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Old 10-18-12, 08:51 PM   #3511
alphington
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Default sh3 version 1.4

I bought my SH3 this year from Ubisoft and it already patched to v1.4. Does this mean that the h.sie installation will not work as point 1.c of the installation guide says to use your original (unpatched) sh3.exe? If so, is there a way to get the original sh3.exe or else somehow to 'unpatch' the version that i got out of the box?

thanks
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Old 10-18-12, 11:18 PM   #3512
VONHARRIS
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Quote:
Originally Posted by alphington View Post
I bought my SH3 this year from Ubisoft and it already patched to v1.4. Does this mean that the h.sie installation will not work as point 1.c of the installation guide says to use your original (unpatched) sh3.exe? If so, is there a way to get the original sh3.exe or else somehow to 'unpatch' the version that i got out of the box?

thanks
Welcome to Subsim.
Hsie patch will work just fine.

Gute Jadg Herr Kaleun.
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Old 10-19-12, 03:25 PM   #3513
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Many thanks for answering me Von Harris I'll give it a go!
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Old 10-21-12, 03:44 PM   #3514
Mau Fox
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Hi guys!

I am new to this forum but not at SHIII. Been playing this beauty since 2008 although the stock version only. Then a few months ago I discovered this amazing community and decided to give a boost to my underwater experience, so I installed the GWX3 Gold, SH3 Commander the V16B1 patch and more than a dozen of the great mods that allow this sim to become ageless.
Really, commanding the sub is now a complete different experience. I'd like to thanks everyone who has dedicated time and passion to develop and test all those gems.

Now, you know that appetite comes with eating ... and since I am a hardcore realism seeker I have a couple of ideas that I'd like to share here.

Reading between the pages of uboat.net I came across the "U-boat Crew Casualties" page http://uboat.net/men/men_lost.htm.

Besides crew KIA there also were several other reasons for injures or death during a patrol. One of the more common causes of loss was man overboard occuring during bad weather or during sudden crash dives. You won't believe how many IWOs were lost in such way ...
Other injuries were broken arms or legs due to conning tower's accidents while in bad weather or while diving as well as while working in the sub. There are some interesting case records in the link above.

The question I'd like to ask the Mod Gurus is:

Would it be possible to have these events in the sim?

I mean would it be possible to create a subroutine (like the one that manages the breaking of diesel engines in h.sie's great V16B1 patch) where the parameters are wind speed, the time spent surfaced in very bad weather and, of course, a percentage that the event really occurs?
The outcome could be a man overboard (or more as happened to U-106 on 23 Oct 1941 when the entire watch was lost overboard) or some injuries.
It would also be great if the NAV officer could report the event (i.e. "Man over board!" or "Casualties on deck!").

Another common crew loss was when the boat was forced to crash dive and men were still on deck manning the weapons (AAMG or deck gun) as for example reported by U-53 on 17 Sep 1939 "Several Swordfish aircraft from the British fleet carrier HMS Courageous attacked the boat with gunfire forcing the boat to crash dive. Some gunners had to be left topside when the boat dived, they perished.".
Again a subroutine could manage the possibility that such event occurs when the boat goes in crash dive while the crew is on deck manning the weapons.

If this could be possible and even automatically recordered in the war diary I could die a happy men :-)

Another things I'd like to see in the sim (but this is more a candy-eye than an improvement) is that when the boat goes crash diving the forward torpedo room fills with men. I usually do that by dragging every man out of duty into the forward torpedo room just to add a bit of realism feeling. This feature also would perfectly match the DBSM sound file where you can hear the crew running forward.

I don't know if these issues have been debated before. In that case forgive me for beating a dead horse!!

Greetings and good hunting!

Mau Fox.
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Old 10-21-12, 05:18 PM   #3515
fitzcarraldo
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That is a great idea.

Welcome aboard!

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Old 10-23-12, 11:09 PM   #3516
Albrecht Von Hesse
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Default Argh!!!

It's December '39, I'm in a dugout, in very foul (15M) weather. I've been patiently (real-time) intercepting a Granville-type freighter from a contact report from about 26K out, on the surface, during daylight (1040 at actual LOS).

1st torpedo launched at 4M, fast speed, 1100 meters distance, 58AOB . . . ran about 15 meters deep.

2nd torpedo launched at 3M, fast speed, 950 meters distance, 59AOB . . . ran about 15 meters deep.

3rd torpedo launched at 2M, fast speed, 600 meters distance, 61AOB . . . ran about 15 meters deep.

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Old 10-24-12, 12:58 AM   #3517
VONHARRIS
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Quote:
Originally Posted by Albrecht Von Hesse View Post
It's December '39, I'm in a dugout, in very foul (15M) weather. I've been patiently (real-time) intercepting a Granville-type freighter from a contact report from about 26K out, on the surface, during daylight (1040 at actual LOS).

1st torpedo launched at 4M, fast speed, 1100 meters distance, 58AOB . . . ran about 15 meters deep.

2nd torpedo launched at 3M, fast speed, 950 meters distance, 59AOB . . . ran about 15 meters deep.

3rd torpedo launched at 2M, fast speed, 600 meters distance, 61AOB . . . ran about 15 meters deep.

My friend , you missed a vital parameter of the torpedo failure mod.
There is a certain safety depth , depending on wind speed in order to minimize the possibility of the torpedo failure.

In Hsie's readme find No 18 Topredo failure fix and give it a look
In 15m/s winds safety depth is below 6m , so firing a torp at 4m depth with 15m/s winds you are asking for trouble! Hehe....

I have created a chart for that:
http://www.subsim.com/radioroom/show...OP+DOWN+CHARTS

Moreover a fellow Kaleun has created a mod placing this(improved on new template) plus many more pull down charts in the game.
I appologize , but I don't remember who did it.
Gute Jadg Herr Kaleun

Last edited by VONHARRIS; 10-24-12 at 01:11 AM.
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Old 10-24-12, 12:43 PM   #3518
Albrecht Von Hesse
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Quote:
Originally Posted by VONHARRIS View Post
My friend , you missed a vital parameter of the torpedo failure mod.
There is a certain safety depth , depending on wind speed in order to minimize the possibility of the torpedo failure.

In Hsie's readme find No 18 Topredo failure fix and give it a look
In 15m/s winds safety depth is below 6m , so firing a torp at 4m depth with 15m/s winds you are asking for trouble! Hehe....

I have created a chart for that:
http://www.subsim.com/radioroom/show...OP+DOWN+CHARTS

Moreover a fellow Kaleun has created a mod placing this(improved on new template) plus many more pull down charts in the game.
I appologize , but I don't remember who did it.
Gute Jadg Herr Kaleun
Ach! Scheisse!

I had read the readme, but I hadn't fully concentrated on the specifics, only the generalities, of this particular modification.

Ah well, I've paid the price, and at least now I have for the future a spiffy chart to consult!
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Old 10-26-12, 08:45 PM   #3519
Albrecht Von Hesse
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Default problem with longer repair times

I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.

Everything else about the mod seems to work just as specified, only the longer repair time seems to be malfunctioning for me.
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Old 11-13-12, 05:29 AM   #3520
VONHARRIS
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Quote:
Originally Posted by Albrecht Von Hesse View Post
I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.

Everything else about the mod seems to work just as specified, only the longer repair time seems to be malfunctioning for me.
I had a similar problem plus I couldn't stop the flooding even after hits light fire.
I was sunk within minutes after being by a Swordfish with machine gun fire.
So I am using the Longer Repair Times v2.04 Full mod 'LRT' for use with GWX v3.0 Gold mod and it is running fine.
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Old 11-13-12, 07:29 AM   #3521
Troublous_Haze
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Quote:
Originally Posted by Albrecht Von Hesse View Post
I seem to be encountering a spot of trouble with the longer repair times. Although the timer on the repair/damage screen shows a repair should take an hour, it still only takes a minute to actually be repaired.

Everything else about the mod seems to work just as specified, only the longer repair time seems to be malfunctioning for me.
I do also noticed this much earlier, but have not raised the issue here. I have disabled longer repair times, because I'm also experiencing damage repairs way too quickly. Longer repair times that I'm using with OLCG2 environmental mod works better IMO.
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Old 12-07-12, 04:40 AM   #3522
Robin40
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Strange

With hsie mod enabled(wolpack enabled) all ships in Wilhelmhaven port are displaced to the west, so there is a port totally empty of ships

Mod list

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Merchant_Fleet_Mod_3.2
MFM English Names
Damage_caused_by_fires_TheDarkWraith
Hitler Speaks
Rbs2-Forsoundsandstarshells
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
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Old 12-07-12, 04:53 AM   #3523
rowi58
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Hi Robin40,

that's not a problem of h.sie's or Stiebler's patch - that's a problem of your first additional mod listed in your post.

Greetings
rowi58
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Old 12-07-12, 06:50 AM   #3524
Robin40
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Quote:
Originally Posted by rowi58 View Post
Hi Robin40,

that's not a problem of h.sie's or Stiebler's patch - that's a problem of your first additional mod listed in your post.

Greetings
rowi58
Merchant_Fleet_Mod_3.2?

in this case I will start with MFM disabled

then after exiting Wilhelmshaven I will enable MFM

nope...it's h.sie's mod

mod list

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1

with this mod list ships are there

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Merchant_Fleet_Mod_3.2
MFM English Name

Last edited by Robin40; 12-07-12 at 07:11 AM.
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Old 12-07-12, 07:16 AM   #3525
fitzcarraldo
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Quote:
Originally Posted by Robin40 View Post
Merchant_Fleet_Mod_3.2?

in this case I will start with MFM disabled

then after exiting Wilhelmshaven I will enable MFM

nope...it's h.sie's mod

mod list

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1

with this mod list ships are there

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - No Medals on Crew
GWX - Open Hatch Mod
GWX-SmartKeys
GWX - 16km Atmosphere
Merchant_Fleet_Mod_3.2
MFM English Name
Please, try Wilhelmshaven mod v7, not v6: with v7 all work fine for me.

Regards.

Fitzcarraldo
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