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Old 10-15-15, 02:34 AM   #1
Anvar1061
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Originally Posted by Fader_Berg View Post
INSTALLATION:Unzip the downloaded file and copy the two files (patSH3r.act & patSH3r.cfg) to the directory where your SH3 installations resides. patSH3r will do its magic next time you start the game.
To remove it. Just remove patSH3r.act & patSH3r.cfg and there will be no magic no more.
patSH3r is compatible with all different v1.4 EXE-files including the v1.6B1 h.sie patched ones.
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I do not understand why we need this download if you are using only two files to the right.

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Old 10-15-15, 03:04 AM   #2
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SSS
I do not understand why we need this download if you are using only two files to the right.

latest-patSH3r.zip is for people who just want to play the game. No more files are needed for that.
latest-patSH3r-source.zip is for people who want to see the code, and is interested in how it's done.
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Old 10-15-15, 03:30 AM   #3
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aero16 has given me a list of found memory locations made by Stiebler (with his permisson of course).

I officially want to thank you both for this contribution. This will speed things up.
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Old 10-15-15, 06:40 AM   #4
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Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
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Old 10-15-15, 08:30 AM   #5
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Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
yes...another annoying bug !!

i am very excited with your thread and your achievements ! hope to have success to this new task too!
(see if you can import Rubini's hydrophone layers-plus Leitender's addition- in your code.would be nice to have all in one if possible:
http://www.subsim.com/radioroom/showthread.php?t=193199)

many thanks to Stiebler for his very valuable sharing

all the best to you guys
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Old 10-16-15, 10:37 AM   #6
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Excellent work, Fader_Berg! h.sie and Stiebler have provided some great enhancements with their executable file patches. Making WO accuracy experience- and qualification-dependent adds another consideration for the Kaleun. And run-time patching will be easier to install, especially for less tech-savvy gamers. I hope you will continue with this implementation approach. Reverse-engineering machine code is labor-intensive and requires great expertise. Thank you for all your effort.

One question: Is there a constraint on implementation of your patch? Before starting a career? Mid-career, but in-port only? Or can it be implemented at any mid-patrol save?
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Old 10-16-15, 10:54 AM   #7
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One question: Is there a constraint on implementation of your patch? Before starting a career? Mid-career, but in-port only? Or can it be implemented at any mid-patrol save?
Anytime, anywhere.
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Old 10-17-15, 04:45 AM   #8
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Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58
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Old 10-17-15, 08:18 AM   #9
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Hi Fader_Berg,

this is not a bug, this is normal. The sensor "Visual" is the dominat sensor. If a ship is in the range of this sensor, the hydrophone lines will disappeaer. And if you loose the visual contact - they come back. The same with the radar and rwr.

And that is very good becuase you can't identify a sighted ship within a labyrinth of black hydro-lines.

Greetings
rowi58
Why do I have to identify a sighted ship within a labyrinth of black hyrolines? I might want to keep track of a warship while plotting an merchant, though.

When it comes to this, I don't have full understanding of the game engine yet. But it sure looks like it would be possible to have them non exclusive with each other.
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Old 10-17-15, 02:38 PM   #10
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A most welcome addition to SH3-
Awesome work.

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Old 10-22-15, 01:48 PM   #11
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Please don't stop, these are so needed improvements.

Quote:
Originally Posted by Fader_Berg View Post
Hmmm... The hydro-guy loses all contacts when the periscope is used. That lovely bug made me threw a way a couple of hours for nothing.
Man... I've been playing this game so many hours, but never noticed it before. Not that I can remember anyways.
What I advise about this, is to deprive the obs periscope by its periscope sensor.
That way, when you need to look for something, but to keep active hydro contacts, use the obs periscope.
My playing style is such that for me is not a problem to deprive both periscopes by sensors.

About "Repair time factor", if I understood correctly. Why not to make it to work when V16B1 is used but its "Realistic Repair Times" is not active? I use V16B1, but "Realistic Repair Times" is unchecked because of NYGM.
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Old 10-22-15, 02:02 PM   #12
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About "Repair time factor", if I understood correctly. Why not to make it to work when V16B1 is used but its "Realistic Repair Times" is not active? I use V16B1, but "Realistic Repair Times" is unchecked because of NYGM.
That's a good point. I'll change the behavior to the next revision, so that you may enable the repair time factor if it's turned off in V16B1.
I don't know why V16B1s repair time is incompatible with NYGM. But I guess there is a slight risk that it will be incompatible with patSH3rs repair time factor too.
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Old 10-23-15, 01:48 AM   #13
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That's a good point. I'll change the behavior to the next revision, so that you may enable the repair time factor if it's turned off in V16B1.
Or not... Now I remember why I didn't do it.

H.sie has integrated his own - some sort of - game mechanics that has something to do with repairs (and other h.sie related stuff). These mechanics are in use regardless of whether the repair time fix is enabled or not.
So if we bypass them, some other h.sie thing will probably not work as expected.
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Last edited by Fader_Berg; 10-23-15 at 02:13 AM.
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Old 10-15-15, 06:33 AM   #14
Anvar1061
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Quote:
Originally Posted by Fader_Berg View Post
latest-patSH3r.zip is for people who just want to play the game. No more files are needed for that.
latest-patSH3r-source.zip is for people who want to see the code, and is interested in how it's done.
SSS
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