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-   -   LIVING SILENT HUNTER 3 - EDITION 2022 » DISCUSSION and SUPPORT (https://www.subsim.com/radioroom/showthread.php?t=252544)

stork100 12-15-22 01:15 AM

Quote:

Originally Posted by Archive1 (Post 2842549)
But I cannot understand why the screen is empty of any (I mean any) shipping around the British Isles on Mar or April of 1940.

Hi Archive1,

If I'm understanding correctly you're not seeing any contact icons on the map. Could be a realism settings issue. Check the settings on the screen just before you start the patrol - the one where you receive your grid assignment instructions. Ensure "No map contact update" is unchecked. Double negative that one, can be confusing.

If that's not the issue then I'd be looking at any mods you might be running in addition to LSH, which may be affecting the contact icons specifically or indirectly.

blackswan40 12-15-22 06:03 AM

Hi Archive1 ive looked at the stock LSH-2022 Random Rnd Leyer in mission editor Sir theres plenty of naval traffic heading up and down the east coast of England

https://www.subsim.com/radioroom/pic...ictureid=12896

Just before you launch your patrol when in homebase ensure you set the realism settings to your liking dont have no map contact updates checked also when your at periscope depth dont click on your sonarman to do a sonar sweep to pick up ships/convoy contacts do the sonar sweep yourself your hearing is a lot better than the Sonarguy Happy Hunting Sir.

https://www.subsim.com/radioroom/pic...ictureid=12897

Archive1 12-17-22 08:04 PM

Blackswan:
Thanks for the reply. I have checked, accepted all the realism settings except have not checked manual loading and no map update, so it should display. Yes, I know the mission editor show lots and I have usually and routinely gotten an increasingly cluttered screen as time progresses in a patrol - I mark each contact for future awareness of busy lanes. Actually the last patrol resulted in a few more contacts - not many but more than the previous 2 or 3 patrols that on occasion displayed none at all...not one. Hence my query.

Re: sonar - I was going to message you that I was used to spinning the sonar wheel myself in SH3 (especially later in time when anti sub patrols are out in force and early contact becomes critical to survival) because, you are right, the sonar guy is a bit deaf at a distance. But I don't seem to get any sonar return indication, no blip on the dial or sound when I do the same with my install of LSH3 - but admit I have not tried it too often. Will explore further.

Appreciate the exchange - and a pleasant coming Holiday and New Year to you and the LSH3 community.
-=Archive1=- :Kaleun_Cheers:

Archive1 12-18-22 11:41 PM

A follow up to the last msg:
I have now opened access to the Sonar room and have access to the listening rotator and screen. I do properly get contacts, but have a problem getting rid of the "Notepad" that hovers over the screen. It seems to have taken over the cursor and the checkmark constantly flashes green when I try to remove or just "set" the notepad away from the screen. As a result one cannot use the cursor to rotate the sensor direction wheel -it is glued to the notepad. How do I release the notepad? Nothing seems to shake it loose from the cursor to reposition it.
And I have checked realism settings for this Captain. I have not checked the "no map updates"...as I thought was true, since I never do. I deleted the last patrol and will set out again to see how many convoys/ships appear on the map, besides those within a near distance now that I am positive that they should appear in significant numbers in mid 1940.
-=Archive=-

d@rk51d3 12-19-22 05:54 PM

Quote:

Originally Posted by Archive1 (Post 2843146)
but have a problem getting rid of the "Notepad" that hovers over the screen. It seems to have taken over the cursor and the checkmark constantly flashes green when I try to remove or just "set" the notepad away from the screen. As a result one cannot use the cursor to rotate the sensor direction wheel -it is glued to the notepad. How do I release the notepad? Nothing seems to shake it loose from the cursor to reposition it.

I have the same.

However, I adjust the screen with the 'free look' until the whole dial is visible somewhat. Then lock the screen, and then drag the hydrophone needle around.

If it locks to the pad again, I just F5 to the map, then "H" back to the hydrophone station and try again.

Can get a bit frustrating though.

Archive1 12-19-22 08:03 PM

Sonar Notepad
 
Darkside:
Hmmm. It feels good not being alone re: the sonar notepad. By the "free look" do you mean using the Shift+F2 to use the 'free camera forward' to move from the control room into the Sonar room? And "lock the screen"...not sure what this is. Which I presume frees up the cursor. No? Probably just getting lost in simple terminology.

I would have thought this problem would have been cleaned up with the shift from 2020 to 2022, but presume the death of the premier leader of LSH3 (alas, I cannot immediately recall his name...something that will happen to all of us ultimately) understandably had an adverse effect on some things.

Enjoy your southern hemisphere "summer" - I think you are down there somewhere. We are freezing here in the Pac Northwest USA.
-=Archive=-

Maddin25 12-23-22 10:33 AM

Quote:

Originally Posted by Archive1 (Post 2843146)
A follow up to the last msg:
I have now opened access to the Sonar room and have access to the listening rotator and screen. I do properly get contacts, but have a problem getting rid of the "Notepad" that hovers over the screen. It seems to have taken over the cursor and the checkmark constantly flashes green when I try to remove or just "set" the notepad away from the screen. As a result one cannot use the cursor to rotate the sensor direction wheel -it is glued to the notepad. How do I release the notepad? Nothing seems to shake it loose from the cursor to reposition it.
And I have checked realism settings for this Captain. I have not checked the "no map updates"...as I thought was true, since I never do. I deleted the last patrol and will set out again to see how many convoys/ships appear on the map, besides those within a near distance now that I am positive that they should appear in significant numbers in mid 1940.
-=Archive=-

Quote:

Originally Posted by d@rk51d3 (Post 2843259)
I have the same.

However, I adjust the screen with the 'free look' until the whole dial is visible somewhat. Then lock the screen, and then drag the hydrophone needle around.

If it locks to the pad again, I just F5 to the map, then "H" back to the hydrophone station and try again.

Can get a bit frustrating though.



Known bug which will be fixed with the next update by LSH Team.

Archive1 12-24-22 11:53 PM

Displayed shipping 1940
 
Blackswan:
First a Happy Holiday to you, and I don't expect any reply for a while...but: here is my attempt to show you the full screen on Jun 15, 1940. Please note the absence of any (any) shipping around the British Isles. And this is after about a week's departure from Base. During the entire time only a few green and blue (neutral and friendly) ships appeared, and those only along the departure route from Will'haven.

One cannot believe this is a realistic presentation of the shipping around GB or the French coast, or the Channel at this time and date. Especially since the underlying design program includes a considerable number of convoys and ships.

My settings in Data/Contacts are: Range to Opp. 1300 Km, Range to Imp. 2500 Km.

I have little experience in attaching any image to these messages, so I hope this does show up. If not lemme know.

Have a fine Holiday.

[IMG]desktop/screenshot(5).tga[/IMG]

-=Archive1=-

Archive1 12-24-22 11:59 PM

Hydrophone
 
Madden:
I have found when I am on the map, if I put the cursor in the far, far corner (doesn't matter which) and then hit H to go to the Sonar room, I am no longer fixed on the dreaded notebook and can access either the wheel or the dial to survey the region. However, it is not more sensitive to the contact than the icon Sonar figure. the latter seems to be pretty reliable...unlike the original in SH3.
Happy Holidays.
-=Archive1=-+

kaleu 12-31-22 12:11 AM

Stern torpedo crew issue
 
Once stern reload is finished, I cannot return crew to rest because cursor activates gauge panel before cursor reaches the stern room. The gauge panel covers the entire room while the cursor is visible on top of the panel but does not work. I have to complete game without 5-6 crewmen. Is this a bug or am I doing something wrong.

Archive1 01-01-23 11:17 PM

Kaleu:
Maybe I'm off-base here but I don't know why you feel you need to actively move the torpedo crew to the barracks...or rest. If you have set Commander to the "No fatigue setting" there is no need to have them leave the torpedo room. Yeah, not realistic, but in real time the Chief of the Boat or the Exec would handle that anyway, and not the sub Commander...which you are emulating, but which in the simulation does not allow you the time to do those house-keeping duties.
Am I making sense here?
Happy New Year.
Archive1 :Kaleun_Cheers:

kaleu 01-02-23 01:28 PM

Archive:
Thanks for reply. I'm coming from GWX MOD and am new to LSH3-22 MOD. The way I play I enjoy moving individual crew around compartments. However, if I decide to continue with LSH3 MOD but can't get my issue resolved I'll have to make a decision whether to play with your suggestions or go back to GWX...be that as it may, let me describe the issue in detail...on the CREW MANAGEMENT SCREEN I have sent crew to stern torp room to reload...after reload I want to return crew to rest...I move cursor from right to left toward stern torp room...when cursor hits the middle of the engine room it activates the slide-out gauge panel which then entirely covers the stern torp room...i continue moving cursor to torp room... cursor becomes visible on top of gauge panel but will not allow me to select crew members in torp room and therefore I cannot return crew to rest...they stay there the rest of the game.

Needless to say, none of this is a problem in GWX.

My question.. is there a file or setting I can access to correct this issue or is it merely a bug?

Archive1 01-02-23 11:41 PM

Kaleu:
Whoa...complicated. I'm an old (very old!) GWX veteran from some time ago.
I don't know how most LSH3 folks do it, but I do not move any crew around the ship - except perhaps to relieve the deck gun crew after a surface engagement. I merely make sure that I have enough crew in the engine room and two torp rooms to do the job...at one time I complained about slow reloads and found out I did not have decent crew levels to get the job done. Otherwise I ignore crew management.
In re-reading your post I would say it is a design problem...but keep in mind, I am not one of the in-depth members of the design/debugging group. And it is apparent that I have not had your problem. Actually I will see how it works the next time I use the program.
I would guess that it comes down to a desire to do in-depth crew management (which you prefer and which is just fine) or ignore that and have some other focus (which is also OK).
I would suggest if you have the time, continue working with LSH3 for a while and see how you like it compared with GWX. They are both fine programs, but have their own personalities and superior design and support folks.
Say Hello to Capt. Lehmen (Lehman ?) if he is still there.
And a fine coming year your way.
Archive1

a-kermit 01-13-23 08:50 AM

Moin ...
... here is my 1st version of the animated rudder walker (SRG) ... for testing.
... simply as always ... Unpack the 7z archive into the mod folder and activate it with the JSGME.
... when a new version of LSH-2022 is released, I will have to adjust it ... I think.
... now it is not so "static" anymore ... more alive ... the used animations ... if someone finds better ... find better ones, please let me know.

https://www.mediafire.com/file/excqo...H+2022.7z/file

My thanks to "Stoertbeker" for his post-texturing work and his little black ship (cape).

mfG Kermit-68

Edit: ... this SRG is not compatible with Wurmonkel's type 7 interior mod ...
... based on the interior of LSH V 2022
... either WO builds this in or gives his permission that I can do it.

Archive1 01-14-23 10:43 PM

No convoys
 
Blackswan:
Greetings for the New Year. I wanted to follow-up on the strange lack of distant convoys that appear on the nav map deep into the war years. I tried to upload to you a photo of my empty map screen, I think sometime in 1940 when there would be a great deal of shipping around the British Isles...but none appear on the nav map. I have no idea if you were able to open it.

As a test I created a newby Kaleun and sent him and his sub on multiple patrols starting all over again. The same thing - A few neutral and friendly ships appear in the near waters of Germany deep into 1940, but nothing around the British Isles. Actually there is always an enemy convoy in the East Channel. But that is all.

It seems to make no difference what changes I make to the Data/Contacts settings - whether near or far. Random, rare attackable targets do appear here and there as the game progresses. I am sure I had some type of God's Eye View adjustment with SH3 and GWX, but cannot find how that was possible. Certainly I agree with you: lots of British Isle ships are designed into the program, but do not seem to appear on the nav map unless they are in a decent reach of the player's sub for possible a attack.

Is a puzzlement.
Archive1

Archive1 01-14-23 10:48 PM

a-kermit:

Mea culpa, but what is an "animated rudder walker (SRG)"?
Archive1

blueduck 01-15-23 08:26 AM

Quote:

Originally Posted by kaleu (Post 2844782)
Once stern reload is finished, I cannot return crew to rest because cursor activates gauge panel before cursor reaches the stern room. The gauge panel covers the entire room while the cursor is visible on top of the panel but does not work. I have to complete game without 5-6 crewmen. Is this a bug or am I doing something wrong.


Hi kaleu,


sorry for the late reply!


I guess you are using OLC-GUI by encountering this issue!?!
An update is already prepared and will be release soon.


Regards
Blueduck

blueduck 01-15-23 08:49 AM

Quote:

Originally Posted by Archive1 (Post 2847671)
a-kermit:

Mea culpa, but what is an "animated rudder walker (SRG)"?
Archive1


Hi Archive1,


I guess he means the helmsman/steersman...


Regards
Blueduck

blueduck 01-15-23 09:13 AM

Quote:

Originally Posted by Archive1 (Post 2847668)
Blackswan:
Greetings for the New Year. I wanted to follow-up on the strange lack of distant convoys that appear on the nav map deep into the war years. I tried to upload to you a photo of my empty map screen, I think sometime in 1940 when there would be a great deal of shipping around the British Isles...but none appear on the nav map. I have no idea if you were able to open it.

As a test I created a newby Kaleun and sent him and his sub on multiple patrols starting all over again. The same thing - A few neutral and friendly ships appear in the near waters of Germany deep into 1940, but nothing around the British Isles. Actually there is always an enemy convoy in the East Channel. But that is all.

It seems to make no difference what changes I make to the Data/Contacts settings - whether near or far. Random, rare attackable targets do appear here and there as the game progresses. I am sure I had some type of God's Eye View adjustment with SH3 and GWX, but cannot find how that was possible. Certainly I agree with you: lots of British Isle ships are designed into the program, but do not seem to appear on the nav map unless they are in a decent reach of the player's sub for possible a attack.

Is a puzzlement.
Archive1


Hi Archive1,


guess I found the "problem".
Using mission editor to have a look into the random layer, choosing and right clicking on a convoy you can read the values for "Contact automatic report (Min)" and "Probability (%)". If the first is set to -1 there will be no report. If the percentage is less than 100%, there might be a e.g. 50% chance for a report.



For the convoys through the channel CAR is set to 1440 or 2160 which means the contact report will be "repeated" within 24 or 36 hours. I guess this long time for the channel convoys is set to not interrupt time compression too often, when you are traveling through the channel.
Convoys crossing the Atlantic are e.g. set to CAR=600 which will report them every 10 hours maybe simulating a sub chasing that convoy.



When leaving from the french harbours you might rush out of the detection window before the repeat time is reached.


Regards
Blueduck

Archive1 01-15-23 11:47 PM

Convoys
 
Blueduck
Great reply. From this I gather that the programming crew decided to keep the wide view of the convoys 'hidden' until they were in contact with a nearby sub. Or at least not permit them to be displayed under some God's Eye View. So I will defer to the designer team...a bit unhappily,,,but with respect. There is no way, of course, that I would use the Mission Editor to change the contact values for each convoy. I admit that this is more realistic than having the wide view of the entire territory, seen by each centralized Admiralty command, available to the individual sub commander.

Not sure how or why the "helmsman/steersman" needs to be redesigned...or even exactly which character/image that constitutes - the guy in the command room watching the dials? Yes, I guess the current image is rather stilted and repetitive, but I don't spend much time in the command room while at sea. I let my imaginary First Officer do that, along with crew assignments to relieve fatigue.
Thanks again, Archive1


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