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-   -   [REL] patSH3r - Reborn (https://www.subsim.com/radioroom/showthread.php?t=222180)

Aquelarrefox 05-21-16 04:10 PM

it worked for me with h.sie patch and steibler b (with fido fix no radar fix).
Just copy in folder and it fix on-the fly as readme say.

Fader_Berg 05-24-16 11:34 AM

Hi.

patSH3r is fully compatible with the h.sie patches. Those parts of of patSH3r which isn't, will be auto-disabled with no possibility to override.
Check the readme or #1 for more details.

Regards

Fader Berg

P_Funk 12-22-16 12:36 AM

Quote:

Originally Posted by Fader_Berg (Post 2375332)
If anyone can come up with an bright idea how to manage the crew rotation - other than the quite messed up solution I already tried, I'm in for it.

Can you read the status and position of crew members and export it to an external program?

Fader_Berg 01-03-17 07:21 PM

Quote:

Originally Posted by P_Funk (Post 2453655)
Can you read the status and position of crew members and export it to an external program?

It's possible but not convenient to do in realtime.

P_Funk 01-04-17 07:08 PM

I was thinking maybe you could just have some minimalist external gui that lets you basically import the status of the crew from the game including compartments they're in and then it could just have presets you press to change crew making it so that you'd still have to pause the game or bring it to 1x at rotation time but that you could avoid the need to keep changing people around one by one.

Another question. Is there anything that can be done about the way the game resets the lunar cycle to what it was at the start of your patrol everytime you load a save? Maybe some way to directly inject into the game the current date on the lunar calendar or something?

Fader_Berg 01-05-17 07:41 AM

Quote:

Originally Posted by P_Funk (Post 2456091)
I was thinking maybe you could just have some minimalist external gui that lets you basically import the status of the crew from the game including compartments they're in and then it could just have presets you press to change crew making it so that you'd still have to pause the game or bring it to 1x at rotation time but that you could avoid the need to keep changing people around one by one.

Hmmm... It sounds interesting but I don't know...
I would like something like Hitman suggested a while back. Maybe the only way is to go through an external program. But in that case, it suddenly doesn't seems worth it. It gets too messy. Maybe if it could be incorporated in SH3 Commander, so that there is one app to rule 'em all. But that's not likely to be happening.
Quote:

Originally Posted by Hitman (Post 1588067)
It would be nice to see the crew rotate in full watch sections, i.e. in the german UBoats there was a "Port" and a "Starbord" watch, which rotated every 4 hours (I think it was 4, NYGM readme has accurate information about this). Even if the player wants to drag a crewmember around for exceptional situations (Attacks), could you make the crew rotate in those 2 watches :up:

Sublynx also provided an interesting solution (#142). I had some logically and programming concerns about it, but I can't recall what it was. Maybe we could work out something based on his thought.

Quote:

Originally Posted by P_Funk (Post 2456091)
Another question. Is there anything that can be done about the way the game resets the lunar cycle to what it was at the start of your patrol everytime you load a save? Maybe some way to directly inject into the game the current date on the lunar calendar or something?

I've never thought about it. Is it wrong as it is?
I guess it's possible.

P_Funk 01-05-17 09:52 AM

Quote:

Originally Posted by Fader_Berg (Post 2456126)
I've never thought about it. Is it wrong as it is?
I guess it's possible.

The problem is that when you load a saved game the lunar cycle seems to reset to the day the patrol launched so if you play three days of sim time in every session then you basically end up reliving the same 3 days of the lunar calendar. So if you launch with a full moon you will spend a month at sea mostly with full moons.

As far as I know if you never save the game and run a single patrol all the way through the moon otherwise behaves properly.

P_Funk 01-05-17 06:28 PM

Another question I have is does the night vision fix influence enemy detection as well or is it just for your own crew?

EDIT. Nvm, read hsie's manual to figure it out myself.

ferg 08-07-17 01:38 AM

Quote:

Originally Posted by utops (Post 2378497)
Decided to rest on the bottom to stop flooding etc. Depth was 17 meters and after 10 minutes resting on seabed CE goes crazy with reports about sub being damaged and destroyer was not dc at that time or any time.

This is stock behaviour, I believe. I've encountered in GWX long before discovering patSH3r. I'm sure I passed a mod the other day that changes this behaviour so you can rest on the sea floor and repair as you were trying to do.

Quote:

Btw. Whats up with blank CE messages?
That's either SH3 Commander or some mod that you and I both use. Do you use GWX? I think that's where the behaviour is coming from on mine. It's hiding the part where the CE informs you of the damage to your hull integrity since in reality you'd have no way of assessing it.

So when you see a blank CE message, you can assume he's trying to tell you your hull is taking damage.

ferg 08-07-17 01:41 AM

Quote:

Originally Posted by Leitender (Post 2376589)
The second point is to switch on "crew efficiency" for every crew sensor in the "sensors.cfg" file. With this function enabled, imho a tired watch will spot a target later then a relaxed one, a hydrophone contact will be reported later and so on. This forces me to exchange the watch continously.

Wait. Crew sensors aren't influenced by efficiency? So what is the point of "Bridge" efficiency then?

Gammel 09-03-17 12:28 PM

cheers!

May i ask for a feature?
OK Thanks!
So how about subs AA Crew firing on ships when ordered tds?
The surface ships already do this IIRC when engaging the players or other vessels.
SO great seeing someone is working on this hardcode stuff again.
:subsim:

Aquelarrefox 11-15-17 10:54 AM

Watch officer to bridge is giving me crash dive or submerge at 128 or upper speed

Fader_Berg 12-24-18 06:04 AM

Hi all.


I'm glad to announce a new release of patSH3r today. r48 is a complete rewrite of the code and patches.

This revision doesn't come with a lot of new features. Quite contrary. Some features have been removed 'cause they sucked in one way or another. But this release is far more robust than any of the previous ones. It also uses techniques in SH3 that wasn't known for me two years ago.

It's X-mas though... so I've got one new feature for you. True bearings. The watch officer and sonar guy may give true bearings to targets.

Read the manual for more information.

Also... patSH3r isn't compatible with hsie-patched exe's anymore. It takes too much time to write two versions of everything. patSH3r will refuse to initialize if you're running a hsie-patched exe.

Many thanks to Makman94 for advises and testing.

Download @ https://fb.tuxxor.net/

Merry Christmas

Anvar1061 12-24-18 10:21 AM

http://www.subsim.com/radioroom/imag...humbs_Up-1.gif
http://www.subsim.com/radioroom/imag...n_Cheers-1.gifhttp://www.subsim.com/radioroom/imag...n_Cheers-1.gifhttp://www.subsim.com/radioroom/imag...n_Cheers-1.gif
https://pp.userapi.com/c845122/v8451...iz_H5lttdM.jpg

[PATSH3R]
AlertWatchOfficer=Yes
NightVisionFactor=0.45
RepairTimeFactor=25.0
SmarterPettyOfficers=Yes
TargetReporting=Yes
TargetReportingWO=4620
TrueBearings=Yes

I regret that patSH3r is no longer compatible with hsie-patched exe.

makman94 12-24-18 09:53 PM

Quote:

Originally Posted by Fader_Berg (Post 2582919)
Hi all.


I'm glad to announce a new release of patSH3r today. r48 is a complete rewrite of the code and patches.

This revision doesn't come with a lot of new features. Quite contrary. Some features have been removed 'cause they sucked in one way or another. But this release is far more robust than any of the previous ones. It also uses techniques in SH3 that wasn't known for me two years ago.

It's X-mas though... so I've got one new feature for you. True bearings. The watch officer and sonar guy may give true bearings to targets.

Read the manual for more information.

Also... patSH3r isn't compatible with hsie-patched exe's anymore. It takes too much time to write two versions of everything. patSH3r will refuse to initialize if you're running a hsie-patched exe.

Many thanks to Makman94 for advises and testing.

Download @ https://fb.tuxxor.net/

Merry Christmas

Merry Christmas to you too Fader_Berg :Kaleun_Salute:
Thank you for sharing your last work , superb as always :Kaleun_Applaud:


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