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06-26-11, 05:47 AM | #1636 | |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Quote:
I have played around a bit with the 'Report Contacts' button and it seems it can be quite useful sometimes! I'm wondering whether it's a good idea to break/remove this feature Have you thought about using instead of the 'Report Contacts' button one of the special maneuver buttons in the chief engineer menu? Breaking these special maneuver buttons does not have such consequences as breaking the 'Report Contacts' button because you can perform all the special maneuvers yourself. I think this would be a much more solid solution than breaking the 'Report Contacts' feature. It would also make sense: You order the Chief Engineer to prepare the special maneuver of sinking the boat and then the radio man sends the message. Regards, LGN1 Edit: It might be also easier to use the special maneuver button because it has not two different consequences. |
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06-26-11, 06:05 AM | #1637 |
Admiral
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@Stiebler, LGN1:
AGAIK, the following (marking/targeting) commands have no function: 2868=Nearest ship 2869=Nearest merchant 2870=Nearest warship 2871=Recommanded target Why not use those? @Tobias: You are correct. Just make a second install to somewhere on your HD, take the sh3.exe from it and delete that install. Last edited by h.sie; 06-26-11 at 12:26 PM. |
06-26-11, 06:11 AM | #1638 |
Seaman
Join Date: Jul 2006
Posts: 38
Downloads: 52
Uploads: 0
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Thx for quick reply h.sie
One question before i do this: Must i patch the .exe to 1.4 before i patch with your tool? Sorry - hope no dumb question |
06-26-11, 06:24 AM | #1639 |
Admiral
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@Tobias: No dumb question.
Maybe you have luck and it's already v1.4. If not, you've to make it -> v1.4 first! Then, make a backup of your sh3.exe for further patch updates! |
06-26-11, 06:33 AM | #1640 |
Seaman
Join Date: Jul 2006
Posts: 38
Downloads: 52
Uploads: 0
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h.sie, i have try it..
I have the Europe (German)-Version von SH3, so with the first Install i have the .exe 1.0 I patch it to 1.4 - and then i will patch the 1.4 .exe with your tool.. ..but the same message "not compatible version.." What do i wrong? Only for English-Version? Thx a lot once more.. (Should i send you my 1.4 exe?) |
06-26-11, 06:41 AM | #1641 |
Admiral
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@Tobias: Try V15G1. If that does not work, send me both of your files. Upload them to somewhere and send me the link via PM.
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06-26-11, 06:47 AM | #1642 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi,
I've made some further tests concerning the AI behavior. It seems it is controlled by the type entry. I designated a C3 as type=4 (destroyer) and it started to behave like a destroyer, i.e., trying to ram my boat,... Now the open questions are: - Is it possible to have regular ships sailing submerged? I guess yes with the proper zon settings, however, one has to check it. - Why are all the old AI subs designated as submarines and not destroyers? The destroyer AI should be much more suited Cheers, LGN1 |
06-26-11, 06:51 AM | #1643 |
Admiral
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@LGN1: Interesting finding. What about setting Type=4 for Type VIIA? I'll try that. On the other hand: If the immobile AI-Subs are waiting at the right locations for the convoy, it would be sufficient if they only shoot.....
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06-26-11, 06:54 AM | #1644 | |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Quote:
I agree it's not that crucial. However, I'm wondering what AI the game uses if a unit is type=200 and there is no dedicated submarine AI in SH3. I would prefer to have a unit with a well defined AI behavior which we know. In addition, for compatibility issues it might be good to have a new, dedicated sub unit. Best, LGN1 |
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06-26-11, 07:03 AM | #1645 |
Admiral
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Currently trying to move VIIA -> Sea folder
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06-26-11, 07:28 AM | #1646 |
Admiral
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moved VIIA to the sea folder and also changed the Roster. But MissionEditor came up with warning:
"The unit class SSTypeVIIA from country germany not found in the platforms library". So there is some more work to do....not my area of expertise...... |
06-26-11, 07:35 AM | #1647 |
Sea Lord
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 624
Uploads: 0
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Maybe you have to change UnitType in .cfg files [Roster and Uboat folder].
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06-26-11, 07:50 AM | #1648 |
Admiral
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The above mentioned warning of MissionEditor was my fault. Problem solved.
@SSB: I changed UnitType to 4 in cfg files of Roster and Submarine! Completey moved VIIA to Sea-folder. VIIA appeared as "Sea"-Object in Mission-Editor. Fine. But CTD when mission load. |
06-26-11, 07:58 AM | #1649 |
Sea Lord
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 624
Uploads: 0
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A possible reason: the sub is splitted into fuselage and conning tower; maybe sea units aren't able to look into 'Objects' folder.
Try to move the tower files to 'Library' folder, then edit the .eqp file of the sub like this: LinkName=Turm7a_1_High <- Node name used in Turm7a_1_hd.dat Last edited by SquareSteelBar; 06-26-11 at 08:31 AM. |
06-26-11, 08:27 AM | #1650 |
Admiral
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@Sounds plausible.
Using a single mission I found out that the VIIA's heading must exactly show into the direction where the target ship is. Then he attacs, otherwise not. |
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