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

Fader_Berg 10-15-15 03:30 AM

aero16 has given me a list of found memory locations made by Stiebler (with his permisson of course).

I officially want to thank you both for this contribution. This will speed things up.

Anvar1061 10-15-15 06:33 AM

Quote:

Originally Posted by Fader_Berg (Post 2351065)
latest-patSH3r.zip is for people who just want to play the game. No more files are needed for that.
latest-patSH3r-source.zip is for people who want to see the code, and is interested in how it's done.

SSS
http://www.subsim.com/radioroom/imag...n_Salute-1.gifhttp://www.subsim.com/radioroom/imag...n_Salute-1.gifhttp://www.subsim.com/radioroom/imag...n_Salute-1.gif

Fader_Berg 10-15-15 06:40 AM

Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.

makman94 10-15-15 08:30 AM

Quote:

Originally Posted by Fader_Berg (Post 2351084)
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.

yes...another annoying bug !!

i am very excited with your thread and your achievements ! hope to have success to this new task too!
(see if you can import Rubini's hydrophone layers-plus Leitender's addition- in your code.would be nice to have all in one if possible:
http://www.subsim.com/radioroom/showthread.php?t=193199)

many thanks to Stiebler for his very valuable sharing :up:

all the best to you guys

BigWalleye 10-16-15 10:37 AM

Excellent work, Fader_Berg! h.sie and Stiebler have provided some great enhancements with their executable file patches. Making WO accuracy experience- and qualification-dependent adds another consideration for the Kaleun. And run-time patching will be easier to install, especially for less tech-savvy gamers. I hope you will continue with this implementation approach. Reverse-engineering machine code is labor-intensive and requires great expertise. Thank you for all your effort.

One question: Is there a constraint on implementation of your patch? Before starting a career? Mid-career, but in-port only? Or can it be implemented at any mid-patrol save?

Fader_Berg 10-16-15 10:54 AM

Quote:

Originally Posted by BigWalleye (Post 2351364)
One question: Is there a constraint on implementation of your patch? Before starting a career? Mid-career, but in-port only? Or can it be implemented at any mid-patrol save?

Anytime, anywhere.

rowi58 10-17-15 03:35 AM

Hi Fader_Berg,

first of all thanks for this great new aproach to chnge things in SH3. I#ve d/l your r21 today and i'm testing the WO messages - the German messages. Thre is a little typo mistake which won't give you correct range and bearing.

https://www.mediafire.com/convkey/80...ceuedaoy6g.jpg

As underlined in red there is a <LARGE O> istead of a <ZERO> which causes this problem. And by the wy it looks better if you type Sichtkontakt and Peilung - but this has no resultuts on the program.

Greetings
rowi58

rowi58 10-17-15 04:45 AM

Quote:

Originally Posted by Fader_Berg (Post 2351084)
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.

Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58

Fader_Berg 10-17-15 07:58 AM

Quote:

Originally Posted by rowi58 (Post 2351491)
Hi Fader_Berg,

first of all thanks for this great new aproach to chnge things in SH3. I#ve d/l your r21 today and i'm testing the WO messages - the German messages. Thre is a little typo mistake which won't give you correct range and bearing.

<IMAGE>

As underlined in red there is a <LARGE O> istead of a <ZERO> which causes this problem. And by the wy it looks better if you type Sichtkontakt and Peilung - but this has no resultuts on the program.

Greetings
rowi58

Thanks. I'll fix that in next revision.

Fader_Berg 10-17-15 08:18 AM

Quote:

Originally Posted by rowi58 (Post 2351501)
Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58

Why do I have to identify a sighted ship within a labyrinth of black hyrolines? I might want to keep track of a warship while plotting an merchant, though.

When it comes to this, I don't have full understanding of the game engine yet. But it sure looks like it would be possible to have them non exclusive with each other.

Myxale 10-17-15 02:38 PM

A most welcome addition to SH3-
Awesome work. :rock:

Kudos

sublynx 10-18-15 09:38 AM

Could the fact that ASDIC contact was lost after explosions be simulated by your mod?

(Sound of explosion -> ASDIC Range = 0 + some kind of timer for x seconds?)

Fader_Berg 10-18-15 09:43 AM

Quote:

Originally Posted by sublynx (Post 2351776)
Could the fact that ASDIC contact was lost after explosions be simulated by your mod?

(Sound of explosion -> ASDIC Range = 0 + some kind of timer for x seconds?)

Maybe... If I find where the logic for it is at.

sublynx 10-18-15 10:11 AM

Maybe Darkwraith's Depth Charge Water Disturbances mod could be of help in figuring out what to look for:

http://www.subsim.com/radioroom/show...181513&page=11

Fader_Berg 10-18-15 10:12 AM

r23:
  • Added repair_time_factor

Repair time factor

Lets you set the repair time to something little more realistic and challenging. Not compatible with V16b1. This setting is impossible to enable with a h.sie patched exe, so no worries.


All times are GMT -5. The time now is 06:00 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.