks.

rik007
11-19-24, 02:55 AM
Hi John,

I'm sorry. I experimented in the past in that area but I lost track of all info.

So you are as much as an expert as I'm. :)

Other's in this forum may help you.

Regards,

Rik

JohnCarterOfMars
11-19-24, 05:04 AM
Thanks, Rik.

I uninstalled the Moon Mod, restored my unpatched SH3.exe, and installed the original Stiebler EnvSim.act version 10.

I can verify that the unaltered EnvSim.act is also allowing my Watchman to spot ships at 14Km, so it is not an issue with your mod.

I posted to the Stiebler Weather Mod thread here: https://www.subsim.com/radioroom/showthread.php?p=2933441#post2933441

Regards,
John

JohnCarterOfMars
11-20-24, 01:04 AM
Rik,

I decided to detail a bit more of the testing that I did, just in case you find something interesting about it.

I know your mod patches SH3.exe just like the h.sie hard-coded patches do. When I went to the Stiebler Weather thread and read the instructions, I decided to try all the different combinations listed there, but with your patched exe, just to see what happens. Stiebler has two version of his EnvSim.act, one for the basic installation and one for people who are using the h.sie "hardware fix." I don't know if I'm using that or not, but my testing had the same results with whichever EnvSim.act that I used.

In all cases, the program loaded, then my saved game loaded, then I got the "To the U-boat..." message on the screen, and then it locked up. Alt-tabbing to the desktop didn't fully work, but I could see a message box that there was a missing weather code with a prompt to click OK to abort the moon mod. I couldn't click on it because my system was degrading... I think it was spawning more error messages. I did a ctrl-alt-del to bring up the shut-down menu and clicked on Sign Off to log me out back to the sign-in screen without doing a full reboot.

After doing this, I restored my original SH3.exe and followed the Stiebler instructions without the moon mod patch and mods installed. Everything launched just fine and I was able to recreate the 14K sightings by my Watch Officer. I think I did this with both Stiebler EnvSim.act files and got the same results.

At this point, I figured that if both your moon mod and the original Stiebler weather mod were giving me the same ship sighting behaviors, I'd go back to your moon mod. This is where I am at right now.

One question, though...

In my testing, Stiebler says that in order to use his EnvSim.act, I have to patch the SH3.exe to turn off the h.sie weather fix and then put his EnvSim.act in my mods stack, which I did. I *think* you said that with your moon mod it doesn't matter if this switch is on or off as long as your "SH5-Moon Mod Optional - Stiebler's Wheather fix" is in the mods stack after all the other Moon Mods. However, your instructions say to turn the h.sie weather fix ON to use your Stiebler weather mod.

Do I have this correct? Are you saying that the h.sie weather mod has to be ON to use your Stiebler weather fix when Stiebler says it has to be OFF to use his EnvSim.act in native mode? Is there something that you added to the file that requires the h.sie switch to be turned on that is different from the native Stiebler EnvSim.act?

Just wondering what the "true" configurations needs to be to use your Moon Mod properly...

Thanks,
John

rik007
11-20-24, 04:51 AM
Hi John,

You are not giving up, right? :):up::haha:

I *think* you said that with your moon mod it doesn't matter if this switch is on or off as long as your "SH5-Moon Mod Optional - Stiebler's Wheather fix" is in the mods stack after all the other Moon Mods.

No, I did not say that. What I say is that the wheather-selector in the HsieOptionsSelector and the enabled version of the EnvSim.act ('Overlayed') must be consistent. Valid configurations are:

1. You want HSie’s wheatherfix? In HsieOptionsSelector_V16C : Bad Wheatherfix: Off + envSim comes default when you enable “SH-5 Moon mod”.
2. You want Stiebler’swheatherfix? In HsieOptionsSelector_V16C : Bad Wheatherfix: On + enable “SH5-Moon Mod Optional - Stiebler's wheatherfix”

Does this clarify the "true" configuration?

At this point, I figured that if both your moon mod and the original Stiebler weather mod were giving me the same ship sighting behaviors

That is what I expected as the moon mod does not contain harde code fixes for crew behavior.

JohnCarterOfMars
12-02-24, 07:46 AM
Sorry to be a nag, but what do you make of this post in the Recode Steibler Weather thread?

https://www.subsim.com/radioroom/showpost.php?p=2934850&postcount=102

Member John Pancoast says to turn OFF the H.sie patch option for the weather to use Steibler's weather fix EnvSim.act, but you instruct to leave it on to use your updated Steibler EnvSim.act.

I just restarted a new patrol with the H.sie weather patch option OFF but using your Steibler weather fix for the moon mod to see what the difference is.

Please advise.

kaizerhund10
12-02-24, 05:42 PM
followed instructions ran batch file and that seemed to go well, then i enabled the moon mod through JSGE and when i went to start the sh3 it gave an error saying its incompatible sh3.exe version and patches not applied. any thoughts?

btw its compatibility is ran in wins 7 and i started with admin startup and i run together with hsie v16vb1, im using lsh3 2020 version

rik007
12-03-24, 11:59 PM
Hsie build a check in hsie.act for consistency for sh3.exe. So check those. hsie.act has a date of 15-12-2023 to start with.

rik007
12-04-24, 11:28 AM
... most likely this is caused as the patching wasnot done. You can check if there is a sh3.exe in the "SH-5 Moon mod" in your MODS folder. If that is missing redo the patching and check what it says.

kaizerhund10
12-04-24, 06:48 PM
thanks for the reply #1 how do i check the hsie.act file and for what am i looking for? #2 the moon mod does have the sh3.exe in the folder so could it be with the hsie mod?

ok restarted the batch file everything went normal, enabled the moon mod and clicked on the sh3 exe and recieved message "incompatible sh3 exe version found, patches not applied

JohnCarterOfMars
12-04-24, 08:09 PM
thanks for the reply #1 how do i check the hsie.act file and for what am i looking for? #2 the moon mod does have the sh3.exe in the folder so could it be with the hsie mod?

ok restarted the batch file everything went normal, enabled the moon mod and clicked on the sh3 exe and recieved message "incompatible sh3 exe version found, patches not applied

Let me jump in here. If you're trying to run the h.sie options patch after the Moon Mod patch, you have to know that the Moon Mod changes the version of the SH3.exe from V16B1 to V16D1. The H.sie options program checks two files for compatibility.

You have to edit the Steibler folder files HSIEContents.txt and SteiblerContents.txt files to change the version number to V16D1 to get the H.sie options patcher to work after the Moon Mod patch.

kaizerhund10
12-05-24, 06:36 PM
so just for info i ran a new patrol with the moon mod activated even though i still get the not compatible message. although i did check the hsie content txt and it shows the version is changed to V16D1 i dont see stieblers content file. Does it need both to work? if so where do i get the stiebler file and whats it called? so that i do not download the wrong one

kaizerhund10
12-05-24, 06:45 PM
ok never mind i found it , so i was using lsh3 2020 patch hsie v16b1 mod and that might be the problem,

Dieselglock
12-09-24, 11:53 AM
Tried to send PM says your box is full

rik007
12-09-24, 04:19 PM
Sorry Diesel, kind of busy lately. I cleaned it up so you can resend :Kaleun_Salute:

Dieselglock
12-09-24, 06:15 PM
Tks, PM sent

Dieselglock
02-04-25, 07:03 PM
Hello Rik,

I have sent 2 lengthy responses to your last PM but when I hit send it does not show them as sent. Trying to figure out what's going on.

rik007
02-05-25, 02:13 AM
Hi Diesel,

From my side: I had to work in Brussel the weekend so I was not very responsive. But we should be aligned as for the PM's.

I'm elaborating on the xls you send...

Regards,

Rik

Kumando
02-24-25, 06:27 AM
Hi guys, i followed the intructions and im using Toyotagt86's Enhanced mod for GWX3.0 Version 2.2, so i assumed the stock GWX mod settings wil be the correct to load. The problem is i get a CTD when it finishes loading the navigation course.
Im using win 11 and i also loaded the win 11 fix and tried with onealex mod settings also and the result is always a CTD. Can someone point me to the right direction?

stork100
02-25-25, 07:49 AM
Hi guys, i followed the intructions and im using Toyotagt86's Enhanced mod for GWX3.0 Version 2.2, so i assumed the stock GWX mod settings wil be the correct to load. The problem is i get a CTD when it finishes loading the navigation course.
Im using win 11 and i also loaded the win 11 fix and tried with onealex mod settings also and the result is always a CTD. Can someone point me to the right direction?

Kumando,

Sorry I don't have an answer to the problem but I have the same thing now in my own install. After the most recent Windows 11 updates now my Onealex install crashes even on the Navigation exercise.

I don't believe it's the fault of Rik's very fine work on this game concluding its 2nd decade of history. No, it's Windows messing us up, and this will only become more apparent amongst users I think in the near future. Somehow we're going to learn to overcome this. Stay tuned I guess. :ping:

Night Surface attack mod awesome by the way.

:Kaleun_Thumbs_Up:

rik007
02-25-25, 09:41 AM
Toyotagt86 did some hardcode fixes as well. No clue what should be achieved with those. If somebody can explain it to me please tell me.

They conflict the moon mod hardcode changes. If I remember it properly it did not always crash.

Almost a year ago on request I made a special for Toyotagt86. I updated that one witch the latest fixes. I didnot test it thoroughly. :)

I PM'd to you.

I have no intention to maintain this Toyotagt86 version in the future. It cost too much time. The best way forward is to use an sh3.exe from another install overwrite the Toyotagt86 version and patch it.

Kumando
02-25-25, 11:42 AM
Toyotagt86 did some hardcode fixes as well. No clue what should be achieved with those. If somebody can explain it to me please tell me.

They conflict the moon mod hardcode changes. If I remember it properly it did not always crash.

Almost a year ago on request I made a special for Toyotagt86. I updated that one witch the latest fixes. I didnot test it thoroughly. :)

I PM'd to you.

I have no intention to maintain this Toyotagt86 version in the future. It cost too much time. The best way forward is to use an sh3.exe from another install overwrite the Toyotagt86 version and patch it.

Thank you so much rik for the help will try. Do i just need to activate in JSGME? Dont need the original one right?

rik007
02-25-25, 12:57 PM
Thank you so much rik for the help will try. Do i just need to activate in JSGME? Dont need the original one right?

Sorry: yes, you only need to activate it. Optionally you may then use the hsieoptionselector to select the hsie/stiebler options to your taste.

:Kaleun_Salute:

Kumando
02-25-25, 05:29 PM
Sorry to bother again Rik, just to be sure this you sent me is the full mod right? Or is it a patch to overwrite on top of the oroginal? Thanks again!

rik007
02-26-25, 12:39 PM
Hi Kumando, It is the full moon mod. You do not need to install something before it.

Kumando
02-26-25, 04:23 PM
Thanks again!