SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   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)

h.sie 05-10-11 04:24 AM

@Makman: Thanks for helping! Much appreciated

NGT 05-10-11 10:47 AM

h.sie_Pointer_Test
 
Hello h.sie

I confirm from my side, that everything go like you expected.

Test with NYGM heavily moded.

But I can see the text in the little window in the end: "Thanks for testing. h.sie"

I would like to mention, obviously you know already, that the en_menu.txt is different for every supermod, so the other testers must remember that.

Thanks for your job, again.
:salute:

PL_Cmd_Jacek 05-10-11 02:12 PM

Hi H.sie.

I tested your patch (h.sie Pointer Test) and on all boats except of IIA and IID everything was ok.

On IIA and IID, instead of medium damage I received a message "uboat lost". :hmmm:

Checked on pure SH3 and with SH3+Uboat Total War.

I have also a question regarding your periscope fix. When the boat is at above 7kts speed, it's automatically going down - good. However, it is possible also to force lowering when the sub for example below 30 m of depth ? It would prevent against searching for DDs coming to attack.


Once again thank for help with SH3.exe, now I can patch the file :D.

@SquareSteelBar: Thank you for the link :yeah:

h.sie 05-10-11 03:51 PM

@NGT: Thanks, mate, for your help. Without the help of you and the other testers, I could not guaranttee that the forthcoming mods will run under all conditions. yes, the empty message is a problem regarded to menu.txt, but the Pointer-Test contained such a file.

@PL_CMD_Jacek
: Nice to read that you can finally use the patches. Hope you like it. Tell your polish kaleuns about the no-starforce version.

Regarding periscopes: Have you tried to reduce water clarity using SH3-Commander. This should have the same effect. You should not see far under water....

Regarding "Uboat lost": That's okay, I have the same in stock sh3. all works as desired.

h.sie 05-10-11 04:09 PM

@KarlKoch: I tried to reproduce your reported bug, but some time after diesels have switched on (and hydrophones off), I get the message "Contact lost" - even if the enemy is very close.

Wolfstriked 05-10-11 08:12 PM

Quote:

Originally Posted by h.sie (Post 1660913)
@Wolfstriked: If diving times can be adjusted using your method there is no need for a hardcode-fix, since from a gameplay perspective all is fine. If only the diving-procedure doesn't look nice - this is eye-candy in my opinion.

Copy that....maybe on your rapidly growing future list.:O:

zj1985 05-11-11 03:12 AM

I patch the exe,and start the game but it says 0xc0000005,the game can't start.I ues the Silent Hunter 3 Update 1.4b fix-exe instead,it works fine.I don't know why.ps:the fix-exe is 2.22 MB and after patch is 1.28 MB.

KarlKoch 05-11-11 03:23 AM

Quote:

Originally Posted by h.sie (Post 1661388)
@KarlKoch: I tried to reproduce your reported bug, but some time after diesels have switched on (and hydrophones off), I get the message "Contact lost" - even if the enemy is very close.

Okay, maybe i didn't wait long enough, will test again.

edit: I expected it to lose contact as soon as the diesels were running. So maybe i have to wait a bit longer.

h.sie 05-11-11 03:37 AM

@zj1985: Reduction to 1,28MB is as desired. Some unecessary memory filled with zeroes are removed.

You must also install the "Supplement to V15xxz" mod via JSGME.

KarlKoch 05-11-11 04:49 AM

Quote:

Originally Posted by h.sie (Post 1661388)
@KarlKoch: I tried to reproduce your reported bug, but some time after diesels have switched on (and hydrophones off), I get the message "Contact lost" - even if the enemy is very close.

Hm, i just checked again, and this is not the behaviour i experience.

So, let me tell you exactly what i am talking about, maybe its just a misunderstanding.

I load the torpedo-practice mission, order my sonarofficer to follow the next contact. He will report the bearing to the next contact. After a few seconds, i order "ahead slow" and surface the boat. IWO moves to the bridge, everything fine. But my sonarofficer will continue to report the bearing to the next contact. I then ordered "all stop" and again "ahead slow" (always surfaced), but he continued to report the bearing. He stopped reporting it at a bearing of about 200 degrees, because of the dead angle behind the sub.

Running the game on Windows7 64-bit, if that is of any help.

Of course, if i switch my sonarofficer to normal mode, he will not report the contact when at surface, even if i order him to do so. But this is stock behaviour, at least as far as i know.

h.sie 05-11-11 05:13 AM

@KK: thanks again. I'll try to reproduce that situation this evening.

KarlKoch 05-11-11 06:34 AM

I would be very thankful for any other users, that are using this mod, to write down if they can verify or disprove my observation. :)

NGT 05-11-11 10:51 AM

Pointer Test-2
 
Quote:

Originally Posted by PL_Cmd_Jacek (Post 1661314)

I tested your patch (h.sie Pointer Test) and on all boats except of IIA and IID everything was ok.

On IIA and IID, instead of medium damage I received a message "uboat lost". :hmmm:

Checked on pure SH3 and with SH3+Uboat Total War.

Hello captains,

I did again the test, but, I am not able to reproduce the above problem with IIA and IID.

For me, like for Makman, IIA and IID works fine, as expected. [Windows 7 64bits, NYGM moded]

@h.sie: my English is not so good and you misunderstanding me: I am able, I can see perfectly the message, the entire message, not only the OK. But I can not see how much damage the U-boot takes, because there is not "hull integrity" value (because of your en_menu.txt, entry 589 is empty, like in GWX)

Thanks again :salute:

h.sie 05-11-11 11:27 AM

@NGT: Ok, now I understand.

It does not matter weather a boat is immediately destroyed or only damaged. It is only important that the hitpoints are decreased.

The test seems to be sucessful so far, since no critical problems have been reported. All minor problems reported are not caused by wrong pointers.

Stiebler and me are currently trying to improve his U-Tankers mod.

And with the pointers for diesel damage it will not be a big problem to program random diesel engine damages when on flank speed for longer times, maybe with some warning messages "diesels running hot" or similar.

@LGN1: With "engines running hot" I did not mean a sound output but a console message.

h.sie 05-11-11 05:22 PM

@KarlKoch: I was able to reproduce the problem and I'm slightly optimistic to fix it in the next patch version. Thanks for reporting!


All times are GMT -5. The time now is 08:40 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.