@Tomfon:
I've confirmed your observation that H.sie's night fix no longer functions. I've prepared a second H.sie-compatible version of my envsim.act v10 for this option. It worked fine in a night-time Single Mission, currently undergoing lengthy tests on long patrols. Thanks for pointing up this error. There will need to be a double release: 1. envsim.act v10, currently available at the SubSim link at the head of this page. for those who don't use H.sie's night fix. That remains good for most purposes. 2. envsim.act v10-for-H.sie, currently undergoing tests. I shall release this new version as a double pack, with the existing v10 of (1) above. Incidentally, I tested the v10 of (1) with H.sie's and my (Stiebler_4C_Revised) hard-code fixes in place. The weather all worked perfectly, but I hadn't noticed the simultaneous loss of the night vision fix. Well spotted! Stiebler. |
@Stiebler
Indeed, the weather works perfectly for me too with some of hsie's hard-code fixes and some of your fixes in place. Thank you for looking into this matter right away. To be honest with you, for a moment i thought that releasing the .act file without the Night Vision fix was intentional simply, because, you had decided not to use it anymore. Then i thought that this doesn't make any sense and hoped that you would prove me wrong. All in all, great job Stiebler! :up: We now have proper weather.:yep: Cheers! |
I also have the " Night Vision fix toggled ON " and after this issue was brought up, I noticed my watch crew did have an increase in their range when spotting a ship.
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Updated mod fix posted
Updated mod is now posted and can be downloaded from SubSim. Specifically, the absence of H.sie's night vision fix has itself been fixed. I've tested both the weather fix and the night vision fix in several extended patrols. A pity that a radar-fitted destroyer saw my U-boat at night before I saw it - I got sunk!
See my first post at the beginning of this thread for details and for the download link (same link as previously). Stiebler. |
Most wonderful news, Stiebler!
Thank you!:up: |
much thanx again
:cool:
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Whether to re-use selector options provided by a package H.sie V16B1, to include H.sie in bad weather Fix in a new SH3.exe file?
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Hi Stiebler,
thanks for your work! :up: IIRC, H.Sie's fix also includes a random initial value for the counter to avoid long periods of the same weather after loading a save-game. Does your fix also solves this annoying issue (the same weather for a long period when loading a save-game)? Regards, LGN1 |
@Anvar1061:
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@LGN1: Quote:
If you save a patrol, then restart the same patrol without first closing the Silent Hunter III game, then you will restart your saved patrol with exactly the same weather as you saved. If you save a patrol, then close the whole game down, and then restart Silent Hunter III again, and finally reload your saved game, then usually you will start with a change of weather to mild conditions (light wind, good or fair visibility, no rain). However, on a random small number of occasions, you will continue with the same weather. The underlying reason is that envsim.act stores its variables in a position fixed relative to where the file is stored in memory. However the initial time value is not zeroed, so that it may be anything. It is updated whenever a foggy storm begins. Moreover, Windows itself stores envsim.act in changing positions in RAM every time that it is loaded (occasionally in the same position, usually not). So reloading a saved game will find the old weather if you have not first closed Silent Hunter III, but will usually (not always) find random data if you close SH3 and reload it. This effect is also responsible for the immediate change of weather that you will often see when leaving base at the beginning of a patrol. This cheap trick is actually quite effective. Particularly if you change your mind about saving the game, and wish to return immediately to the point where you left the game without effect on weather parameters. Stiebler. |
Nice work again :cool:
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Hi Stiebler. Quick question regarding installation:
If we install with Option 2, won't the newly created Sh3.exe overwrite the 4C revised .exe? This doesn't overwrite the patching done by your patch? T |
@Tupolev:
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If you do not use the Hsie hard-code patch at all, then there is no problem. Just install the new Envsim10 weather file over any existing envsim.act file, preferably with JSGME. If you have only the H.sie hard-code patch installed, then you must use the Options Selector to remove H.sie's hard-code fix option before reinstalling the new EnvSim10 weather file. The new envsim.act file will overwrite H.sie's modified envsim.act file, but the new file will retain H.sie's dark-night fix. If you have Hsie's hard-code fix already, and you wish to install the Stiebler hard-code fix AND the new Envsim10 weather file (as envsim.act), then you can use the Options Selector to remove H.sie's weather fix before you make the Stiebler hard-code fix OR after you make the Stiebler hard-code fix. In either case, check with the Options Selector that H.sie's weather fix is switched OFF. Lastly, add my new envsim10 weather fix, as envsim.act. If you have already the H.sie AND the Stiebler hard-code fixes in place, then use the Options Selector to remove H.sie's hard code fix for the weather. Then finally add the new Envsim10 weather file (as envsim.act) to overwrite H.sie's envsim.act file. In all cases, ensure that H.sie's weather fix is turned OFF with the Options Selector before you add my new Envsim10 weather file, which will overwrite H.sie's envsim.act file. I hope that is now clear. Stiebler. |
Wow this is awesome!
After all these years SH3 just keeps getting better! Just to make sure, it works with GWX and 16km atmosphere? (16km mod doesn't have this file so I'm guessing it's ok?) but GWX mod probably edits this file? Thank you! |
Disregard my previous question, all is working perfectly with gwx even when installed mid patrol.
Finally properly working weather, a must have fix! Thank you again! |
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You said wins upper 15kmh was allowed, that was the value read by the fix? In your miss thus is allowed? I mean wins could be 20kmh and should be traded only 15 kmh? If officer says 10kmh wind, is this real? Because I notice I'm having like 50 failure rate for torpedoes, with magnetic trigger at 7,5 or 8 m, so far than modded 15% value. |
@Hulldmg:
Glad to find the weather fix is working for you. @Aquelarrefox: Quote:
Therefore if the officer reports a wind of 10 m/s, then that is a true wind in the original (stock) SH3, and also in H.sie's weather fix, and also in my new envsim.act file. Torpedo failures: You have not stated in which game year you are playing SH3. U-boats suffered from severe torpedo failures, from many causes, until the end of year 1940. Then there were smaller torpedo failures until late 1942. Thereafter the U-boat torpedoes were mostly reliable. The original (stock) SH3 had also its own programmed torpedo failures until the end of 1940, as well as the failures that the H.sie fix provides. Therefore, if you are playing SH3 in years 1939 or 1940, you will have a high rate of torpedo failures. One solution is to set your torpedo pistol type to 'impact (I)' and not 'magnetic (M)' in the torpedo selector (F6) screen. I hope that helps. Stiebler. |
thaks for reply. h.sie fix torpedo in later 39 early 40, magnetic.
mybe there were another explication, i used now your weather mod, and doing night attacks i noted more variation in wind speed along the trip until attack, so my test was under water. mybe in some cases i have realy 14 winds speed at the moment of aproch that i cannot read underwater. i tested over the same aproch from several saved game again and again to obtein some stats. on the other side your mod works very realistic for me. still with your mod i can get winds of 25 km/h and the officer will say 15km/h? Last testing with your env file worked good and hit with a rational rate. 1 ship on surface and 1 summerged infiltrated in a british east cost. 3 hits, 1 early detonation (in the yard, any way i could scape, lone little hunter) and only one failure at 25m. early test i have 4 filures and 1 hit or 1 premature explotion. im sure becose i follow them with external camera to be sure. as you know more things, every type of torpedos have diferent "early detonation" probability? thanks, great modder. |
@Aquelarrefox:
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No, all winds above 15 m/sec (or km/h) are now assigned a random value up to 15 m/sec (or km/h). Stiebler. |
thanks.
i saw a issue, i dont know why but when you go out from high compresion time and you go from clean sky to complete cover sky, the officer says "covered sky" but when you see sky its raining but the stars are visible. if you let time go some minutes and change camera it seems right. i dont know if something related to your envairoment, or my instalation bug ( i dont remember this earlier). |
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