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Old 04-01-20, 03:22 PM   #1
KaleuBauman
Seaman
 
Join Date: Jun 2005
Location: Minnesota
Posts: 37
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Quote:
Originally Posted by KaleuBauman View Post
Well, some progress. I have the game running full screen, but when I launch a mission, rather than getting "Not so long ago..." or whatever the usual launch screen text is, I get "Initializing." The usual controls come up at the bottom of the screen, but the game says it's paused and none of the controls actually work.

Anyone encountered this before?
Just a bump to see if anyone has any ideas on this issue.
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Old 04-05-20, 01:06 PM   #2
3catcircus
Grey Wolf
 
Join Date: Sep 2011
Posts: 979
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Default Rediscovering SH3 with this GUI Mod

So I've re-discovered gameplay in SH3 GWX - ARB's 1920x1080 is the only widescreen mod that I can get to display on my entire screen (MaGUI, Ahnenerbe are both great mods too, they just won't fill my whole screen).


Couple of questions regarding using this mod. My mod list as follows:


GWX - Alternative Flotillas
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Merged Campaign
GWX - No Medals on Crew
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Torpedo damage Final ver2.0
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
M.E.P v6- VisualSensors for GWX3
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Tribal Class Mod
Southampton and Fiji
Dido Class
Hunt I-III
A_to_I_class_mod
J to Z Class Mod
J_to_Z_Class_visual_fix
Torpedo_HAHD_1024_GWX
TMT v2 with EFS (GWX3 version)
Convoy-Routes on Map - BL!TZKR!EG Edition
LifeBoats&Debris_v4
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
WAC4.1 SubPen_animated_18.02.2010
New Lorient v1 - GWX3 Merged Campaign+Wilhelmshafen_et_al_V7
Q Ship mod GWX3.0
GWX_DFa-Flag&Pens_2010
TKSS18 German U-Boats Compilation No Eagle
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
German U-Boats Compilation FuMO_Fix_SNS
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Conus' Historically Accurate U-boat Emblems 1.0
Conus' Historically Accurate U-boat Emblems 1.1
Conus' Historically Accurate U-boat Emblems 1.2
Conus' Historically Accurate U-boat Emblems 1.3
Destroyers&Corvette
Thomsen's Sound Pack V3.2cg
Evan82's Uniforms II
ARB WideGui 1920x1080
Color Dials with Dark Compass
Adaptation for English & Deutsch
ARB WideGUI 1920 x 1080 v0.3.1 HotFix
MFM-Improved (v3.3)
MFM v3.3 Silhouettes by Izgud
Ship Names
S3H-H.sie-Patch-V16B1
MFM-v3-US+UK_Skins19390901



1. How much zoom is the attack scope supposed to go to? I have 1.5x and 6x. Is there a 12x? Should I be able to CTRL-mousewheel to zoom or just normal mousewheel and two zoom levels?
2. I assume the observation scope has the same zoom levels?
3. When using the RAOBF wheel, I'm consistently getting incorrect ranges and AOBs. What zoom level should I be using? How many horizontal tick marks should I be counting when determining AOB (i.e. do I need to double the count or not)?
4. When opening up the RAOBF, it defaults to selecting an AOB on the scratchpad. Is the RAOBF in this mod designed to *just* do AOBs? Or can I line up the quantity of vertical ticks to 90 degrees and read off the range at the point where it lines up with the mast height? I see no other way of entering a range into the scratchpad other than using the stadimeter.
5. An ideas if using Tribute to Manual targeting followed by the MFM and Izgud's new silhouettes could be throwing off my measurements? I note that most of the silhouettes are missing reference marks to indicate whether the mast or the funnel is the intended reference height.
6. What's the division of the tick marks on the UZO to determine range? Likewise on the scopes? Does it work out to be H * 50/ticks (x1.5) or H * 200/ticks (6x) to give a rough estimate of range?

Last edited by 3catcircus; 04-07-20 at 11:56 AM.
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Old 04-13-20, 03:07 PM   #3
divemonkie
Medic
 
Join Date: Aug 2018
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When you click on an officer Chief engineer, Navigator, Weapons, there;s a small set of order that pop up over the top of them. using 1024 768 ini is it possible to edit those graphics\orders making them larger. say the same size as the second set of commands ie, Depth under keel, Range to cores end...

I'm looking to make them larger and easier to see.
but before I start tinkering with it I wanted to ask if im looking in the right place.
1024 ini file.

thanks
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Old 04-19-20, 05:22 PM   #4
Kongo Otto
Commodore
 
Join Date: Apr 2007
Location: Augsburg / Germany
Posts: 631
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Nevermind, found out what to do.

Last edited by Kongo Otto; 04-19-20 at 06:53 PM.
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Old 04-29-20, 05:20 AM   #5
eriste
Swabbie
 
Join Date: Apr 2020
Posts: 11
Downloads: 5
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I tried installing this mod but when i run the TychoSh3Patch.bat it says that it failed.
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Old 04-30-20, 01:15 PM   #6
eriste
Swabbie
 
Join Date: Apr 2020
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I was able to get the SH3.exe to patch but now when I launch the game it says "cannot initialize 3D engine."
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Old 05-04-20, 08:54 PM   #7
klh
Der Alte
 
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Join Date: Jan 2002
Location: Indiana, USA
Posts: 227
Downloads: 200
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Default Awesome GUI - SH3 is great again!

I decided to go back to subsims during the lockdown, and since my PC won't run SH5, I decided to try out SH3 with the 1920x1080 GUI. All I can say is WOW and a big thank you to the many modders who contributed.

I know many people aren't into sims from 2005, but the HD GUI is amazing. I'm two missions in to a new career and loving it. It's like finding an old friend.

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