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-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

difool2 10-22-11 10:11 AM

Quote:

Originally Posted by Depth Charger (Post 1772498)
But when they do, oh man, then it is magic! Earlier tonight, I had a wolfpack take down 9 ships in a large convoy and I got two as well. I honestly thought and hoped that it would actually break up at one stage but the last few ships doggedly kept on going in formation when we finally broke off and I assumed that the AI simply doesn't go that far.

I've never seen a convoy scatter in SH3 (tho I have in SH4)...

h.sie 10-22-11 05:19 PM

V16A3 with Wolfpack Mod Beta released !

http://www.mediafire.com/?vkz5l6n1069693q

What's new compared to V15G ?

  • Wolfpack Mod Beta. For details see 1st post of this thread. Also contains Stieblers Fix for the "Send contact report"-problem. From now on it is sufficient to have only one convoy ship or escort in visible range in order to send a contact report. Should make shadowing easier.
  • Bugfix: CTD when Radar Fix disabled.
  • Bugfix: Periscope Fix not working properly for Type IIA.
  • The SilentRunning-SlowSinking FIx is no more included. From now on it is part of Stieblers Add-On that will follow in the next time.


Note: Installation procedure has changed and became more tricky than before. Carefully read the README.doc containd in the Patch-Kit. Most important change: 12 AI-Subs have to be included correctly into your Campaign_SCR.mis file. Do not change their position (Longitude/Latitude value):

But: The wolfpack action and the convoy battles are worth the little effort!

Request: There are surely people who are unable to install the patches due to lack of computer skills. Would be very kind if some experienced guys offer help.

Idea: If the Wolfpack Mod is accepted by the mayority of the players, the Supermod creators could include the 12 AI-Subs directly into their Campaign_SCR.mis.

Hope you like it!

Depth Charger 10-22-11 06:16 PM

Quote:

Originally Posted by difool2 (Post 1772685)
I've never seen a convoy scatter in SH3 (tho I have in SH4)...

It kinda looked like this... And if you look carefully, this all happened within a few thousand meters... :)

Had to find someone after I docked to slap the smile off my face...

http://img593.imageshack.us/img593/8...mg21102011.png

Rubini 10-22-11 06:19 PM

Quote:

Originally Posted by Stormfly (Post 1479855)
seams that youre about to open Pandora`s Box :D

nice that you are kind enough to find this, man what other bad things are waiting for you in it...:03:

Hi h.sie,

Seems that Stormfly, the first to reply when you start this work, defined as a prophet what was to happen: just brilliant! Awesome work!

Thanks to you&Stiebler; we canīt stop to play sh3 anymore!:rock::rock::rock:

Cheers!

Rubini.

Fish In The Water 10-22-11 06:20 PM

Quote:

Originally Posted by h.sie (Post 1772892)
V16A3 with Wolfpack Mod Beta released !

And a huge thank you for all the work involved in this project. Congratulations on a terrific accomplishment! :salute:

reaper7 10-22-11 07:08 PM

Quote:

Originally Posted by h.sie (Post 1772892)
Idea: If the Wolfpack Mod is accepted by the mayority of the players, the Supermod creators could include the 12 AI-Subs directly into their Campaign_SCR.mis.

Hope you like it!

Brilliant H.sie, look forward to using this.
I'll make sure to merge the Campaign_SCR.mis in to the upcoming U-Boot_HAHD :yeah:

Depth Charger 10-22-11 10:07 PM

Quote:

Originally Posted by difool2 (Post 1772685)
I've never seen a convoy scatter in SH3 (tho I have in SH4)...

And this is what a 14 hour marathon chase looks like without map updates and steering completely manually from the first contact I got. (Am still using the alpha 2 wolfpack patch but will switch to Beta tomorrow.)

If you follow from the bottom left, you can see that I had a run in with a destroyer and took damage when I broke off. Attacked twice by aircraft and I still managed to come back, re-establish contact and successfully lead the pack into battle and bag myself a large tanker to boot. You can also see the impact of the mod to make the distance reports you get a little bit inaccurate, if you follow my contacts going up and towards the top right denoted by the little compass circles. Each was a successful contact report but having slightly inaccurate data adds to it and keeps you right on your toes all the way through the tracking phase.

Bullets flying, ships sinking, flares and depth charges going off look awesome but wait until your hear things on the hydrophone! Without contacts switched on, you are forced to sit glued to your headset waiting for your turn to loose your torps and the sound effects of the actual battle starting are simply brilliant. It started slowly with a few depth charges, and then the guns on a few ships opened up, and then on more and more as it spread across the contacts on the hydrophone, until all descended into the chaos of battle. And all of a sudden, you are there in the middle of the Atlantic and the titanic clash unfolding before you is one of your very own making. It's 1942 and you are too scared to raise your periscope for fear of detection and so all you can do is listen to the battle unfold while you hope and wait for the convoy to slowly move into the range of your solution. After 10 to 12 hours of tracking that convoy and having endured 3 attacks to get there with damages and repairs, it becomes very personal... Stuff the crew, you should have heard me shouting when the torpedoes went in! :)

Who would have thought this possible in SH3? I never had a mission last much more than a few hours in the past but today, I spent 14 on one convoy...

Magic! LGN, Stiebler and H.Sie have reason to be proud.

DC

http://img59.imageshack.us/img59/838...0113385672.png

Robin40 10-23-11 03:01 AM

Hi H.sie!

In your Installation Manual you write

Append the new messages to the en_menu.txt / de_menu.txt files

However the last lines of my en_menu.txt file are the following

4812=Could not send report!

;Sonar
4900=Sweeping!
4901=Sweeping ahead!
4902=Sweeping ahead port!
4903=Sweeping ahead starboard!
4904=Sweeping abeam port!
4905=Sweeping abeam starboard!
4906=Sweeping astern!
4907=Sweeping astern port!
4908=Sweeping astern starboard!
4909=Sonar is off!
4910=Ship sinking!
4911=Ship breaking up!
4912=Nearest sound contact: %s %s! %s Bearing %03.0f! %s;type,speed,aspect,bearing,range
4913=No sound contact!
4914=No target selected!
4915=Range to target is %d!
4916=Short range!
4917=Medium range!
4918=Long range!
4919=Following contact %s! Bearing %03.0f! %s! %s; type,bearing,speed,aspect
4920=%s now on Bearing %03.0f, %s! %s; type,bearing,speed,aspect
4921=%s lost on Bearing %03.0f!; type,bearing
4922=Nearest warship sound contact: %s %s! %s Bearing %03.0f! %s;type,speed,aspect,bearing,range
4923=No warship sound contact!
4970=No officer at helms station!
4971=No officer at charts!
4972=No weapon officer at station!
4973=No radioman at station!
4974=No crew at sound station!
4975=No watch officer on bridge!
; last index is given by MaxStrings entry (at the begining of this file)
; if you add new items here, over the last entry, MaxStrings should be updated accordingly

so I think that it is necessary to insert the
_Append_to_en_menu.txt

between line 4812 and line 4900




Dani 10-23-11 03:32 AM

@Robin40
It's not necessary to insert the messeges in the corect order. Just copy them after :
; if you add new items here, over the last entry, MaxStrings should be updated accordingly

@h.sie and all others involved
Just amazing. :rock::rock::rock::rock::rock:

One question.
During one patrol, can we expect more then one wolfpack assembly, or just one? And how does this applies to saved/load games?

Thanks again for you hard work!:up:

h.sie 10-23-11 06:03 AM

Guys, thanks very much for this positive responses! Especially to DepthCharger for his detailed descriptions.....makes me curiuous to start to play myself. Never heard the "sounds of the battle". should try it myself with the hydrophone.

The advantantage of the new install procedure: All your changes are made in the Supplement-Mod and not in your sh3-installation. If something went wrong: Just disable the Supplement Mod and your sh3 is in its former state.

@Robin40: As Dani says: It's sufficient to append the new messages to the end of the en_menu.txt file. No need to insert them. No need to update MaxStrings variable, since I try to use unused numbers lower than 5000.

@Dani: In one patrol there can be more than one wolfpack attack. The number is indeed restricted, but to a (non-critical) value greater than 1.

The mission is saveable & reloadable, as long as you follow the rules for saving/reloading. See 1st post.

h.sie

LGN1 10-23-11 07:07 AM

Quote:

Originally Posted by Depth Charger (Post 1772992)
And this is what a 14 hour marathon chase looks like without map updates and steering completely manually from the first contact I got. (Am still using the alpha 2 wolfpack patch but will switch to Beta tomorrow.)

If you follow from the bottom left, you can see that I had a run in with a destroyer and took damage when I broke off. Attacked twice by aircraft and I still managed to come back, re-establish contact and successfully lead the pack into battle and bag myself a large tanker to boot. You can also see the impact of the mod to make the distance reports you get a little bit inaccurate, if you follow my contacts going up and towards the top right denoted by the little compass circles. Each was a successful contact report but having slightly inaccurate data adds to it and keeps you right on your toes all the way through the tracking phase.

Bullets flying, ships sinking, flares and depth charges going off look awesome but wait until your hear things on the hydrophone! Without contacts switched on, you are forced to sit glued to your headset waiting for your turn to loose your torps and the sound effects of the actual battle starting are simply brilliant. It started slowly with a few depth charges, and then the guns on a few ships opened up, and then on more and more as it spread across the contacts on the hydrophone, until all descended into the chaos of battle. And all of a sudden, you are there in the middle of the Atlantic and the titanic clash unfolding before you is one of your very own making. It's 1942 and you are too scared to raise your periscope for fear of detection and so all you can do is listen to the battle unfold while you hope and wait for the convoy to slowly move into the range of your solution. After 10 to 12 hours of tracking that convoy and having endured 3 attacks to get there with damages and repairs, it becomes very personal... Stuff the crew, you should have heard me shouting when the torpedoes went in! :)

Who would have thought this possible in SH3? I never had a mission last much more than a few hours in the past but today, I spent 14 on one convoy...

Magic! LGN, Stiebler and H.Sie have reason to be proud.

DC

Hi Depth Charger,

thanks for your kind words and the detailed report. Such a response shows me that the work was worth it. I hope that h.sie, who did practically all the work, feels the same.

Cheers, LGN1

Depth Charger 10-23-11 08:11 AM

[QUOTE=h.sie;1772892]V16A3 with Wolfpack Mod Beta released !

Read through this. One thing though, don't you also need to have Sergbato's wolfpack 2 mod installed due to the fact that the new lines in the campaign_scr calls for these boats? Or am I silly?

Kindest

DC

PS - About the sounds - you can actually track this by ship and hear on which side of the convoy the battle is starting. You can even hear individual escorts engaging and the shots they fire to release the depth charges followed by them splashing into the water with the the explosions about a minute later, if you close enough. Which you are... Spent last night tracking one of the pack submerged as well.

urfisch 10-23-11 08:15 AM

sounds really great! seems i have to give this a serious try! thanks a lot, h.sie!

great.

:salute:

Robin40 10-23-11 08:47 AM

V16A3

and

Stiebler Surrender_Smoke_CAM addition to H.sie's V15G2 patch of SH3.exe

Are they compatible?

I assume they aren't or

Do you have to change V15G2 with V16A3 in

Purpose:
An update of H.sie's V15G2 patch, with Surrender and "Smoke on Horizon" patches made by Stiebler.
Requirements:
A version of SH3.exe which is ALREADY PATCHED with H.sie's V15G2 patch.
No alternatives!
Method:
Create a new folder somewhere, preferably in your silenthunteriii\mods folder, and place this complete 7z file in it. Unzip the file into the same folder. It should contain these items:
bspatch.exe
patch_SH3.bat
V15G2_Stiebler (a data file)
Surrender_Smoke (folder)
[You will have also the three files of the Options Selector, described above.]
You MUST have already a copy of SH3.exe patched with H.sie's V15G2 patch. Rename this patched file to SH3_V15G2.exe. Place this file SH3_V15G2.exe into the same temporary folder that you have just created.
Double-click on the batch file, and the patching process should proceed smoothly, to create a back-up file of your HSIE V15G2 file, and also of a new SH3.exe. Then use the Options Selector (double-click on it) to choose which options you require from those provided.
Finally move the new SH3.exe into the provided folder SurrenderMod. That is, when you click on the Surrender_Smoke folder, you should see:
a) SH3.exe;
b) Data (folder).
Now enable the whole Surrender_Smoke Mod with JSGME.
Well tested with NYGM, seems to be stable. Should work well with stock SH3.
NOT tested with GWX, I think that probably it will work well.
?

Dani 10-23-11 09:10 AM

We must wait for Stiebler to release a update/new version of his Stiebler Surrender_Smoke_CAM addition for h.sie's new V16A3 patch.
Knowing Stiebler, we won't wait long.:03:


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