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-   -   Can the following common annoyances be cured with mods... (https://www.subsim.com/radioroom/showthread.php?t=88480)

CaptainKobuk 01-18-06 06:03 AM

Can the following common annoyances be cured with mods...
 
Not bugs, ...just things that get to be repeditive that a simple game interface fix(patch) or player made mod could cure.

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1] PROBLEM: Cruising in sub and switching from surface to underwater to surface again only restores the 4 crew up top in the conning tower and not the Officer too. This requires going into the crew screen and dragging back the Officer every time.

SOLUTION: Attaching the instructions that instruct the 4 crew to go back should be made to include the most recent Officer that was up there who is still in the bunk section.

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2] PROBLEM: Can't see the direction of my ship on the wider magnifications of the cruising map Chart. I RUB all i see is a dot for the submarine's icon.

SOLUTION: Bringing up the higher magnification icon long ship icon through ALL the wider magnifications (currently studying that solution as i might solve that on my own adjusting maps.cfg)

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3] PROBLEM: Unnessessary and tedious EXTRA mouse clicks to access critical information like "depth-under-keel" or asking the sonar officer for the latest contact bearings.

SOLUTION: Put one-click icons on the view screen that are exposed continuously. To simplify those commands in one step rather than two or three and accessing submenues. There's ceretainly room. We've got the entire monitor screen. And the conveniance would be the payoff.

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4] PROBLEM: In the RUB modded version of this game, i get forced to sail out of Keil, ...even after i transfer over to Flotilla 2 in Wilmerheimer(forgive the spelling). Keil is way over in Denmark and a pain to sail through all those islands.

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If you have some solutions please let us all know since these are doubtless COMMON annoyances we all would like to have cured to make playing SH3 more enjoyable...

gdogghenrikson 01-18-06 06:34 AM

Quote:

3] PROBLEM: Unnessessary and tedious EXTRA mouse clicks to access critical information like "depth-under-keel" or asking the sonar officer for the latest contact bearings.
You could Try useing Setkeys mod

CaptainKobuk 01-18-06 12:16 PM

I could sure use the keys to "check depth under keel".

I'll look around in the meantime...

Another thing i noticed about the game is Destroyers getting stuck on shore around Scappa Flow for instance. But with RUB + the extra harbor traffic ships mod and 20+ other mods it could be due to anything. heeheehe. I think i might have to reset into the game the original backup map.cfg file. I tested some things and weird things happened on the chart. Circular protractors where thety should not be and compass directions on them upside down. heeheehe. Not a problem really when you test things.

Redwine 01-18-06 02:36 PM

Problem 2 :

I noted the same and fix it with one mod one year ago.

I include a new icon into a Map Tools Mod.

http://img471.imageshack.us/img471/6...icon4ml.th.jpg

If you like this sub icon, i can upload the mod for you.

You dont need to use all the complete mod, just use only the .tga files wich changes the sub icon.

CaptainKobuk 01-19-06 06:33 AM

Thanks for the sub icon solution Redwine.

I swapped out of my old mod-set of RUB 145+ Harbor mod for the 225mb "Improved U-BOAT v1.02" mod.

Loading it all up now. Will see if there's a "box and tail" icon or just a dot for my submarine icon...

gdogghenrikson 01-19-06 06:59 AM

Quote:

I noted the same and fix it with one mod one year ago
you couldnt have fixed anything a year ago....the game wasnt reseased until april of last year

Drebbel 01-19-06 07:15 AM

Quote:

Originally Posted by gdogghenrikson
Quote:

I noted the same and fix it with one mod one year ago
you couldnt have fixed anything a year ago....the game wasnt reseased until april of last year

Remember that some people at subsim played the game before it was released. But never heard that any of them modded the game already in that stage :D

CaptainKobuk 01-20-06 12:15 AM

The 225mb "Improved U-BOAT v1.02" mod pretty much solves the problem in RUB v1.45 of not having "tails" on ship icons on the nav map. I also see a tail on my submarine icon and at higher magnifications down to 1:1 i can see all ships as icons that look like ships. Good job!!

IUB 1.02 has alot of game option decisions i find agreeable.

Now i'd like to find a mod that displays ALL the interface buttons across the bottom of the screen so that with one click instead of 2 i can check on "depth under keel" or "sonar contact".

The other problem of the Officer not switching back from the resting area to the Conning Tower after cycling from surface to P-depth to surface again, ...can be solved eventually within the game itself by focusing on upgrading the 4 watchmen who DO CYCLE back and forth. Good enough on long cruises to get to the convoy routes. I generally always cruise on electric at 1/3 speed underwater all day anywhere in enemy air-cover zones. And swap back and forth alot at night to get sonar contacts. Alot of swapping between surface and P-depth at times.

Does anyone know how to mod fuel capacity??

I was able to mod the batteries up just enough to cruise underwater an entire daylight period at 1/3. O2 supply seems to last just enough on it's own ok for up to 14-16 hours.

But diesel fuel runs out way to fast if i'm assigned a cruise sector west of England. I like leaving the limits on rather than turn them of, ...but until i figure out a way to boost fuel capicity i'll have to use the game options and use unlimited fuel.

The game is still fun using automatic targeting but i can see how later i'll be switching to the satisfaction of the old style of "guesswork" that was so fun. I guess i might start a new campaign right now with no weapons officer assistence. heeheehe. Auto-targeting is just too easy. heeheehe.

I still like the "God-view" option enabled though in the nav chart. Really all it does is relay to the captain the basics of what is clearly visible with binoculars or with sonar. Puts it on the chart so i can plan strategy.

Sailor Steve 01-20-06 01:23 PM

I cruise from Kiel to the west of England at 1/3 speed in my Type VIIB, and can stay on station for 40-50 days at Slow Speed once I get there. This seems about right to me.

GT182 01-20-06 10:52 PM

Quote:

by CaptainKobuk

Another thing i noticed about the game is Destroyers getting stuck on shore around Scappa Flow for instance. But with RUB + the extra harbor traffic ships mod and 20+ other mods it could be due to anything. heeheehe.
I've seen this also using HT 1.47 and in Lorient, no RUB or IUB being used. I've found, and seen, it depends on how close another ship is to the one in question. For example, if your Uboat is too close to another ship it will veer off course and run aground and blow up. If you hold back or steer clear of it by at least 400m on all sides, it will keep on going as it should and not run aground.

HW3 01-20-06 11:16 PM

Also if you save while in port, when you reload, all the ships have lost their waypoints and will run around aimlessly causing ships to run aground.

Ducimus 01-20-06 11:42 PM

Quote:

Originally Posted by gdogghenrikson
Quote:

3] PROBLEM: Unnessessary and tedious EXTRA mouse clicks to access critical information like "depth-under-keel" or asking the sonar officer for the latest contact bearings.
You could Try useing Setkeys mod


If he means accessing the information in the ship recognition manal, and assuming hes using the automatic TDC, all he has to do is click on the word "Ship" in the notebad in the periscope/UZO views and the manual will open automatically to that ship. No flipping through the book is required.


If your using manual TDC, this will only work after you have identfied the ship, and not before.

Redwine 01-21-06 12:13 AM

Quote:

Originally Posted by Drebbel
Quote:

Originally Posted by gdogghenrikson
Quote:

I noted the same and fix it with one mod one year ago
you couldnt have fixed anything a year ago....the game wasnt reseased until april of last year

Remember that some people at subsim played the game before it was released. But never heard that any of them modded the game already in that stage :D

No Drebbel, :up: i made that after game relese, i was not thinking in to give a exact time, is a maner to speak, but may be not correct in english.

I never imagine some one require the time with 3 decimals. (0.793 years ago)

I can believe how some ones have nothig of utility to add and are looking for. :88)

I made the icon on April last year.

Viduka 01-22-06 06:14 PM

Something i'd like to see looked at is the incompetancy of the hydrophone operators. Even when they are qualified they will miss sound contacts that are clearly audible when you go to the hydrophone yourself to listen.

This can be very frustrating if you are being pinged by a destroyer and have to keep switching back and forth between the hydrophone and the map to plot his path accurately.

gdogghenrikson 01-23-06 01:13 AM

Quote:

Originally Posted by Drebbel
Quote:

Originally Posted by gdogghenrikson
Quote:

I noted the same and fix it with one mod one year ago
you couldnt have fixed anything a year ago....the game wasnt reseased until april of last year

Remember that some people at subsim played the game before it was released. But never heard that any of them modded the game already in that stage :D

really? I didn't know that...as I didnt join subsim untill may(after as hooked on SH3) I did browse subsim before that though.


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