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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1066 | |
Seaman
![]() Join Date: Apr 2005
Posts: 32
Downloads: 36
Uploads: 0
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VMT for your help in any case. |
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#1067 |
Admiral
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@shanetrott: Unfortunately, my idea did not work. so someone with good assembler skills and a lot of endurance, patience and time would have to manually popel (german word for "to patch") all the fixes to the sh3.exe. that are hundreds of lines of assembler in the meantine. tiresome!!!
according to privateer, these starforce-removed sh3.exe files are more unstable than the newest one that never had starforce in it. so you benefit twice from paying some bucks for the newest one: 1) more stability 2) compatibility to the V15X "realism patches" In germany: 4,36 Euros (amazon.de) Sorry for not being very helpful, h.sie |
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#1068 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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h.sie, are some of the other fixes on your mediafire page significant enough to include in your patch kit? I was specifically thinking The TMTv2 & Randomised Search Lights combi-mods and also the No Continuous 'Ship Spotted!' mod. I think everyone looking for a realistic game will appreciate these.
And I think all will agree, there's too much 'mod soup' out there.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#1069 |
Admiral
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@ryanwigginton:
The patch kit includes only assembler based fixes (hard coded things). All other mods that can be done without changing hardcode are not included. combining mods A and B to one combimod C has the problem that some other people tend to use only A and not B or B and not A. |
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#1070 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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Of course. Hard code and the other files - both different beasts.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#1071 |
Admiral
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Are there still people with incompatible sh3.exe versions who are interested in using my fixes?
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#1072 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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Most definitely, yes! If it makes a difference I have a steam version and I get the wrong checksum.
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#1073 |
Stowaway
Posts: n/a
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The Steam version of SH3.exe is different from other versions of the SH3.exe
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#1074 |
Admiral
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@privateer: what are the differences between steam version and other versions? bugfixes? copy-protection? thanks!
h.sie |
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#1075 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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Just now I tried to cause flooding by crashing hard into the sea bed. All that seems to happen is minor damage to random compartments (which turn yellow for a second or two before reverting back), and no flooding. Has anyone tried to change this. h.sie is this something you can adjust?
I would expect moderate - severe damage to the forward torpedo room and some serious flooding, again in the forward compartments.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#1076 |
Admiral
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@ryanwigginton: My repair times fix does enlarge repair times by a factor of 60, but it does not change the amount of damage taken when a shell hits the boat or a collision occurs. But it's already on my (very long) todo-list to change the collision behaviour e.g. when colliding with a destroyer.
That's all coded in Sh3Collisions.act |
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#1077 |
Admiral
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Moin!
According to LGN1's research, the modelling/calculation of Oxygen-Supply and Diving Times in SH3 is wrong: (In the following, let's assume a max. diving time of 72 hours for example.) In SH3, when surfacing after 72 hours of diving, the complete supply of oxygene is restored, so that the boat is able to dive 72 hours for a second and third time and so on. According to LGN1's research, the situation was different in reality: After 5-6 hours of diving, the oxygene in the air of the boat became so low that one had to add oxygene from the oxygene supply (what leads to a max. diving time of 72 hours). BUT THE OXYGENE SUPPLY COULD NOT BE RESTORED. When surfacing, only the oxygene in the air of the compartments of the boat is restored, so that the boat is only able to dive for 5-6 hours in the future, because the oxygene supply is empty. That means: The player has to be very economical with oxygene supply. Diving periods longer than 5-6 hours are critical because oxygene supply is used and reduced and cannot be restored. In my opinion this is a very interesting point, because is adds a stategical component to the game. But before I try to model / program this, I want to know if there is any historical information about oxygene supply and diving times..... Thank you! h.sie On the ToDO-List: * Accurate modelling of Oxygene supply * Adapt Stieblers Fixes to fit my personal taste (if I get his permission) * Try to model more dud torpedoes. * After that: Stop modding, start playing! Last edited by h.sie; 04-06-11 at 07:22 AM. |
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#1078 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
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h.sie, i noticed that the tprpeod reload feature on your mod affects the load times of interior torpedoes. In bad weather it seems, loading is halted. Was this the case on the real boats? Were the crew unbale to load the tubes in high seas/storms?
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#1079 | |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
Uploads: 0
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So with NYGM 3.4 and MaGUI is this mod compatible? Its been a while so i dont know how much has been updated. Longer repair times still not compatible? |
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#1080 |
Admiral
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Brett is asking about the INTERNAL torpedoes. In storm you have to dive below 30m in order to reload internal eels. I hope this is realistic, but I'm not sure. It was a community member request.
@Salva: Longer repair times still not compatible to NYGM, since NYGM already has his own damage model with longer repair times. |
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