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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
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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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#2 | |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
Uploads: 0
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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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#3 |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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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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#4 |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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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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#5 | |
Hellas
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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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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#6 |
Sea Lord
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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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#7 |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
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Anytime, anywhere.
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#8 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
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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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#9 | |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
Uploads: 0
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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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#10 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
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A most welcome addition to SH3-
Awesome work. ![]() Kudos
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#11 | |
Sonar Guy
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Please don't stop, these are so needed improvements.
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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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If you ride like lightning, you're gonna crash like thunder. |
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#12 | |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
Uploads: 0
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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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#13 | |
中国水兵
![]() Join Date: Jun 2009
Location: Uppland, Sweden
Posts: 278
Downloads: 48
Uploads: 0
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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. Last edited by Fader_Berg; 10-23-15 at 02:13 AM. |
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#14 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
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