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-   -   [REL] Fifi Enhancements For LSH3 2020 (https://www.subsim.com/radioroom/showthread.php?t=248317)

33lima 03-07-21 05:53 PM

I'm not using LSH as I don't fancy separate installs for careers and single missions, but wanted to try this mod as it much improves the U-boat models and adds water flowing from out of the casing, as in a certain newer U-boat sim. At first I got a prominent light blue sea horizon (seen also in other pics here) and rectangular puffs of funnel smoke. Using the default particles.dat solved those problems and so far all else seems well...
except that in the 1944 and 1945 VIIC, the fixed radar panel is rendered offset to one side and turned through 90 degrees. The radar is rendered correctly on the late IXC. I appreciate that I'm not using the mod as intended but it's strange that this one thing seems wrong. I don't think it's a mod conflict. Is anyone else seeing this, with the 1944 & 45 Type VIICs?
https://i.ibb.co/2cr5Lrd/sh3-2021-03-07-22-20-33-71.jpg

33lima 03-07-21 05:54 PM

Fixed radar displaying correctly on late IXC...
https://i.ibb.co/3s6Yfs6/sh3-2021-03-07-22-23-47-12.jpg

Subtype Zero 03-07-21 08:09 PM

Hi, 33lima, good to see you on the subsim forum! You know me as BB on the simhq forum.

I don't know if this answers your question, but you might take a look at this thread:

https://www.subsim.com/radioroom/sho...ighlight=turms

I think the problem is limited to FuMO29, but I could be wrong. You may need to install H.sie's patch and Stiebler's add on to fix it.

Subtype Zero 03-08-21 12:49 AM

Quote:

You may need to install H.sie's patch and Stiebler's add on to fix it
I looked at the instructions for Stiebler4C_V16B1 add-on for H.sie's patch and found this:
Quote:

INSTRUCTIONS FOR STIEBLER FIX FOR RADAR ON TURMS DECEMBER 2014.

In the stock game, there is no satisfactory way to permit any one U-boat to have EITHER an FuMO29 fixed radar on the front of the conning tower (turm) OR an FuMO30/61 rotating radar attached to the side of the conning tower, owing to incomplete, original code. The turm/1 conning-towers lack any position on the side for a rotating aerial.

This defect is now fixed. HOWEVER . . . it requires the installation of modified conning towers (turms) which will not function properly without the Stiebler fix. Therefore, if you wish to use your original conning towers, you MUST tick this option OFF with the latest Options Selector, HsieOptionsSelector_V16B.exe.

The turms provided are those originally created by the talented ANVART for NYGM, and the complete package - modified by Stiebler - is supplied as a separate folder: the ANVART_STIEBLER_R01R02 folder.
DO NOT INSTALL this folder if you wish to retain your original conning towers.
DO INSTALL this folder if you wish to use the turm fix.
Hopefully, that will solve your problem, but you will have to apply these mods, if you haven't already. Such is the joy of SH3. :hmmm:

Fifi 03-08-21 02:12 AM

Quote:

Originally Posted by 33lima (Post 2734769)
. At first I got a prominent light blue sea horizon (seen also in other pics here) and rectangular puffs of funnel smoke. Using the default particles.dat solved those problems and so far all else seems well...

The light blue horizon could be because of earth radius changed in scene.dat to provide the vanishing hull on horizon...
If you don’t like it, just revert back the stock value using S3D :yep:

Don’t have any issue with funnel smoke here. No rectangular puffs.
Nor with FUMO 29, last time i used it it was on right place :hmmm:

U301 03-08-21 02:17 PM

Well done!
This is very good work.
It has certainly the best sea I have seen!
:Kaleun_Cheers:
KUrtz

Fifi 03-15-21 11:58 AM

post #1 has been updated with latest Hsie ini values for optimum night detection & weather changes!

:Kaleun_Salute:

Fifi 03-22-21 12:52 PM

Post #1 updated with LSH3 2020 Effects Big for Fifi.
Original mod adapted for my mod.
To be activated on top of all.

tkragelj96 04-10-21 01:45 AM

First of all, great mod, thanks for the effort! Together with LSH3 it brings this old game almost on par with SH5, graphics wise - as for gameplay it's still on number 1 with a large gap to 2nd on my personal subsim list :)

Is it possible to tweak nights brightness? Seems realistic as is, experienced nights on Atlantic myself, but too dark for playing for my taste. Not sure which files to look into apart from hsie.ini mentioned (which doesn't seem to change much, at least not up to 0.75). I can tweak for myself, but would greatly appreciate some pointers...

Fifi 04-10-21 02:39 AM

Quote:

Originally Posted by tkragelj96 (Post 2741494)
First of all, great mod, thanks for the effort! Together with LSH3 it brings this old game almost on par with SH5, graphics wise - as for gameplay it's still on number 1 with a large gap to 2nd on my personal subsim list :)

Is it possible to tweak nights brightness? Seems realistic as is, experienced nights on Atlantic myself, but too dark for playing for my taste. Not sure which files to look into apart from hsie.ini mentioned (which doesn't seem to change much, at least not up to 0.75). I can tweak for myself, but would greatly appreciate some pointers...

Hi, first of all, try to play in a dark room...then you can hide the dials etc via NumPad Suppr that brings annoying light, then you can raise a bit your monitor gamma.
But anyway, as in real, when night is overcast without moon and really dark, you can’t see barely nothing and have to wait for sunrise...as they did.

:Kaleun_Salute:

CapZap1970 04-10-21 03:16 AM

Quote:

Originally Posted by Fifi (Post 2741498)
Hi, first of all, try to play in a dark room...then you can hide the dials etc via NumPad Suppr that brings annoying light, then you can raise a bit your monitor gamma.
But anyway, as in real, when night is overcast without moon and really dark, you can’t see barely nothing and have to wait for sunrise...as they did.

:Kaleun_Salute:


:yep::up:

tkragelj96 04-10-21 05:33 AM

Haha, fair enough :) Thanks for reply and all the effort!

U301 04-10-21 06:53 AM

Quote:

Originally Posted by tkragelj96 (Post 2741494)
Is it possible to tweak nights brightness? Seems realistic as is, experienced nights on Atlantic myself, but too dark for playing for my taste. Not sure which files to look into apart from hsie.ini mentioned (which doesn't seem to change much, at least not up to 0.75). I can tweak for myself, but would greatly appreciate some pointers...

I think this might help!
:Kaleun_Cheers:
KUrtz
(Read the ReadMe for best results.)
Link: https://www.mediafire.com/file/26iqf...ghtFix.7z/file

Magic1111 04-14-21 07:04 AM

Quote:

Originally Posted by Fifi (Post 2741498)
Hi, first of all, try to play in a dark room...then you can hide the dials etc via NumPad Suppr that brings annoying light, then you can raise a bit your monitor gamma.
But anyway, as in real, when night is overcast without moon and really dark, you can’t see barely nothing and have to wait for sunrise...as they did.


Hi Fifi!

I had already written to you in the CCoM thread that I too find the night much too dark.
Since there are now some users who find it too dark, it would have been nice if you had added an add-on to your wonderful MOD for all users that make the nights brighter, or as it is in the respective large MODS Standard is.
Maybe you will think about it again ...:D

Fifi 04-19-21 04:59 AM

https://i.goopics.net/oLveL.jpg

Levyathan89 04-27-21 12:24 AM

OMG, this actually made me reinstall SH3 again and what can I say, it's fantastic! Outstanding work, Fifi :Kaleun_Applaud:
LSH eye candy + more capable escorts and aircraft, this could be the mod I've always waited for.


I have one question, though: you write in the readme that ships now sink more realistically. Does that mean that there is simulated flooding again? Or is it still the old "if the ship doesn't sink right after the hit it won't sink ever" model? Because after playing the game with LSH and your mod for a couple of hours I'm not sure about that.

Fifi 04-27-21 12:44 AM

Quote:

Originally Posted by Levyathan89 (Post 2744640)
OMG, this actually made me reinstall SH3 again and what can I say, it's fantastic! Outstanding work, Fifi :Kaleun_Applaud:
LSH eye candy + more capable escorts and aircraft, this could be the mod I've always waited for.


I have one question, though: you write in the readme that ships now sink more realistically. Does that mean that there is simulated flooding again? Or is it still the old "if the ship doesn't sink right after the hit it won't sink ever" model? Because after playing the game with LSH and your mod for a couple of hours I'm not sure about that.

No, ships still is destroyed as before (same hit points), but it takes longer to disappear under water (flooding value increase) :03:
If you don’t like this effect, just delete the Zones.cfg file of the mod, and you’ll be back with stock LSH3 values.

Fifi 04-27-21 02:40 AM

NEW WAVES for my enhancement mod: https://www.mediafire.com/file/g2yhy...ements.7z/file

Highly recommanded for better experience, to be activated very last on top of all.
(Or take the scene.dat inside, and replace the one in my mod)
Can be used with my enhancements for Ccom12 too!

And even better, can be used with Stiebler EnvSim.act 10 (if so, you MUST deactivate Hsie Bad Weather Fix!)

:Kaleun_Salute:

Levyathan89 04-27-21 10:37 AM

Quote:

Originally Posted by Fifi (Post 2744642)
No, ships still is destroyed as before (same hit points), but it takes longer to disappear under water (flooding value increase) :03:
If you don’t like this effect, just delete the Zones.cfg file of the mod, and you’ll be back with stock LSH3 values.

Oh I like the effect, but I prefer NYGMs model with simulated flooding, but I guess implementing that in LSH would be to much work.

Fifi 04-27-21 10:53 AM

If you mean negative buoyancy (like NYGM) it’s working fine in LSH3 until you get some damages (even minor)...and then the sub become unrealistically uncontrollable underwater.
That’s why i don’t use it anymore.
Needs some hard work with the LSH3 .zon files that i can’t do myself for the moment.
NYGM was made from scratch with this feature. Not added after...


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