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

Victor Schutze 10-16-10 04:23 PM

Thank you h.sie and Magic1111. Every thing is fine for now.:) Could you be kind enough to show me a "print screen" of your JSGME and your active MODS? I always had a tough time with certain mods that overwrite others and yield unexpected results. I lost so many patrols to save files failures. I am trying to come back to SH3 at 100% realism now:DL

Magic1111 10-16-10 04:34 PM

Quote:

Originally Posted by Victor Schutze (Post 1516041)
Thank you h.sie and Magic1111. Every thing is fine for now.:) Could you be kind enough to show me a "print screen" of your JSGME and your active MODS? I always had a tough time with certain mods that overwrite others and yield unexpected results. I lost so many patrols to save files failures. I am trying to come back to SH3 at 100% realism now:DL

This is my MOD list based on GWX 3.0 (all in correct order and from me personally adjusted):

01_GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
02_GWX - Captain America's Officer Icons
03_GWX - 16km Atmosphere
04_GWX - Enhanced Damage Effects
05_GWX - Late War Sensors Snorkel Antennas
06_GWX - No Medals on Crew
07_GWX - Open Hatch Mod
08_GWX - VIIC41 Player Sub
09_U-Boat Bases Map with New St Nazaire
10_WBNN Mission Orders
11_LifeBoats&Debris_v4
12_Rbs1_SH4_Effects_GWX_30_71
13_TMT v2 + ThomsensShips V4.2
14_Unofficial_rockets_fix_GWX3.0
15_German Cruiser fix
16_Visible U-Marker
17_RadioMsg V 0.1
18_Sub_ Image_MOD
19_Leitz Fernglas
20_Rapt0r's Uniforms V2.0
21_New Uboat Guns 1.2
22_Foam 256x256
23_Conus' Historically Accurate U-boat Emblems 1.3
24_Das Boot Sound MOD + Grammophone Lieder
25_Officer Faces
26_OLC's Modified Searchlight Beams for GWX3
27_Waterstream+Exhaust Combi V2.3 for GWX3
28_Waterstream+Exhaust Combi - Single Exhaust for TypeII
29_GWX_SH4StyleFlag_fullModel
30_SH4Style_flag_fastSpeed
31_SH4Style_flagS_midSpeed
32_GWX_DFa-Flag&Pens_2010
33_GWX - Rafael DSK GUI
34_h.sie's LLRT+SRM+LWS-Combimod V1.1 for GWX3
35_Seafloor SF V3 Final
36_GWX_Eigene_Änderungen
37_No continuous 'Ship spotted' V1.1 for GWX3+Rubinis RocketFix
38_FM30_UpDown_final+No continuous Ship spotted+Rocket Fix
39_WB's Deck Gun Range
40_WB's Decks Awash and Fuel Economy
41_Torpedo damage Final ver2.0
42_Q Ship mod GWX3.0
43_Rapt0r's DBSM Addon [FIX 1.4]
44_Rapt0r's Instruments V3.5 [Without Red Circle]
45_ENV_MEP1a-Normal-Nights
46_ENV_MEP2a-Dark-Nights
47_New_clearsky_clouds
48_Colored Hull Integrity Indicator
49_FM_NewInterior_V1.0
50_FM_NI_Fix_for_Anvart_FM30_UpDown
51_b25Wide_Camera_mit Settings von LSH
52_b25_SF@Grass_1024
53_WAC4.1 SubPen_animated_18.02.2010
54_Colored_Map
55_Combined SH3.SDL_Commands_Harbor
56_Frictions U-123 Blackhull IX
57_Urfischs_ModStrike
58_U-Boat III Alpha Version
59_SH3-Fix_SN_2_Stock
60_Torpedo explosion
61_Wac Animated Sub Pens interior start for GWX
62_Undersea_Mod_Reworked
63_LLRT2
64_Aces' Multimod compatability fix release v1.2
65_Kiel Map Detail
66_Neue Textur Minensucher 1935
67_Q Ship mod for GWX3 - Reloaded
68_TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
69_Mine+UAW Netze by TP
70_BMW-R75 v.1 by TP
71_Aces' Super Pens v4 GWX3 Version
72_Torpedo_HAHD_1024_GWX

But please note: When I use the patched SH3.exe from h.sie´s MOD (from this Thread) I must delete MOD # 63 (Little longer Repair Time from h.sie).

Best regards,
Magic

h.sie 10-16-10 04:37 PM

hi magic,

yours is longer than mine

(mod list)

Victor Schutze 10-16-10 04:43 PM

Quote:

Originally Posted by Magic1111 (Post 1516046)
This is my MOD list based on GWX 3.0 (all in correct order and from me personally adjusted):

01_GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
02_GWX - Captain America's Officer Icons
03_GWX - 16km Atmosphere
04_GWX - Enhanced Damage Effects
05_GWX - Late War Sensors Snorkel Antennas
06_GWX - No Medals on Crew
07_GWX - Open Hatch Mod
08_GWX - VIIC41 Player Sub
09_U-Boat Bases Map with New St Nazaire
10_WBNN Mission Orders
11_LifeBoats&Debris_v4
12_Rbs1_SH4_Effects_GWX_30_71
13_TMT v2 + ThomsensShips V4.2
14_Unofficial_rockets_fix_GWX3.0
15_German Cruiser fix
16_Visible U-Marker
17_RadioMsg V 0.1
18_Sub_ Image_MOD
19_Leitz Fernglas
20_Rapt0r's Uniforms V2.0
21_New Uboat Guns 1.2
22_Foam 256x256
23_Conus' Historically Accurate U-boat Emblems 1.3
24_Das Boot Sound MOD + Grammophone Lieder
25_Officer Faces
26_OLC's Modified Searchlight Beams for GWX3
27_Waterstream+Exhaust Combi V2.3 for GWX3
28_Waterstream+Exhaust Combi - Single Exhaust for TypeII
29_GWX_SH4StyleFlag_fullModel
30_SH4Style_flag_fastSpeed
31_SH4Style_flagS_midSpeed
32_GWX_DFa-Flag&Pens_2010
33_GWX - Rafael DSK GUI
34_h.sie's LLRT+SRM+LWS-Combimod V1.1 for GWX3
35_Seafloor SF V3 Final
36_GWX_Eigene_Änderungen
37_No continuous 'Ship spotted' V1.1 for GWX3+Rubinis RocketFix
38_FM30_UpDown_final+No continuous Ship spotted+Rocket Fix
39_WB's Deck Gun Range
40_WB's Decks Awash and Fuel Economy
41_Torpedo damage Final ver2.0
42_Q Ship mod GWX3.0
43_Rapt0r's DBSM Addon [FIX 1.4]
44_Rapt0r's Instruments V3.5 [Without Red Circle]
45_ENV_MEP1a-Normal-Nights
46_ENV_MEP2a-Dark-Nights
47_New_clearsky_clouds
48_Colored Hull Integrity Indicator
49_FM_NewInterior_V1.0
50_FM_NI_Fix_for_Anvart_FM30_UpDown
51_b25Wide_Camera_mit Settings von LSH
52_b25_SF@Grass_1024
53_WAC4.1 SubPen_animated_18.02.2010
54_Colored_Map
55_Combined SH3.SDL_Commands_Harbor
56_Frictions U-123 Blackhull IX
57_Urfischs_ModStrike
58_U-Boat III Alpha Version
59_SH3-Fix_SN_2_Stock
60_Torpedo explosion
61_Wac Animated Sub Pens interior start for GWX
62_Undersea_Mod_Reworked
63_LLRT2
64_Aces' Multimod compatability fix release v1.2
65_Kiel Map Detail
66_Neue Textur Minensucher 1935
67_Q Ship mod for GWX3 - Reloaded
68_TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
69_Mine+UAW Netze by TP
70_BMW-R75 v.1 by TP
71_Aces' Super Pens v4 GWX3 Version
72_Torpedo_HAHD_1024_GWX

But please note: When I use the patched SH3.exe from h.sie´s MOD (from this Thread) I must delete MOD # 63 (Little longer Repair Time from h.sie).

Best regards,
Magic

Thanks a ton Magic1111! I'll try your mods! :salute:

Victor Schutze 10-16-10 04:47 PM

Quote:

Originally Posted by h.sie (Post 1516048)
hi magic,

yours is longer than mine

(mod list)

Don't worry h.sie you're not the only one to be "outlonged" by Magic1111:haha: I am as well

h.sie 10-16-10 05:00 PM

regarding magics long list:

i strongly recommend not to use any "longer repair times" mods like h.sie's LLRT in conjunction with my patched exe. they are obsolete now.

if i were you i would start with blank SH3+GWX and would install only those mods I really need - in order to prevent mod-salad.

Magic1111 10-16-10 05:10 PM

Quote:

Originally Posted by h.sie (Post 1516058)

if i were you i would start with blank SH3+GWX and would install only those mods I really need - in order to prevent mod-salad.

Yes, I agree this, because it costs me days, weeks and month (and often frustation :wah:) to create my MODs in this order, that I can play without any mistakes or CTD´s !

Best regards,
Magic

Madox58 10-16-10 09:20 PM

Quote:

Originally Posted by Hitman (Post 1515761)
Careful with that can of worms. I have allowed the discussion here because it is a patch or exe applied to someone's legitimate SH3.exe. I.e., no UBI files, hacked or not, are distributed at all, and it can only be applied to a SH3.exe you already own (How you got that exe is not our business, obviously, but we presume it must be legitmate unless we have reasons to think otherwise).

As long as you guys keep distributing a patch or program that:

1) Does not contain any UBI files
2) Does apply only to the user's legitimate and in his HDD installed game

It should be OK. Mind you, I don't think it should be so difficult for you guys to create a simple nice interface for the patcher that offers you a list of items to check before applying the patch (CO2 limit, IWO ranges not precise, etc.).

I have suggested in the past patching the files in question.
Not releaseing full blown edited versions.
There is no reason to have to spend even 1 minute to patch files by hand.
A proper patch would do it automagically.

And the 'Can of Worms' is not under my control.
I think you took my post in the wrong lite.
I'd think you know me well enuff by now to know I would not release
full versions of said files.

SquareSteelBar 10-17-10 01:28 AM

Quote:

Originally Posted by privateer (Post 1516221)
...There is no reason to have to spend even 1 minute to patch files by hand.
A proper patch would do it automagically...

h.sie's 'patch-batch' does it properly... :up:

Hitman 10-17-10 02:54 AM

Quote:

I have suggested in the past patching the files in question.
Not releaseing full blown edited versions.
There is no reason to have to spend even 1 minute to patch files by hand.
A proper patch would do it automagically.

And the 'Can of Worms' is not under my control.
I think you took my post in the wrong lite.
I'd think you know me well enuff by now to know I would not release
full versions of said files.
I know I can trust you Jeff, it was more a matter of advicing other (newer) members before they replied to your post and the same old discussion opened again :up:

h.sie 10-17-10 09:23 AM

So would it be a good idea to restrict the snorkeling speed to a certain value (about 5 knots)? (that would be easier than giving the snorkel a damage penalty when used for speed > 5kts.)

Should I try to consider wave height? if yes, I need details. Thanks, guys.

Hitman 10-17-10 09:33 AM

Quote:

So would it be a good idea to restrict the snorkeling speed to a certain value (about 5 knots)?

that would be easier than giving the snorkel a damage penalty when used for speed > 5kts.
Well if that is possible it sure would be the best solution. :yeah:

Only problem is that we would be going flank for 5 knots then? Seems problematic due to fuel consumption, noise, etc.

It must work with ahead 2/3 at most :hmmm:

h.sie 10-17-10 09:55 AM

to be completely sure I didn't misunderstand you:

restricting speed (and fuel consumtion/noise accordingly) would do the job?

Philipp_Thomsen 10-17-10 12:06 PM

Dont worry about fuel consumption. No need to link snorkel damage to engine speed, just to SPEED.

Player will select whatever engine speed he wants, as long as the uboat total speed doesnt surpass 5kts.

Philipp_Thomsen 10-17-10 01:09 PM

There's one more thing that needs fixing, might be on the .exe.

Last patrol I was depth charged and they destroyed my tube 5, on my IXB.

I had a torpedo inside that tube, so I ask the crew to unload it, so I could load it at tube 6, which was intact.

The torpedo kept being reloaded back on tube 5, I couldnt switch to tube 6.

Is that realistic? Or was it possible to make the switch?


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