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

melnibonian 08-26-12 06:00 AM

Thanks for that WB :up:

Most appreciated as always :yep:

TheDarkWraith 08-26-12 08:16 AM

Quote:

Originally Posted by Rhodes (Post 1925595)
I have now 6gb of ram memory, should I activate the 4Gb patch when patching the game? I have Xp 32-bits.

Take 2 to the power of 32 and what do you get? 4GB. That's the max memory a 32 bit processor can address. So even though you have 6GB the processor (and thus OS) can only address 4GB which means 2GB never gets used. If you want to utilize your 6GB then you need a 64 bit processor and OS.

VONHARRIS 08-28-12 02:31 AM

Sonar troubles with V16B1
 
I have installed active sonar in my IXC.
Using H.sie's V16B1 patch + GWX and other mods.

Now I am getting hydrophones contacts while on surface with bad weather with the diesels running.
The sonar looks active in 11 - 15 m/s winds.

The hydrophone is inactive as it should be.
Any solutions to that problem?

Thank you in advance.

sublynx 08-28-12 01:34 PM

@VONHARRIS: a quick fix solution for this, while waiting for a more sophisticated answer... If you take your hydrophone man off and leave the space empty while running on surface, do you still get the contacts?

VONHARRIS 08-28-12 01:41 PM

Quote:

Originally Posted by sublynx (Post 1927356)
@VONHARRIS: a quick fix solution for this, while waiting for a more sophisticated answer... If you take your hydrophone man off and leave the space empty while running on surface, do you still get the contacts?

I haven't tried that.

When the patrol ends I will get rid of the active sonar and everything will be back to normal.
I haven't used the sonar anyway.

sublynx 08-28-12 03:02 PM

Quote:

Originally Posted by VONHARRIS (Post 1927361)
I haven't tried that.

When the patrol ends I will get rid of the active sonar and everything will be back to normal.
I haven't used the sonar anyway.

I guess historically S-Gerät was pretty useless, not at all as powerful as it is in SH3. I haven't put that on my boats anymore.

Friede Rösing 09-01-12 01:57 AM

Open torpedo doors
 
Hi mates;

I have installed SHIII+ Patch h.sie... i pay perfect but i have a problem.... i moddify a file NSS_Uboat7c.SIM , i change "auto open torpedo doors" with false, this forced me to open doors with "Q"

but this not working.... any idea ? thanks


EDIT:: solved the problem ... ;-)

dariocapcro 09-14-12 02:01 PM

I have an idea for a new mod related to navigation, the German submarine sailed using radio navigation (GAF) Elektra-Sonnen for the U-boat navigation, I do not have a problem to make a mod for it, greetings from Croatian

dac762 09-20-12 10:21 PM

Bottoming the boat and Limited number of depth charges
 
Great work here!!! :woot:

Any chance of fixing taking damage when sitting on the bottom? Something like, if speed is less than 1 knot then no damage.

Also it would be nice if destroyers had limited depth charges now that oxygen is more critical.

Thanks again :rock:

Andrewsdad 10-03-12 08:25 PM

Fellows, I'm stumped !!! I cannot get V16 to work and I'm sure that it is something I am doing wrong.

Here is what I have done:
1. Extracted V16 to a new folder.
2. Put SH3exe into that folder and ran the .bat file. (saved the original in a safe place.)
3. Opened the Options Selector and made the changes I desired.

Here is where I get goofed up...
The instructions tell me to extract the Supplement to V16 Mod archive. Ok, where do I extract it to?

Next it says to put my new SH3 exe into that Supplement folder (where the 4 .dlls are located.)

ok, now I have two SH3.exe's One in the main game folder and the new modified one in the Supplement Mod folder.

What am I doing wrong? Can someone give me a new step-by-step guide through this process?

Thanks !!
AD

ps... somehow, long ago, I got V 15 working. However the new "Fog Sighted" and the O2 level reports don't work, just the "CE" or "WO" text.

Wreford-Brown 10-04-12 01:32 AM

Quote:

Originally Posted by dac762 (Post 1937179)
Great work here!!!Also it would be nice if destroyers had limited depth charges now that oxygen is more critical.

Destroyers do have limited depth charges, but they will keep trying to find you unless you escape from them. This was a tactic used in WW2 when destroyers would continue to hunt for u-boats as they knew that the limited air supply would eventually lead to them surfacing.

J0313 10-06-12 11:33 PM

TXXI battery recharge.
 
I finally broke down and tried out the XXI in NYGM. Keep in mind that I am using V16B and Stieblers add on for V16B. My battery does not recharge fully. Has anyone had that problem? Is there a fix for it?

Obltn Strand 10-17-12 05:46 AM

From Readme_V16B1
Quote:

If you want this mod to also work with surface tankers, these must be renamed e.g. from "Brake" into "U-Brake" in the campaign files.
Can some one specify what files and what parts of them is to be changed?

VONHARRIS 10-18-12 01:14 AM

Quote:

Originally Posted by Obltn Strand (Post 1949105)
From Readme_V16B1


Can some one specify what files and what parts of them is to be changed?

Locate the file Campaign_SCR.mis in the SilentHunterIII\data\Campaigns\Campaign folder and open with Notepad.
Use the search/replace function and change the names of the surface tankers as described , ie from Brake to U-Brake.

Good luck.

Obltn Strand 10-18-12 08:22 AM

Quote:

Originally Posted by VONHARRIS (Post 1949487)
Locate the file Campaign_SCR.mis in the SilentHunterIII\data\Campaigns\Campaign folder and open with Notepad.
Use the search/replace function and change the names of the surface tankers as described , ie from Brake to U-Brake.

Good luck.

Yep scoured through Campaign_SCR.mis and those another two during commuter rides. Finally found them. Bit late but thanks anyway. Something motivated my lazy pinkish white ass to actually do something about it.


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