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Old 10-01-05, 12:36 PM   #1
Beery
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Default Updated version of SH3 Commander now available

An updated version of SH3 Commander is now available. This is a minor core engine update - you must already have release 2 of SH3 Commander installed (available at www.beerymod.com/SH3Cmdr2.7z - the latest full download includes this patch).

Release notes:
- Now allows for the Silent Hunter III installation path to be forced via a /l switch, or manually entered if SH3 Commander cannot find it
- To accommodate future growth, career options are now contained in a pop-up menu, retitled "Actions"
- Now recognises and supports French text language setting in Silent Hunter III
- Added realistic crew transfers option; you may lose up to one crewman per patrol
- Added ability to force (corrected) ranks, medals and badges to display in Silent Hunter III in English (with American or British ranks) or German, regardless of in-game language setting
- Added ability to adjust deck gun reload times
- Added ability to adjust water density
- Now displays last patrol end date on existing career screen to allow for easier "specific days in base" calculations when wanting a specific next patrol start date
- Added new fatigue model based on RUb's 1x TC model
- Added new background image for generated HTML files
- Added new banner image

Screenshots (not actual size or scale)...

Main interface:


New Options screen:


To download, use your SH3 Commander "Updates" feature. As this is a minor release, once you have downloaded the 418kb file just simply unzip over your current installation and then read "SH3Cmdr Help.html". Whilst performing a "Rollback" prior to installing this update is not necessary, it is always recommended as good practice.

Notes:
-When you first load this version, please review the "SH3 Options" screen. There are new options available and failing to review prior to launching Silent Hunter III may result in unwanted (albeit temporary) gameplay experience.
-"Fatigue.cfg" is no longer used - Fatigue models are now stored in a file called "Crew fatigue models.cfg", located in the SH3 Commander "Cfg" folder. If you have added your own fatigue models to "Fatigue.cfg", you will need to copy and paste them to the new file.
-"U-boat numbers.cfg" has also been moved to the "Cfg" folder.

As always, pls post your questions/feedback/problems to this thread...
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Old 10-01-05, 12:41 PM   #2
Gizzmoe
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Great new features, thanks!
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Old 10-01-05, 01:04 PM   #3
joea
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Thanks just in time, another patrol lost to CTD. At least a good reason to start in base again.


Edit only my second patrol ever lost but still.
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Old 10-01-05, 01:36 PM   #4
Gizzmoe
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Default Re: Updated version of SH3 Commander now available

Quote:
Originally Posted by Beery
- Added realistic crew transfers option; you may lose up to one crewman per patrol
It would be helpful if the transfer windows shows what qualifications the crew member had.
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Old 10-01-05, 01:40 PM   #5
baxter
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Thanks...new features look great.
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Old 10-01-05, 03:18 PM   #6
Sailor Steve
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And I just barely got the last one! Oh, well...


Nice work, guys.
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Old 10-01-05, 03:30 PM   #7
gdogghenrikson
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are there any mods this isnt compatable with, or will it work with some one like me that has alot (about 25 mods)
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Old 10-01-05, 06:22 PM   #8
Trefoil
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Thanks for the update of this excellent utility - All the hard work is appreciated
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Old 10-01-05, 07:18 PM   #9
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Default SH3 Commander & Jsgme

Great!

Looks like a nice update!


Could you give us advice on using SH3 Commander in conjunction with Jsgme?

I notice you now have both Merchant and water mods that could cause some problems because I have my own mods like these installed via jsgme now...

Please advise...

ew
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Old 10-01-05, 07:32 PM   #10
BladeHeart
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Love the idea of crew transfers; saves me having to do it manually at the end of each patrol.

Could someone please explain to me the difference between the RUB fatigue model and the RUB 1xTC fatigue model?

Again, like those above, many thanks for this excellent addition.

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Old 10-01-05, 08:52 PM   #11
Beery
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Quote:
Originally Posted by gdogghenrikson
are there any mods this isnt compatable with, or will it work with some one like me that has alot (about 25 mods)
It should work with any mod.
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Old 10-01-05, 08:57 PM   #12
Beery
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Default Re: SH3 Commander & Jsgme

Quote:
Originally Posted by eweber
Could you give us advice on using SH3 Commander in conjunction with Jsgme?
You don't need JSGME to install SH3 Commander because SH3 Commander is basically its own mod enabler. SH3 Commander works from outside SH3 and installs and uninstalls its own mods on the fly, so it doesn't need to be installed to the SH3 file structure.
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- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
- Missen.
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Old 10-01-05, 09:52 PM   #13
HEMISENT
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And the hits just keep on comin'.

Great job!
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Old 10-01-05, 10:33 PM   #14
BladeHeart
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Quote:
Could someone please explain to me the difference between the RUB fatigue model and the RUB 1xTC fatigue model?
Anyone?
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Old 10-02-05, 12:03 AM   #15
Beery
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Quote:
Originally Posted by BladeHeart
Quote:
Could someone please explain to me the difference between the RUB fatigue model and the RUB 1xTC fatigue model?
Anyone?
It's just a very much slowed-down fatigue progression, built for people who play the game in real time.
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- Bob Harris, Lost in Translation.

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- Missen.
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