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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

Yoriyn 11-09-10 01:48 PM

Maybe there is any incompatibility with other mods? I think tests should be done on stock game.

My game workings fine in this moment.

h.sie 11-09-10 02:02 PM

I've already taken V15D_beta from my mediafire page. There is a problem with an system-call which I can reproduce on my job's PC with Win7/x64. On my home PC (XP/32bit) all works fine. So I have to eliminate this error. Sorry guys for that discomfort. And thanks for help and offering help.

h.sie

Yoriyn 11-09-10 03:11 PM

Is that mean XP/32-bit users can play with no problems, and the problem only affect people with Win7/64-bit? Cos I don't have any problems, yet.

Opeks1: You little out of topic I think :)

h.sie 11-09-10 03:29 PM

There have been reported 2 problems which I both can only reproduce on my job's PC with Win7/64 Bit.

1) CTD while loading.

2) After having eliminated error 1: Crew featigues very fast when snorkelling.

On my home system (XP/32 Bit) where I tested the patch, I cannot reproduce these probs. So if you also cannot reproduce these errors, where is the problem?

These system-dependent and unforseen side-effects let me hesitate to further on sharing my mods, because I cannot test them on all available operating system configurations. And I don't want to be responsible for crashes and so on. And I even cannot guarrantee that there will be no more side-effects.....I'll see what the future will bring......

h.sie

EDIT: Now I can reproduce the fast fatiguing crew when snorkelling. I couldn't see that error until now, because I had no-fatigue settings activated without knowing that. So don't use V15D_beta.

Jimbuna 11-09-10 04:11 PM

Quote:

Originally Posted by h.sie (Post 1532039)
Hi Jim,

nice to read some lines from you!

Where have the Kaleun Bechers gone?
Hope they were a good present!

H.

Hi Matey....still got em (never made it to the Meet) but hope to sort it out soon http://img707.imageshack.us/img707/853/shhhhhob3oa7.gif

h.sie 11-09-10 04:34 PM

Oh, no!:oops:

h.sie 11-09-10 04:52 PM

Yorilyn, I recommend to stick on V15C until I fixed that bug

Hartmann 11-09-10 06:47 PM

Quote:

Originally Posted by h.sie (Post 1532667)
There have been reported 2 problems which I both can only reproduce on my job's PC with Win7/64 Bit.

1) CTD while loading.

2) After having eliminated error 1: Crew featigues very fast when snorkelling.

Well , in reality snorkels created several problems in u-boats.

Noise, Moisture inside the boat and skin diseases after weeks underwater , partial vacuums ,which was extremely painful to the ears of the crew. Useless AA guns after a lot of time underwater...

but realism depend of the fatigue rate.

panzerschutze12ss 11-09-10 08:32 PM

This is totally true from what I have read also. The question is how much the crew fatigues now with snorkeling?

How fast is very fast H.Sie?

If it is really excessive maybe it could be adjusted by editing the fatigue model instead of making adjustments in your MOD H.Sie and implement through SH3 Commander? Just thinking out load about this. I have never messed with it myself and have just used different ones that have been posted on this forum. But I am willing to start.

h.sie 11-10-10 02:10 AM

with "very fast" I meant "immediately". but you see that effect only if you don't use the no-fatigue model. immediately after beginning of snorkelling, crew gets these red exclamation marks (!) which means they are fatigued.

I didn't want to program that, so I guess I made a mistake. And during my tests, I unfortunately had no-fatigue model activated (without even knowing that, maybe I forgot to roll back SH3-Commander in the past) so I couldn't see that unwanted side-effect. I'll look at that in the next days.....

Yes, from what I've read, snorkelling strongly influenced fatigue, but as the last 2 days have shown, I have to restrict on the most important issues in order to keep overview.

Stoli151 11-14-10 05:16 AM

I am assuming that the steam version is not starforce free since i got the wrong checksum even though i have the right version or did i do something wrong?

Yoriyn 11-14-10 02:05 PM

Stoli151: You must be right.

H.sie: I hope you didn't abandom this project yet:) Still waithing for new v15d version, and still using not supported one, with no problems ;)

h.sie 11-15-10 01:59 AM

no, it's not abadoned, currently programming the new version hopefully without errors. h.sie

Magic1111 11-16-10 03:59 AM

Hello h.sie !

I´ve a wish to you: Is it possible, that you please update your first Post in this Thread and explain at the "Version Overview", what the Version "V15C" fixed ?! At the Moment you explain only "V15A and B" !

I was a longer Time away from this Thread and I don´t remeber, what the Version V15C does !

Thank you very much in forward !!!

Best regards,
Magic:salute:

Yoriyn 11-16-10 04:38 AM

- Longer repair times (x60)
and
Before this mod: "Range: 8932m, Herr Kaleun".
Now: "Range: 9000m, Herr Kaleun".

The range estimations now are displayed (and of course internally used for firing solution) in certain range-steps, which become larger (more inaccurate) for larger ranges. In detail:

Range 0000-1000m: Steps: 50m (Weapon Officer) 100m (Watch Officer)
Range 1000-2000m: Steps: 100m
Range 2000-4000m: Steps: 200m
Range 4000-9000m: Steps: 500m
Range 9000-12000m: Steps: 1000m
Range > 12000m: Steps: 2000m

The maximum possible error of the range estimation is Step/2. E.g. for ranges between 2000m and 4000m the step size is 200m, so that the estimation error is max. 100m.

Hope this help


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