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Old 07-27-16, 10:59 PM   #1
jgf
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Quote:
Originally Posted by Benzin1973 View Post
.... But i think you will only see it in the patrol summary after you return....
Ah. I just exited and reloaded.

I do not find it odd that the game lets you sink friendly ships, it was certainly possible in reality (though I wonder if the other officers would have let their captain go through with it), but do find it odd you are given no warning. Perhaps another officer merely commenting, "Sir, you've targeted a friendly ship".

Using no mods yet, wanted to get familiar with the base game first.

Quote:
Originally Posted by Mittelwaechter View Post
I have the torpedo missed comment too. Only with magnetic fuse active and at keel depth.
Strangely, the times I've flat out missed a shot the crew said nothing (even that time I accidentally hit the fire button instead of the lock button).

Quote:
Originally Posted by Mittelwaechter View Post
The game is limited in the radio messages. Some planned features have been removed, some features are a little bugged.

A ship running ashore suffers from bad scripting with the mission editor. Ships close to shore act weird. You can easily correct it yourself, if it is a problem.
Lol, the messages are so limited I've so far only seen two - "keep up the good work" and "return to base" (the latter only in the Type II boat when out of torpedoes).

Are the patrols randomly generated or canned? If the former how can they be edited? (So far I've only seen two ships run themselves aground; the other was a British destroyer near Hartlepool, it didn't sink, just sat there chugging at 0kts.)

In spite of these nitpicky type bugs I'm enjoying SH3 more than SH4 (which I abandoned in the middle of my second career and eventually uninstalled). Unfortunately none of my computers will read my old SH1 Commander's Edition disc; but oh, the hours I spent with that back in '97/'98 (which is when I first found this site ...still have a Russian watch I won in a raffle here back then).

Last edited by jgf; 07-27-16 at 11:11 PM.
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Old 07-28-16, 09:49 AM   #2
Mittelwaechter
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The crew comments the oberved/heared explosion of a torpedo. If you shoot an eel into nowhere, and you are surfaced, they can't observe/hear anything.

The patrols happen in a completly scripted campaign file (three to be true), where every unit is set with entry and exit date, speed, course, waypoints, matching freight and armament...

You jump at any point into the war - and the script has to read who is where right now.
All movement is tracked/computed correctly.

The scripted slow freighter you met in AN12 is the freighter you meet on it's course through AN14 again if you want.

You can modify it with the mission editor in your game directory.

The orderd patrol grid is read from a selection, by month and flotilla. Installation path - ...data\cfg\flotilla.cfg
If you want to control the grid of the next sortie, go to ...MyDocuments\SH3\data\cfg\Careers\YOURKALEUN\Pat rols_0.cfg
(open with notepad)

Scroll down completely and then a little up to the last entry i.E. “PatrolArea=AL39”
Change the grid and save.
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