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

Stiebler 01-06-11 04:04 AM

@H.sie:

Your information acknowledged with thanks.

Stiebler.

Silent Ace 01-06-11 10:12 AM

Quote:

1.) Could a boat produce PURE oxygen?
Not in large quantities it has become possible only to nuclear submarines because it requires a large amount of electricity.
On diesel submarines (after ww2) are manufactured oxygen using chlorine candles that contain sodium and potassium chlorate and that release oxygen for combustion.
One such candle can burn for an hour and produce 2.8 m3 of oxygen.
Oxygen is regularly added three times during the day and most mid-day when the consumption is greatest.
Quote:

2.) Could the 'Alkalipatronen' be recovered during a patrol?
I could not be recovered because it is a very sensitive substances to external factors and it must be carefully handled.

somedude88 01-07-11 12:21 AM

Steam SH3 + h.sie's realistic repair time= sad panda?
 
So if I got this straight from this extremely long thread...

The Steam Sh3exe. is completely and hopelessly incompatible to h.sie's realistic repair time mod?

If so, is there a line of code I can change to make LRT mod's flooding more realistic, rather than difficult; neigh impossible?

Thanks for your time and keep up the good work.

somedude88 01-07-11 12:48 AM

Quote:

Originally Posted by CherryHarbey (Post 1560315)
This patch doesn't reduce crew efficiency, it changes the Sh3.exe in order to multiply the repair time by a factor of 60.
It shouldn't cause mod conflicts either, I use the lifeboats, damage effects and integrated orders and this patch without problems.

Have you implemented LRT (Longer repair times) mod? If so then this will cause you problems as it is trying to do similar things to H.Sie patch. You don't need both.

In my opinion H.sie patch (from which you can download from his mediafire site) is the way to go.

If this isn't your issue, then I think you will need to post more details of what exactly you have done and what exactly isn't working.

Hope this helps.

Damn it... I didn't realize that LRT mod and H.Sie's patch were two different things...

Tessa 01-07-11 01:07 AM

Quote:

Originally Posted by somedude88 (Post 1568535)
Damn it... I didn't realize that LRT mod and H.Sie's patch were two different things...

With all the extra functions and realism that h.sie's mod adds I can't see any reason why one would prefer to use the LRT mod. h.sie's mod has LRT for all sake and purpose built into and many nice improvements. If you need a clean GWX sh3.exe file in order to be able to use this mod you can snag it here:

http://www.mediafire.com/?dzzfg6153i2i7r9

somedude88 01-07-11 02:41 AM

Quote:

Originally Posted by Tessa (Post 1568541)
With all the extra functions and realism that h.sie's mod adds I can't see any reason why one would prefer to use the LRT mod. h.sie's mod has LRT for all sake and purpose built into and many nice improvements. If you need a clean GWX sh3.exe file in order to be able to use this mod you can snag it here:

http://www.mediafire.com/?dzzfg6153i2i7r9

But again, from what I've read in the previous posts, I'm getting the sense that Steam-bought SH3.exe files do not work with H. sie's mod... and even if it did work with steam... the directions are a bit confusing to me. Even though I downloaded both your sh3.exe file and H. sie's V15D-PatchKit.7z the Patch_SH3.bat is telling me that the Checksum is wrong and therefore cannot be patched...

And if I had known the difference from the start... I too would have preferred H. sie's mod... I am a stickler for realism after all...

h.sie 01-07-11 03:09 AM

Message to people who complain that I only support one version of sh3.exe:

I am sorry to say, but ATM I only support one version of sh3.exe (which is the one the patcher accepts as the right one). You can get this version for about 5 euros.

http://www.amazon.de/Purple-Hills-Si.../dp/B002YNS4FY

You might now say: I already payed for sh3 and I won't pay a second time.

But I ask for your understanding and argue: I spent more than 2 years now for modding a simulation that fits my (and your?) personal taste. And it would take further days/weeks for me to support three different sh3.exe versions instead of only one.

So what are 5 euros (worth maybe 20-30 minutes of work) compared to that?

If you are not willing to pay 5 euro's, why should I spend days / weeks to support a sh3.exe version which I even do not own?

somedude88 01-07-11 03:37 AM

Quote:

Originally Posted by h.sie (Post 1568579)
Message to people who complain that I only support one version of sh3.exe:

I am sorry to say, but ATM I only support one version of sh3.exe (which is the one the patcher accepts as the right one). You can get this version for about 5 euros.

You might now say: I already payed for sh3 and I won't pay a second time.

But I ask for your understanding and argue: I spent more than 2 years now for modding a simulation that fits my (and your?) personal taste. And it would take further days/weeks for me to support three different sh3.exe versions instead of only one.

So what are 5 euros (worth maybe 20 minutes of work) compared to that?

If you are not willing to pay 5 euro's, why should I spend days / weeks to support a sh3.exe version which I even do not own?

But would it be okay if I tried to do what you did and create a patch kit, but with the Steam SH3.exe? That way, people don't have to pay extra and you don't have more mind-numbing slave labor to deal with.
Unfortunately, I don't have too much programming knowledge beyond webpages. (Wah wah...) But if it's at all possible, either through instruction or on-the-job-learning or whatever... I have a few weeks to burn.

h.sie 01-07-11 03:42 AM

Yes of course. My patches are freeware. All you need is a Debugger (OlliDbg) and little skills in x86 Assembler language.

But:

1) in my opinion it's not worth the time and

2) I cannot give instant courses in assembler.

somedude88 01-07-11 03:54 AM

Quote:

Originally Posted by h.sie (Post 1568587)
Yes of course. My patches are freeware. All you need is a Debugger (OlliDbg) and little skills in x86 Assembler language.

But:

1) in my opinion it's not worth the time and

2) I cannot give instant courses in assembler.


How did you learn assembler language? Maybe I can take the same route... if it doesn't involve several semesters of computer science... which is actually the most likely route you took...

h.sie 01-07-11 03:56 AM

It indeed took some semesters of computer science.

somedude88 01-07-11 03:57 AM

Quote:

Originally Posted by h.sie (Post 1568592)
It indeed took some semesters of computer science.

And so... the idiot that didn't think before he spoke, proceeds to eat his own words... mere minutes after speaking them.

h.sie 01-07-11 03:18 PM

Storm Conditions

I found the code to calculate storm conditions. Example: In the Subs .cfg file you find for storm-conditions e.g.

StormConditions=11,0.4

Currently, storm-conditions are true (flak & deckgun cannot be used and crew wears rain clothes)

If windspeed > 11m/s OR Rain Intensity > 0.4.

What about changing these conditions a little bit as follows:

If no rain: Windspeed must be > 11 to set storm conditions
If medium rain: Windspeed must be > 9 to set storm conditions
If heavy rain: Windspeed must be > 7 to set storm conditions

Any reasons NOT to do this?

h.sie

LGN1 01-07-11 04:20 PM

Hi h.sie,

are any rain/wind combinations possible? I am wondering why one should not be able to use the deck gun in heavy rain with wind speed 0m/s :06: It looks strange to me that rain can trigger the storm condition (I think it would make more sense if wind triggers deck gun usage and rain coats, but rain only triggers rain coats and has no influence on the deck gun / flak).

Cheers, LGN1

h.sie 01-07-11 06:42 PM

@LGN1: I tried to fix that, used different storm-condition routines for clothes and flak.

Weather: No storm but rain.

Result: Crew animations look very ugly for crew with rain clothes (stormconditions=1) standing at flak (stormcondition=0).


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