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Old 03-14-11, 03:18 PM   #1
LGN1
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Hi Stiebler,

great work! Thanks a lot! I will test it as soon as possible.

Just a few questions:

1. How does the Silent-Running Fix interact with the anti-humming bird mod? Is it save to use both in parallel? I guess yes, but a confirmation would be great.

2. War News Fix: Does TC still drop to 1 if you receive a radio message about a contact (not only on the map, but also with a text message)?

3. BdU Congratulations: If the return message is replaced, does it take the new message from the same pool as the congratulation messages?

4. Are you planning to finish h.sie's CO2 work, so that it works historically correct

Again, thanks for your efforts!

Kind regards, LGN1
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Old 03-14-11, 03:27 PM   #2
Magic1111
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Wow, wonderful MOD !

In my opinion an Must-have-MOD !

Thanks stiebler (and h.sie) !
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Old 03-14-11, 04:23 PM   #3
fitzcarraldo
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Dowloading now, I´ll test it.

It seems awesome...Many thanks, Stiebler!!

Best regards.

Fitzcarraldo
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Old 03-14-11, 04:30 PM   #4
Rubini
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Hi Stiebler,

What a good news! Thanks for more this great mod!

I can't test it now but just few comments on the Utanker functionality - is't possible to add just one torpedo (or a random number from 0 to 3) when "docking at a utanker? Also could be possible to go ahead a random number of hours (let's say 1 to 7 hours for example) to simulate the time expent on the milkcow? If possible these two random functions will add even more to realism and uncertanty to the game!
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Old 03-14-11, 04:40 PM   #5
fitzcarraldo
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Hi Stiebler:

I applied the patch, now. And I´ll test in a few minutes...

Only a little (but annoying) issue: in the instructions txt, you tell to put the files "somewhere", or preferibly in mods folder. Well...I can patch my SH3.exe with all the contents of the patch in the root folder (my C:\SH3, where is the SH3.exe). Only in this folder, the bat files works...

Many thanks!

Fitzcarraldo
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Old 03-15-11, 03:02 AM   #6
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Docking at Ships and Bases

Hello Stiebler,

Great news, indeed,

I assume the Pandora's Box (SH3.exe patching) will stays open for longtime….


You say: "you can only pseudo-dock at U-tankers, not at surface tankers (eg Brake, or Charlotte Schliemann), nor at land bases."

Why?

If you can associate only U-boot from Submarine folder, so, perhaps we can assimilate some ships, or/and bases, to an invisible U-boot (a U-boot with transparent skin?)

Thank you very much for your time on moding.
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Old 03-15-11, 05:25 AM   #7
Stiebler
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Questions answered in order:

@LGN1:
1. How does the Silent-Running Fix interact with the anti-humming bird mod? Is it save to use both in parallel? I guess yes, but a confirmation would be great.
Answer: Safe to use both.

2. War News Fix: Does TC still drop to 1 if you receive a radio message about a contact (not only on the map, but also with a text message)?
Answer: Yes (actually it drops to TC=8, if you have default settings). The war news uses a different code flow from the other messages.

3. BdU Congratulations: If the return message is replaced, does it take the new message from the same pool as the congratulation messages?
Answer: Yes (and no restriction on language). You can change the messages in file HsieContents.txt, which is used by the Options Selector. However, *NO single message can exceed 30 characters* (otherwise it will be truncated by the Options Selector, to save a CTD with SH3.exe.)

4. Are you planning to finish h.sie's CO2 work, so that it works historically correct?
Answer: No, I don't know how, and besides H.sie is likely to resume work on his own mods/ideas at some later date.


@Rubini:
is't possible to add just one torpedo (or a random number from 0 to 3) when "docking at a utanker? Also could be possible to go ahead a random number of hours (let's say 1 to 7 hours for example) to simulate the time expent on the milkcow? If possible these two random functions will add even more to realism and uncertanty to the game!
Answer: I agree with this idea. I was hoping H.sie would know how to add the torpedoes(!) - he has already made the torpedo reload fix. As for adding a few hours, I did consider that, but really it makes no difference to the patrol if you leave the tanker immediately, rather than after six hours. The more changes that are made to code, the greater the chance of a bug arising.

@Fitzcarraldo:
Only a little (but annoying) issue: in the instructions txt, you tell to put the files "somewhere", or preferibly in mods folder. Well...I can patch my SH3.exe with all the contents of the patch in the root folder (my C:\SH3, where is the SH3.exe). Only in this folder, the bat files works.
Answer: The SH3.exe file must be placed in the same file folder as the patch kit, in order that the patch functions correctly. I would advise very strongly that you place everything in its own folder, run the patch kit, then move the patched SH3.exe file into your main setup for SH3. Better still, install the new SH3.exe file with JSGME, so that you can easily reverse the process. But be sure to have a backup of the original SH3.exe file somewhere.

@NGT:
"you can only pseudo-dock at U-tankers, not at surface tankers (eg Brake, or Charlotte Schliemann), nor at land bases." Why?
Answer: The tankers need to be identified. All U-tankers begin with 'U-'. Surface tankers could have any name, which will be hard to distinguish. How can the code tell the difference between 'Brake' and 'Penang'? - both are seen by the game as bases. So we identify tankers as 'U-'. (You could rename 'Brake' to 'U-Brake' in your campaign files, if you wish.) There is also a major difference of operation. When a U-boat docked at a rocking U-tanker in mid-ocean, the crews mostly remained on board their own U-boats and the two U-boats would separate as quickly as possible. Surface tankers could be placed in ports or in quiet areas of the major oceans. In either case, most of the U-crew would be allowed on board the surface tanker for many hours, in order to give them a rest. The crew really did 'dock' at a surface tanker.

Thanks for all the feedback. I hope you all remain as enthusiastic *after* you have tested the patch.

Stiebler.
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Old 03-15-11, 10:17 AM   #8
Tom
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Quote:
Originally Posted by Rubini View Post
Hi Stiebler,

What a good news! Thanks for more this great mod!

I can't test it now but just few comments on the Utanker functionality - is't possible to add just one torpedo (or a random number from 0 to 3) when "docking at a utanker? Also could be possible to go ahead a random number of hours (let's say 1 to 7 hours for example) to simulate the time expent on the milkcow? If possible these two random functions will add even more to realism and uncertanty to the game!

I agree with the torpedo idea, that would be great.

As for the time delay, my suggestion is to find the milkcow and then spend the six hours or so beside it before actually docking to it.

This way you can, in addition to simulating the time spent, also simulate the risk of being spotted while refueling and reloading. If an enemy spots you during the time you wait, you have to start all over again after the enemy has departed (or was destroyed).

You might also consider a few minute delay before moving or diving if spotted, to simulate the need to cut the fuel lines between the boats first.


Finally, thank you Stiebler and H.sie for coding all these wonderful realism fixes for our enjoyment. The time and effort you've put into this is very much appreciated.
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Old 03-15-11, 10:32 AM   #9
irish1958
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Does this patch interfere with the 4GB patch? I assume it does not.
Thanks for this work. I hope hsie works it out and can return soon. We at SubSim will miss him.
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Old 03-15-11, 04:20 PM   #10
Hitman
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AMAZING

I'm very happy that you continued the path opened by H.Sie, the old SH3 still can give a lot of fun

Now if only you could find a fix for the air cover at high TC

I suggested long ago to extend the area where the game recognizes you as "close to land" and thus allows only low TC, would that now be possible with your coding abilities?
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Old 03-15-11, 04:42 PM   #11
Robin40
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Does this patch work with SH3 Starforce or SH3 Starforce-free patched?
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Old 03-15-11, 06:50 PM   #12
silentwayIII
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Default Patch installation A little confusing

Steibler: Great mod...but. Downloaded patch, put contents in a folder in my NYGM mods directory, dbl clicked on bspatch, dbl clicked on HsieOptionsSelector. After HsieOptionsSelector clicking dialog box said it could not locate sh3.exe in this folder. Put sh3.exe in folder with your patch files, dbl clicked bspatch, dbl clicked HsieOptionsSelector, dialog box says "this is the *unpatched* sh3.exe! It must be patched first!

Is there something I'm not doing or did I miss a step? Thanks.

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Old 04-06-11, 07:30 PM   #13
frau kaleun
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Quote:
Originally Posted by irish1958 View Post
Does this patch interfere with the 4GB patch?
Sorry if I missed it, but was this question ever answered?

If the two patches are compatible, is there a recommended procedure for applying them? Does it matter which one you do first?
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Old 04-07-11, 01:55 AM   #14
Myxale
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Works. They don't modify the same values.

So, patch on.
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