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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

h.sie 10-24-11 04:35 PM

@Rhodes: If you follow the instructions step-by-step, the unpatched sh3.exe in the main game directory will be replaced by the patched one, when you activate the supplement mod (because the supplement mod contains the patched one - provided you made no mistake).

Rhodes 10-24-11 05:53 PM

Quote:

Originally Posted by h.sie (Post 1773939)
@Rhodes: If you follow the instructions step-by-step, the unpatched sh3.exe in the main game directory will be replaced by the patched one, when you activate the supplement mod (because the supplement mod contains the patched one - provided you made no mistake).

Care to bet 5 cents that my previous CTD is due to something similar, but with the previous version! I understand what the mistake I made, will try tomorrow and see. Thank you H.sie!:yeah::salute:

Missing Name 10-24-11 10:05 PM

This is weird... I uninstalled all of my mods. Re-enabled them one by one. And now the game works fine. :06: The game crashed, but that has a loooong story behind it and is completely unrelated to this mod.

And now, I can say THIS MOD IS AWESOME.

Schöneboom 10-25-11 10:02 AM

Guten Tag, h.sie,

It looks like I'll have to buy a newer copy of SH3 to use this patch (mine is the original Starforce version) -- but it sounds totally brilliant, so thanks in advance.

One aspect of escort tactics in the game always looks unreal to me -- after they force down my boat and depth-charge me, they give up and leave in 2 hours or less. I never see a very long siege where I risk running out of battery power or oxygen, ever. Is that something you can fix? Maybe it happens more often later in the war, so that might be part of it.

Ciao, best wishes,
Wayne

Dani 10-25-11 10:59 AM

In post #1 you said there are no wolfpacks in 1939 and high chances in 1942.
In 1940 and 1941 wolfpacks are available, only the chances are lower then 1942, right?

BogdaNz 10-25-11 11:12 AM

when i try to patch V16A3 it's say no compatible version of sh3 found.
is there anything can be done?

h.sie 10-25-11 11:23 AM

@BogdaNZ: Seems you have 4GB-patch applied. Try original sh3.exe without 4GB-patch. If still no success, please send me the exe via PM.

@Dani: You are right.

@Schoeneboom: Starforced sh3.exe (without 4GB patch) should be compatible.

I think your problem can be solved by enlarging "LostContactTime" in Sim.cfg, but I'm not sure.

Rhodes 10-25-11 11:57 AM

No CTD with V16A3, tested in two single missions, all :yeah:!

In my actual career, I am in november 43. Should I activate the wolfpack lesser contacts option? Even if a find a convoy in late 43/early 44, shadowing it is impossible or extremaly difficult, due to large number of escorts with radar, plus aerial coverage.
Or one should, if a convoy is found, attack with out sending contact to BDU?

Flyingsub 10-25-11 12:36 PM

I've got v16a3 installed in LSH3 and NYGM with no ctds. However in the wolfpack mission in NYGM I cannot get the shadow orders. It keeps telling me to attack alone. The only other extra mod is mep3+fixpacks. Lsh3 gives me the shadow orders after the first report. Both installed according to the instructions. Regards:up:

h.sie 10-25-11 12:51 PM

@flyingsub: try 5 times. if no success: please look into your nygm-installation and find out whether the 12 ai-subs really found their way into nygm campaign_scr.mis.

@rhodes: due to lack of gameplay experience i cannot say what tactic is better. try out and tell us. the "less contacts" option shortens the time between 1st contact report and wolfpack attack. it's mainly for arcade players (hehe, hope to get new friends with this statement)

Flyingsub 10-25-11 01:03 PM

I've tried calling at least 5 times and have re-started the mission a few times to double check. The U-boat entries seem to be in order. They are in the end of the unit listings and re-numbered. SH3 editor show them on the campaign map. Do any of the realism settings affect the mod?

h.sie 10-25-11 02:15 PM

@flyingsub: no. i guess something went wrong when the wolfpack mod tries to read in the AI subs. they are identified by their unique position (long/lat). even one millimeter change in their position would result in an error during read in. did mission editor change their position a little bit?

did you restart the mission from a savegame?

Do you use the same "sh3" folder in "own documents" for NYGM and LSH?

Roland_RU 10-25-11 02:56 PM

@h.sie
Thanks for fine stuff!:yeah:

At me one question. Is it possible to add others AI u-boats except 12 standard?

h.sie 10-25-11 04:26 PM

@Roland_RU: I havn't tried it out, since it makes no sense in my eyes and I'm satisfied with the current solution. But if someone manages to create Subs with a better AI, these could eventually replace the current VIIF.

Flyingsub 10-25-11 06:29 PM

Nygm and LSH3 have separate folders in my documents and I didn't restart the mission from save games. Will run more tests and double check everything again. Regards.


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