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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)

rowi58 12-23-11 09:12 AM

Hi h.sie,

sounds very interesting. Merry Christmas to you and all subsimers.

http://www.gif-paradies.de/gifs/erei...itten_0046.gif

Greetings
rowi58

Sailor Steve 12-23-11 09:56 AM

Beautiful! This is something long missing from the SH series, and welcome addition.

Obltn Strand 12-23-11 10:51 AM

Every kids dream. Big and heavy chirstmas present.

Though faulty diesels can indicate that our old friend Bernand has moved to santa claus business.

Seriously, this is good addition to an already great package.

Hitman 12-23-11 03:38 PM

One of the most annoying and ridiculous things in the game has been solved :yeah:

H.Sie, it's difficult to say with words how grateful we will be to you for all this work you are doing. You are making our nursened hobby, our interest and joy get so much better, and you are doing it for free, just because you apreciate it as much as us ... it's not just the mod, it's also the feeling of dedication from someone who shares our interests what is so much rewarding. Thanks for your advanced Xmas present :up:

Jimbuna 12-23-11 04:28 PM

Nice one H http://www.psionguild.org/forums/ima...s/thumbsup.gif

h.sie 12-23-11 04:52 PM

Thanks, guys! Have a good and peaceful christmas!

urfisch 12-23-11 06:25 PM

:o

and he cant let to experiment...nice one, h.sie! thanks for the new stuff. and happy christmas for you too!

Victor Schutze 12-23-11 07:50 PM

It reminds me SH2! :arrgh!:

Thank you h.sie! :yeah:

Very nice and realistic long needed addition! :woot:

Robin40 12-24-11 02:51 AM

Merry Xmas to h.sie:woot:

h.sie 12-24-11 06:50 AM

Torpedo Pistol Switch BugFix V0.9 Alpha for V16A3 (JSGME)

Fix for a bug only some people noticed:

When you choose salvo, select multiple torpedoes and then change the pistol, not all pistols are changed.

This should be fixed now.

Fix can be found in JSGME ready format on my mediafire page (-> Hardcode fixes / Alpha testing).

Thanks to reaper for some helpful information.

Jaeger 12-24-11 07:39 AM

brilliant h.sie, as usual. Frohe Weihnachten!

Hitman 12-24-11 08:15 AM

Wow you are hyperactive before Xmas, me likes :yeah:

*Another bug hits the dust* :|\\:smug:

Fubar2Niner 12-24-11 09:05 AM

@H.Sie

A quick question mate if you don't mind. I have just got round to trying to install this excellent looking piece of work, but am a tad confuzzled. I'm editing the Campaign_scr.mis file to include the AI-Subs for the WP mod.

It states in the readme to search for the last [unit] entry and then the last in my case [unit 5695] then find the last waypoint of the last unit. Here's my problem, the last unit I have has no waypoint, in fact the last several units have no waypoint.

[Unit 5693]
Name=Buoy_G1_FL#82
Class=Buoy_G1_FL
Type=105
Origin=Environmental
Side=0
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=980246.000000
Lat=6422217.000000
Height=0.000000
Heading=0.000000
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 5694]
Name=GE War Freighter#2
Class=M35Hansa
Type=102
Origin=German
Side=0
Commander=0
CargoExt=13
CargoInt=0
CfgDate=19390101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19390825
GameEntryTime=0
GameExitDate=19400315
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=142.495850
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 5695]
Name=GE Medium Hansa Combifreighter#3
Class=KMSSHansa
Type=102
Origin=German
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=true
GameEntryDate=19400404
GameEntryTime=0
GameExitDate=19410101
GameExitTime=0
EvolveFromEntryDate=false
Long=978516.000000
Lat=6421465.000000
Height=0.000000
Heading=322.899689
Speed=0.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0



Should I just copy the 12 AI -UBoat files from your mod and paste them there at the end of this unit list?

Thanks for your help.

Best regards.

Fubar2Niner

h.sie 12-24-11 10:09 AM

@Fubar:

1) Yes, if the last unit has no waypoints, place the AI-subs after the last unit.

2) Regarding your question via PM: My newest fixes with the .act and .bin files can be enabled in any order.

Fubar2Niner 12-24-11 10:12 AM

Update
 
@h.sie

I added the AI-Subs after changing their [Unit] numbers to the end of my unit list where indicated in previous post. I enabled the supplement mod at the end of my usual mod list. The problem I have now is when I launch the game thru commander my single mission list is full of errors ?? If I try to launch the game it crashes. Disable the mod and all is well, any ideas mate?

Best regards.

Fubar2Niner


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