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-   -   LIVING SILENT HUNTER 3 - EDITION 2022 » DISCUSSION and SUPPORT (https://www.subsim.com/radioroom/showthread.php?t=252544)

xarel 10-31-24 03:15 PM

LSH3-2022 - 1024 resolution?
 
2 Attachment(s)
Quote:

Originally Posted by pescada (Post 2923528)
Hello everyone, I have a problem similar to what I've read about from several colleagues, the game only runs in 1024x768 window, if someone can help me, please. Thanks. Sorry for my English, I'm using a translator.

Hello, I have the exact same problem - when starting LSH3 2022, the game starts windowed in 1024x768. I followed the installation instructions (rather commands :)) precisely. My setup:
-SH3 from Steam, I selected the steam game folder
-Windows 10
-Nvidia GeForce GTX 970 on an old, but still pretty fast gaming PC

I added two screenshots to illustrate my problem: I can't see the "commanders class" option and can't continue on the "CAPTAINS" screen. I suspect there is a button which is only visible on the higher resolution.
Any help available on this?

Aktungbby 10-31-24 03:52 PM

Welcome back!
 
xarel!:Kaleun_Salute:...after 11 years of 'silent running'!:timeout::up:

Artigliere 11-13-24 02:21 PM

Crew on deck add-on: how best to install?
 
Greetings to all the Commanders.

I would like to install "Crew on deck" in my LSH3 - 2022, but I'm afraid of making some disaster. What is the best way to install the add-on?
Many thanks to anyone who wants to answer me.

Anvar1061 11-15-24 05:01 AM

Quote:

Originally Posted by Artigliere (Post 2932825)
Greetings to all the Commanders.

I would like to install "Crew on deck" in my LSH3 - 2022, but I'm afraid of making some disaster. What is the best way to install the add-on?
Many thanks to anyone who wants to answer me.

Just activate this mod via JSGME!
https://www.subsim.com/radioroom/sho...44&postcount=1

kaizerhund10 12-01-24 02:20 PM

big compass on scrren
 
im using dgui for lsh3 2020 and was wondering is there a way i can have a slideout or pop up of a big compass on screen, he one now is small and hard to see numbers

MENTAT 12-10-24 08:00 AM

+1

Slide-out gauges are what I miss the most in this mod.

Archive1 12-11-24 01:32 AM

A short question
 
All:
I have noticed that many times tubes 2 and 3 only fire slow torpedoes, while 1 and 4 will fire fast tubes. I have wondered why that is? Does it depend upon the situation or when the tubes are opened? Something to do with timing re: the target? Dunno.
Anybody have the same "problem"?
Archive1

propbeanie 12-11-24 02:08 PM

That is influenced by your torpedo load-out prior to departing base on patrol Archive1, but also by the order you shoot the torpedoes, and what you have in reserve for reload. As you shoot torpedoes, the next available is usually loaded when using the auto-load of the game.

Archive1 12-11-24 11:08 PM

PropBeanie:
Thanks for the prompt reply.

1. Initial loadout - I am not aware that we have any control over that. When we depart the base, it is what it is. And where is there any way for us to "set" the speed of the torps as they load? Nada as far as I know.

2.The order they are shot: It does not seem to matter if one selects the #1 tube as first or the #3 tube - always, #1 is fast, #4 is fast, #2 & #3 are slow. Unless, randomly, they are not...sometimes all are fast. Huh! I cannot tell you when that occurs. I certainly cannot tell you why.

3. Reserve - There is no way of knowing the set "torp speed" of anything in reserve, is there? Do they actually come preset when dumped into Reserve when loaded+? Not a great situation if true.

I would actually presume that each torp could be set for the desired speed in the torp room at the command of the Kaleun just before shooting, in real life...which is not where we are (happily enough). That was certainly true in US subs; the torp room could set all kinds of stuff just before shooting.

Anyway, thanks for the reply.
Archive1

Locrian_Gelat 12-17-24 02:18 PM

Observation Periscope Markings
 
1 Attachment(s)
Hello everyone :Kaleun_Salute:, there is an issue for the observation periscope in my game currently (not sure if it is just me or if it was documented somewhere). The markings, in particular the "10"s are currently out of alignment unlike with the attack periscope.
I've been spending a bit of time fiddling with camera.dat /optics to no avail, since just altering zoom levels seems to not really do the trick. I wouldn't mind knowing a way of having them removed as an alternative, but I'd still prefer a way to fix it properly if anyone can help.

Edit 1:

Seems I found the answer I was looking for in the menu_1024_768.ini file!
After tweaking the appropriate degHL, degHR, degVT, degVB values I managed to get them aligned now.
Time to rig for silent running again for the time being. Cheers!

Aktungbby 12-18-24 11:21 AM

Welcome back!
 
Locrian_Gelat!:Kaleun_Salute:...back on the surface after 2 year's 'silent running'!:up:

MENTAT 12-18-24 12:07 PM

This is an excellent mod! I have returned for my beloved SH3 and it is now in HD with beautiful graphics thx to LSH !

I have been in constant frustration with the UBOAT game (that is sadly a polished crap) and this mod is a relief!

So which mods can be attached on top of this?

a-kermit 12-21-24 07:21 AM

[REL] Animated Crew on Deck V 1.0
 
Moin ... :Kaleun_Salute:
So, here I have created an “animated” version of the “CoD Mod”.


I think it's better / nicer / more realistic than the old static version.


https://www.mediafire.com/file/p519p...D+v1.0.7z/file


Readme is included.


Have a nice WH-Fest and a happy and healthy new year ....


Kermit-68

Anvar1061 12-21-24 09:23 AM

Quote:

Originally Posted by a-kermit (Post 2937336)
Moin ... :Kaleun_Salute:
So, here I have created an “animated” version of the “CoD Mod”.

Can I attach some screenshots?
https://sun9-36.userapi.com/impg/SpF...e20&type=albumhttps://sun9-14.userapi.com/impg/A9k...441&type=albumhttps://sun9-71.userapi.com/impg/mEr...305&type=albumhttps://sun9-37.userapi.com/impg/gud...e1b&type=album
https://www.subsim.com/radioroom/ima..._Binocular.gif
In addition, the command lines are missing
data\Cfg\Commands_en.cfg
;Crew up
[Cmd150]
Name=Maneuver_officer
Ctxt=1
Key0=0x43,Cs,"Shift+C"
GoBack=Helmsman_view

;Crew dn
[Cmd204]
Name=Maneuver_officer_end
Ctxt=1
Key0=0x43,Cc,"Ctl+C"

a-kermit 12-21-24 11:01 AM

Joo, sorry I'm German, I forgot ....


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