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-   -   [REL]SH3 Warship Mod V3.0 (https://www.subsim.com/radioroom/showthread.php?t=157060)

Foxhound 12-28-11 07:26 PM

how is the mod enabled?
 
i finally managed to wreck my installation of SH3 while copy pasting data files. :damn: thus i am reinstalling from scratch. how am i supposed to enable the mod? why isn't there any readMe file? guys how should i enable the mod without depth charging the SH3 installation?

Foxhound 12-28-11 08:22 PM

no gun
 
i have got no gun on the any of the ships. not the cruisers not the battleships and just a flak38 on type 34 destroyers that cannot be manned. what should i do?

Tem 12-29-11 03:21 AM

I think it is best to do it yourself
in any case, try

personally I do various modifications of colors to SH3
often painted on solid colors:)

with modifications that are presented by the "Chinese" is a ONCE I managed to play another ship and it was Nagato, but only once and then after passed the complete game crash

I had to disposition several versions of SH3, SH4, SH5 and from what I noticed are slight differences, the German version differs from the Polish, Russian version differs from the English version - if you take the English version is a correct version, so modification to be done under this version and not do under the Chinese, for example, because that both versions, though made ***8203;***8203;by one company, they are of such large differences in file systems that making of modifications on the Chinese version, with the 80% of this modification will not go in the other versions - namely English, German, or which I have in Polish. It has already been tested - the only modifications that are 100% compatible are the GWX or Aces series - the rest have more or less trouble, either with graphics or with the consistency of files.

Foxhound 12-29-11 07:39 AM

range of engagements in gun battles
 
i am trying this magnificent warship mod :up::up::up:. but i have some problems and some questions.
1- most of the times when i start with a battleship, it is so big it doesn't fit into the dock, with propeller out of water (stern high) it doesn't move at all and starts to take damage from the beginning with nothing i can do about it.
2- i can never load a game, the game always crashes on reloading.
3- the range of gun battle (the range at which AI opens fire on a target vessel) is just 5Km :yawn:. the AI doesn't engage targets beyond that range. do you have the same problem?
4- although it's magnificent to sail with the Bismarck and the Scharnhorst, the detail about gunnery and rang finding leaves much to be desired. Scharnhorst hit HMS Glorious at a record range of 24Km and the gun duel at the battle of the Denmark strait started at something like 18Km. i guess we should add some views like a rangefinder to the ship and the range of automatic engagement should be increased to something like 20Km.

Tem 12-29-11 08:48 AM

Quote:

Originally Posted by Foxhound (Post 1811986)
i am trying this magnificent warship mod :up::up::up:. but i have some problems and some questions.

know how to write in a dusty old book?
Ask and it shall be answered :)


Quote:

Originally Posted by Foxhound (Post 1811986)
1- most of the times when i start with a battleship, it is so big it doesn't fit into the dock, with propeller out of water (stern high) it doesn't move at all and starts to take damage from the beginning with nothing i can do about it.

you need to know where to start missions - if you do not modify the environment (landscapes), it is the best port of Kiel - starting in the dock without a building, ship sinks not only in the concrete is almost ready to go

Quote:

Originally Posted by Foxhound (Post 1811986)
2- i can never load a game, the game always crashes on reloading.

This means that several modifications fall on each other, install the game pure, no additives, no patch, then turn on the changes - but only through JGME, through this program the game is not "destroyed" by the imposition of new files and still is pure

Quote:

Originally Posted by Foxhound (Post 1811986)
3- the range of gun battle (the range at which AI opens fire on a target vessel) is just 5Km :yawn:. the AI doesn't engage targets beyond that range. do you have the same problem?

AI the game is set to start firing from the UK 5500 yard, you can shoot yourself from a distance - but the AI always hits the target or a sphere - when you shooting yourself you do not have such a cell from a distance - close-up (up to 1000 in yard), you are better from AI because you know where to shoot
the charm of the game:)

Quote:

Originally Posted by Foxhound (Post 1811986)
4- although it's magnificent to sail with the Bismarck and the Scharnhorst, the detail about gunnery and rang finding leaves much to be desired. Scharnhorst hit HMS Glorious at a record range of 24Km and the gun duel at the battle of the Denmark strait started at something like 18Km. i guess we should add some views like a rangefinder to the ship and the range of automatic engagement should be increased to something like 20Km.

Connection artillery and rangefinders are already higher physics, do not expect from a game that does not use even 10% of computing power 2.2 GHz single processor could be converted to gravity, the weight of the projectile, the trajectory implied, physical trajectory, the momentum of the individual, the angle of view .. .
for more than five months time I sit down on the IXD2 U-boot with minor modifications and beats everything that swims with 105mm gun - that because I am already very good and I can stop the destroyer in 3000 yards

Foxhound 12-29-11 02:39 PM

too much calculation?
 
1-originally posted by TEM:
Connection artillery and rangefinders are already higher physics, do not expect from a game that does not use even 10% of computing power 2.2 GHz single processor could be converted to gravity, the weight of the projectile, the trajectory implied, physical trajectory, the momentum of the individual, the angle of view .. .
for more than five months time I sit down on the IXD2 U-boot with minor modifications and beats everything that swims with 105mm gun - that because I am already very good and I can stop the destroyer in 3000 yards

i) i guess you are just very skilful at shooting destroyers who would not hesitate to ram a surfaced boat if they can't already shoot to hell. but what what was thinking was that there is not a single instance out of the 1000 U boat the Kriegsmarine commissioned into the Atlantic (and pretty sure anywhere else) of a U Boat scaring away a destroyer with the deck gun. the best thing that comes to my mind about such a mess is HSK Kormoran shooing against HMAS Sydney.

ii) but i agree with you. (i once sank a tribal destroyer with the deck gun before she knew what was hitting her) i mean there are some improvement we can think of in SH3. this simulator ALREADY does hell of a lot of calculations and it wouldn't be so much if the accuracy of the guns (in warship mod) is a bit little improved or a sense of fire control system is added to the game.

Tem 12-29-11 03:47 PM

my way to any of the destroyer?
wheels, wheel stagger with rudder deflection of about 4-7 degrees and changing every second circle in the opposite direction
105 mm caliber bullet can cause big smoke and dust, so everyone destroyer can be sunk, just be madness in the blood and have fun :arrgh!:
when will be shown on the map destroyer admit to a distance of about 4,000 yards, and all the while exchanging artillery and UZO and shoot at a distance shown by the UZO, minus about half the length of the destroyer
at the time of the shot you need to think that this is a few seconds to fly the missile to the target and set so that was always bow to shoot
at a speed of about 20-29 knots distance 4000 yards beats very fast, it's about 40-65 seconds, during this time with a good training of the crew-gunners can shoot about 5-8 bullets, calmly at the third bullet hit gets longer, with the sixth has veered off course because they get in the towers have no command and steering - and once again set a little sideways a few bullets in the engine shooting, torpedo launchers and AA guns does the trick
:)
and then observe how well changes in the underwater ship :rock:
I play quite a long time already, I figured he would change the historical facts a little to have a U-boat version of the IX-D2 from the very beginning of the game before I got to know very well the game mechanics, how to shoot torpedoes, maneuvering, the speed of the ship, its handling and the whole week is gone - and many times I was sunk
after changing to a more powerful computer with more RAM and play with ease with my minor modifications

Foxhound 12-31-11 03:51 PM

Bismarck Vs armed trawler
 
i was sailing with the Bismarck in the British channel, it was sort of a channel dash (only in the opposite direction) and i was engaging multiple targets. things like armed trawlers and torpedo boats and they are all coming to me so gallantly. the AI gunnery on my ship was like embarrassing, something like 1 % of all the shells it was firing were making it to the target. i wished there was a way of controlling all the main battery turrets in a coordinated way, to make something like a real salvo, a meaningful way of straddling the enemy ships. i also wish there was a way for shifting target, the Weapon officer simply fires on whatever he feels like based on the range to target. the ship is under attack by a little happy destroyer fella and he is pouring fire on a nearby merchant :zzz:you guys have seen SOLDIERS HEROES OF WWII? have you noticed it's all open source and how straight forward the modding for those series of games is? i guess if ubiSOft had followed the same method for releasing SH3 things would have been much easier. (two absolutely unrelated issues i would think)

Tem 12-31-11 04:32 PM

A few months ago I was able to play the Japanese battleship Nagato modification
what I noticed
it entirely disembarking (F12) and the commandment of artillery fire on each target to increase the AI, then as if the artillery officer shoots for every purpose better and faster
but I was not play too long

I have to ask you, can you tell me where is this mod to Bismarck?
I see, I compare, maybe combines something:)

Foxhound 01-01-12 06:39 AM

sh3 warship mod
 
yeah, somebody on this very thread gave me this link (i think it was on page 33):

ftp://hartmuthaas.no-ip.org/public/S...HINESE%20U-47/

user name : admin
password: Woelfe

they are case sensitive.

you can fine Bismarck in the 4th item. http://www.subsim.com/radioroom/moz-icon://.rar?size=16WSM3.0SH3V1.4.rar there are three mods in it, the first one is for the battleships, Deutschland, Scharnhorst and Bismarck. don't save while playing or you will risk crashing the game. if it doesn't crash on saving, it will sure do on loading.

Foxhound 01-05-12 11:45 AM

Yamato
 
where can i get Yamato in the warship mod? any download link?

Tem 01-05-12 12:36 PM

yes is possible with SH4 with Uboatmission because Yamato is japanese - SH4 with latest patch with Yamato SpelerBar 1.45 - thats working :)
http://i1101.photobucket.com/albums/...174559_558.jpg

http://i1101.photobucket.com/albums/...181933_358.jpg

and shuting as well :) in first mission I was sink USS Alabama :) and more insects :)

Foxhound 01-05-12 02:57 PM

yamato in SH3
 
did you test Bismarck from than link? i can't access that link any longer, i don't know why. i was wondering if these is a mod for yamato in SH. do you have any link for yamato either in SH3 or SH4? thanks

Tem 01-05-12 06:13 PM

I want to play with Bismarck in SH3 but the game still CrashToDesktop, so I said enought and I start to play with SH4 and two mods - USS Montana and for contrepart IJN Yamato

this is pure SH4 withaut mods or JGSMe, jut I changed the files for to have USS Montana

http://i1101.photobucket.com/albums/...r/montana4.jpg

http://i1101.photobucket.com/albums/...r/montana3.jpg

now I was be on third patrol and I crush any ship in small japan base :)
:arrgh!:

second you was see - Yamato with SH4 Uboot

Foxhound 01-07-12 05:21 AM

USS Montana
 
hi, yeah, i am also testing USS Montana, it's a very powerful ship, can shoot the hell out of any Japanese convoy or escort. but i have a problem, when i return to base and press DOCK==> END PATROL, the game (SH4) just hangs and becomes not responding:yawn: i have to end its process through Windows task manager. anybody has any idea?

by the way, why is the graphic so poor for the crew in SH4? they are 2 dimensional. it's a setback. and the watch officers keeps repeating the coordination of contacts like in an endless crazy loop. other than this SH4 is wonderful.

Tem 01-07-12 05:54 AM

you start with JGSMe or withaut ??
it is pure, fresh instaled SH4 ??
it must be - in otherwise the game will end in either do not know how or do not start
after that, these are the only fashion that allow you to play SH4 without having JGSMe, do not change the files and you can play the normal missions without having to change anything:)
I still wonder how will look like the battles between IJN Yamato and USS Montana, or the IJN Kongo or IJN IJN Yamashiro:) but I will know:)
and yet USSN Skipjack mod also works, but in cooperation with JGSMe:)

this is my trip for half the oceans with short friendly visit:)
http://youtu.be/OzSb-msTrIc

:)

Riley1534 01-11-12 10:01 PM

I cannot get a link!!
 
Hey ive been trying to download this mod but none of the links work can anyone give me working links that work with GWX 3.0

Plissken_04 01-11-12 10:19 PM

Quote:

Originally Posted by Riley1534 (Post 1819750)
Hey ive been trying to download this mod but none of the links work can anyone give me working links that work with GWX 3.0



ftp://hartmuthaas.no-ip.org/public/S...HINESE%20U-47/


Username & Password in my Signature!!!



So Long

Maik

Riley1534 01-11-12 10:45 PM

link needed
 
Hey thanks for the quick reply but when i go to the site the site never shows up it just keeps loading forever...

Riley1534 01-11-12 11:02 PM

links please
 
Ok i downloaded the file but when the file is done downloading it says the file was uninterrupted so I am unable to open up the file. :wah:


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