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-   -   [REL] patSH3r - Reborn (https://www.subsim.com/radioroom/showthread.php?t=222180)

Fader_Berg 02-06-16 04:13 AM

Quote:

Originally Posted by Michal788 (Post 2379446)
I use Winhq on my Mac for playing SH3.
And the h.sie patch didnt work for me.:down:
Even with the orginal sh3.exe.
Everytime if i patch the file sh3.exe the game is crashing or didnt start.

But this solution is working and i am happy.
I can finally play sh3 with the bug fixes.

Thanks Fader.

Nice. I've tried SH3 on linux a couple of times with wine, but there was too many graphical glitches. Is it working nice on mac?

makman94 04-29-16 04:22 AM

hello Fader_Berg ,

i hope to get more (and even...more) from your super patch ! Do you have-plan any new goodies ?

all the best :up:

Fader_Berg 05-18-16 04:08 AM

Quote:

Originally Posted by makman94 (Post 2400757)
hello Fader_Berg ,

i hope to get more (and even...more) from your super patch ! Do you have-plan any new goodies ?

all the best :up:

Hi Makman94...

I have plans and wishes from community members I want to integrate. But the process has stagnated a bit. Too much World of Tanks, Space Engineers and last but not least, the forced upon me - earn to make a living thing... work. My interest in SH3 comes and goes, so the work will probably continue in the future. I'll let you all know.

/Fader Berg

Aquelarrefox 05-18-16 04:20 AM

hi, is this compatible with steibler? i saw was compatible wiyh hsie.
I will test it.

I have an idea for a simple but realistic fix, you can't fire nor change pistol (until mid 42) with out 4 sailor or a minimum level of performance( I prefer last). Please considered it for future.

About fatigue,I love it and I'm good with gwx/and charging a little the basic file to change the fatigue proportion in different compartment. I think patch would be the most simple possible, referred to this, I would be pleasure if the patch could drop down performance by a value related to time (counting variable ) , with out floor, so you should left convoy if they are to stressed like in reality.

I have a question related with morale, game uses it? Because employ that concept would be beautiful. Always I have consisted it should increment with destroyed units, a little with send contract, drop down by time (very slow) and that value multiplied by hull integrity, and then multiplied in performance of compartment.

Other things interesting would be, maximum of days in sea by starvation, no water nor food (days counter implement, expanded by docking in supply ship or milk cow, for real navigation replace course plotter by a command to put a Mark in that position with clear sky (more complex could be done to generate random displacement), Another good one is that officer say land spoted, but it can recall continue spoting., and the most important, hydrophone in swipping and radar may say how many contracts are spoted after a complete turning. They are only ideas I hope some one could implement one day.

thanks. We live works like this.

tested no crash, and wo is great really

drakkhen20 05-20-16 10:22 PM

got any new info or an udate on this ? should I patch to Hsie work and then use your patch\ mod or does it matter ?

Aquelarrefox 05-21-16 04:10 PM

it worked for me with h.sie patch and steibler b (with fido fix no radar fix).
Just copy in folder and it fix on-the fly as readme say.

Fader_Berg 05-24-16 11:34 AM

Hi.

patSH3r is fully compatible with the h.sie patches. Those parts of of patSH3r which isn't, will be auto-disabled with no possibility to override.
Check the readme or #1 for more details.

Regards

Fader Berg

P_Funk 12-22-16 12:36 AM

Quote:

Originally Posted by Fader_Berg (Post 2375332)
If anyone can come up with an bright idea how to manage the crew rotation - other than the quite messed up solution I already tried, I'm in for it.

Can you read the status and position of crew members and export it to an external program?

Fader_Berg 01-03-17 07:21 PM

Quote:

Originally Posted by P_Funk (Post 2453655)
Can you read the status and position of crew members and export it to an external program?

It's possible but not convenient to do in realtime.

P_Funk 01-04-17 07:08 PM

I was thinking maybe you could just have some minimalist external gui that lets you basically import the status of the crew from the game including compartments they're in and then it could just have presets you press to change crew making it so that you'd still have to pause the game or bring it to 1x at rotation time but that you could avoid the need to keep changing people around one by one.

Another question. Is there anything that can be done about the way the game resets the lunar cycle to what it was at the start of your patrol everytime you load a save? Maybe some way to directly inject into the game the current date on the lunar calendar or something?

Fader_Berg 01-05-17 07:41 AM

Quote:

Originally Posted by P_Funk (Post 2456091)
I was thinking maybe you could just have some minimalist external gui that lets you basically import the status of the crew from the game including compartments they're in and then it could just have presets you press to change crew making it so that you'd still have to pause the game or bring it to 1x at rotation time but that you could avoid the need to keep changing people around one by one.

Hmmm... It sounds interesting but I don't know...
I would like something like Hitman suggested a while back. Maybe the only way is to go through an external program. But in that case, it suddenly doesn't seems worth it. It gets too messy. Maybe if it could be incorporated in SH3 Commander, so that there is one app to rule 'em all. But that's not likely to be happening.
Quote:

Originally Posted by Hitman (Post 1588067)
It would be nice to see the crew rotate in full watch sections, i.e. in the german UBoats there was a "Port" and a "Starbord" watch, which rotated every 4 hours (I think it was 4, NYGM readme has accurate information about this). Even if the player wants to drag a crewmember around for exceptional situations (Attacks), could you make the crew rotate in those 2 watches :up:

Sublynx also provided an interesting solution (#142). I had some logically and programming concerns about it, but I can't recall what it was. Maybe we could work out something based on his thought.

Quote:

Originally Posted by P_Funk (Post 2456091)
Another question. Is there anything that can be done about the way the game resets the lunar cycle to what it was at the start of your patrol everytime you load a save? Maybe some way to directly inject into the game the current date on the lunar calendar or something?

I've never thought about it. Is it wrong as it is?
I guess it's possible.

P_Funk 01-05-17 09:52 AM

Quote:

Originally Posted by Fader_Berg (Post 2456126)
I've never thought about it. Is it wrong as it is?
I guess it's possible.

The problem is that when you load a saved game the lunar cycle seems to reset to the day the patrol launched so if you play three days of sim time in every session then you basically end up reliving the same 3 days of the lunar calendar. So if you launch with a full moon you will spend a month at sea mostly with full moons.

As far as I know if you never save the game and run a single patrol all the way through the moon otherwise behaves properly.

P_Funk 01-05-17 06:28 PM

Another question I have is does the night vision fix influence enemy detection as well or is it just for your own crew?

EDIT. Nvm, read hsie's manual to figure it out myself.

ferg 08-07-17 01:38 AM

Quote:

Originally Posted by utops (Post 2378497)
Decided to rest on the bottom to stop flooding etc. Depth was 17 meters and after 10 minutes resting on seabed CE goes crazy with reports about sub being damaged and destroyer was not dc at that time or any time.

This is stock behaviour, I believe. I've encountered in GWX long before discovering patSH3r. I'm sure I passed a mod the other day that changes this behaviour so you can rest on the sea floor and repair as you were trying to do.

Quote:

Btw. Whats up with blank CE messages?
That's either SH3 Commander or some mod that you and I both use. Do you use GWX? I think that's where the behaviour is coming from on mine. It's hiding the part where the CE informs you of the damage to your hull integrity since in reality you'd have no way of assessing it.

So when you see a blank CE message, you can assume he's trying to tell you your hull is taking damage.

ferg 08-07-17 01:41 AM

Quote:

Originally Posted by Leitender (Post 2376589)
The second point is to switch on "crew efficiency" for every crew sensor in the "sensors.cfg" file. With this function enabled, imho a tired watch will spot a target later then a relaxed one, a hydrophone contact will be reported later and so on. This forces me to exchange the watch continously.

Wait. Crew sensors aren't influenced by efficiency? So what is the point of "Bridge" efficiency then?

Gammel 09-03-17 12:28 PM

cheers!

May i ask for a feature?
OK Thanks!
So how about subs AA Crew firing on ships when ordered tds?
The surface ships already do this IIRC when engaging the players or other vessels.
SO great seeing someone is working on this hardcode stuff again.
:subsim:

Aquelarrefox 11-15-17 10:54 AM

Watch officer to bridge is giving me crash dive or submerge at 128 or upper speed

Fader_Berg 12-24-18 06:04 AM

Hi all.


I'm glad to announce a new release of patSH3r today. r48 is a complete rewrite of the code and patches.

This revision doesn't come with a lot of new features. Quite contrary. Some features have been removed 'cause they sucked in one way or another. But this release is far more robust than any of the previous ones. It also uses techniques in SH3 that wasn't known for me two years ago.

It's X-mas though... so I've got one new feature for you. True bearings. The watch officer and sonar guy may give true bearings to targets.

Read the manual for more information.

Also... patSH3r isn't compatible with hsie-patched exe's anymore. It takes too much time to write two versions of everything. patSH3r will refuse to initialize if you're running a hsie-patched exe.

Many thanks to Makman94 for advises and testing.

Download @ https://fb.tuxxor.net/

Merry Christmas

Anvar1061 12-24-18 10:21 AM

http://www.subsim.com/radioroom/imag...humbs_Up-1.gif
http://www.subsim.com/radioroom/imag...n_Cheers-1.gifhttp://www.subsim.com/radioroom/imag...n_Cheers-1.gifhttp://www.subsim.com/radioroom/imag...n_Cheers-1.gif
https://pp.userapi.com/c845122/v8451...iz_H5lttdM.jpg

[PATSH3R]
AlertWatchOfficer=Yes
NightVisionFactor=0.45
RepairTimeFactor=25.0
SmarterPettyOfficers=Yes
TargetReporting=Yes
TargetReportingWO=4620
TrueBearings=Yes

I regret that patSH3r is no longer compatible with hsie-patched exe.

makman94 12-24-18 09:53 PM

Quote:

Originally Posted by Fader_Berg (Post 2582919)
Hi all.


I'm glad to announce a new release of patSH3r today. r48 is a complete rewrite of the code and patches.

This revision doesn't come with a lot of new features. Quite contrary. Some features have been removed 'cause they sucked in one way or another. But this release is far more robust than any of the previous ones. It also uses techniques in SH3 that wasn't known for me two years ago.

It's X-mas though... so I've got one new feature for you. True bearings. The watch officer and sonar guy may give true bearings to targets.

Read the manual for more information.

Also... patSH3r isn't compatible with hsie-patched exe's anymore. It takes too much time to write two versions of everything. patSH3r will refuse to initialize if you're running a hsie-patched exe.

Many thanks to Makman94 for advises and testing.

Download @ https://fb.tuxxor.net/

Merry Christmas

Merry Christmas to you too Fader_Berg :Kaleun_Salute:
Thank you for sharing your last work , superb as always :Kaleun_Applaud:


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