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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2821 |
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Hi LGN1,
i redid my second test with all torps manually set to impact pistol. And the result is: NOT ONE was a premature (test abandoned after 10th salvo: 0 of 40). You are completly right, this is a bug that at least i never recognised. Btw, speed and depth could be set for all torps together when in salvo status. But not pistol. At least one usable result of the second test now is this: If 3 of 4 torps were magnetic and we have 24 failures, we got a ratio of 24 of 39, which is 61% of all magnetics. Less than in the first test, but enough to state that there are roughly one third prematures in bad sea when torps are equiped with magnetic pistol. Conclusion With no failures by using AZ at all, it is a new "feature" to introduce them for impacts. Even with a higher percentage for them than for the magnetics this mod should leave the kaleuns still more trusting in impacts than in magnetics. Without considering all the different orders, using the impact pistol in bad condition remains the recommended behaviour. I highly appreciate that and salute to h.sie´s und LGN1´s work. |
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#2822 | |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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i think lots of gamers do it wrong without knowing of the existence of this bug.
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Everything comes to him who waits |
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#2823 | ||
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() This is fixable though, I could do it with external code - similar to the Torpedo AutoReload code I did. But hopefully h.sie can do a hardcode fix (preferred) if needed I can supply the locations for the Torpedos selected in salvo Mode. I have found these already - torps selected is in an cumulative format from binary xxxxxx. EG: xxxxxx = Torp6,Torp5,Torp4,Torp3,Torp2,Torp1 Torp1 = 1 Torp2 = 2 Torp3 = 4 Torp4 = 8 Torp5 = 16 Torp6 = 32 So a value of 50 = 32+16+2 ==> Torps 1,5 and 6 are selected. The Impact/Magnetic switching value H.sie already has so one only needs to code the routine to apply the relevant Impact-Magnetic value to the torps selected by the salvo mode address. Hope that makes sense ![]() |
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#2824 |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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sounds good. i hope it is that easy it sounds. if you guys work as fast as you do atm, sh3 will be bugfree in a few month, because each new fix is easier to implement as the former one (you know the locations where to look and where to change the settings: in a few month, you lnow the whole code...)
greetz, Jaeger
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Everything comes to him who waits |
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#2825 |
Admiral
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i've put it on my todo list - although - i have very little free time ATM.
@Leitender: Glad we got it sorted. |
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#2826 |
Chief
![]() Join Date: Jul 2005
Posts: 316
Downloads: 28
Uploads: 0
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@h.sie: take your time. most important is, you have to have the interest and motivation in what you do. if you dont, dont do it. do it later, time will come!
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Everything comes to him who waits |
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#2827 |
Swabbie
![]() Join Date: Sep 2002
Posts: 12
Downloads: 185
Uploads: 0
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Hello.
I am having some trouble with this mod. When I launch SH3 thru SH3 Commander, I can't get the new messages strings to work. For example, if I go underwater and wait for the CE to tell me "CE:20% oxygen", I get instead "CE: " and nothing else. If I use the command to roll back SH3 Commander, and launch the game using SH3.exe without SH3 Commander (and whatever changes it makes), then I do get the new messages for oxygen, wolfpacks, ect. I haven't tested more of the mod besides the lack of messages but I have the feeling everythign else in the mod stops working with SH3 Commander. I also tried finding a solution already in the forum with no luck... am I the first one with this problem? Anyone has any suggestions? I am running SH3 with GWX 3.0 and, of course, SH3 Commander. Thanks to the author of this mod, for it is wonderful! I hope I can get it running with SH3 Commander! Thanks |
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#2828 |
Swabbie
![]() Join Date: Sep 2002
Posts: 12
Downloads: 185
Uploads: 0
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I am still hoping someone can help...
I did a bit of exploring and I noticed that once you start a career with SH3 Commander, inside the Sh3 Commander folder in the SH3 installation a BACKUP folder is created. Once you load up SH3 trhu SH3 Commander in backups the en_menu.txt in the data/Menu folder. So there it is, SH3 Commander is probably making a new en_menu.txt. The question is now, how to make SH3 Commander use a en_menu.txt with the new messages strings? Any ideas? Thanks. |
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#2829 | ||
Nub
![]() Join Date: Dec 2011
Posts: 2
Downloads: 0
Uploads: 0
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I took that from somewhere else (dont know from who it was) and made a little readme in my own directory. I will translate it. It solved my problem with the empty strings.
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#2830 |
Swabbie
![]() Join Date: Sep 2002
Posts: 12
Downloads: 185
Uploads: 0
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I fixed it!
Thank you for the advise. I will follow it from now on. I wonder why SH3 Commander is doing a backup like that? I manage to make the new message strings work with SH3 Commander. I rolled back the changes in SH3 Com, then I went to JSGME and turned off all the mods one by one. I was back to vanilla SH3, and then added again each mod one by one in JSGME, starting with GWX3, and finishing with V16A3 and Stiebler Add On for V16A3. And now it is working ok. I am sure somewhere along the line I did not rollback SH3 Commander before activating a new mod or some file got messed up. But now it is working. Well, hope this might help anyone else that might find themselves in the same situation. And thanks to the mod makers! Without them SH3 is a horrible game. But with them it is the best subsim ever. |
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#2831 |
A-ganger
![]() Join Date: Aug 2010
Posts: 76
Downloads: 145
Uploads: 0
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Since I added this mod I've noticed both my periscope views are elongated and stretched in ovals side-to-side. I tried searching the thread for this problem but came up empty. I'm using the MaGui 3.4 widescreen mod and tried the ds9widescreen fix, which didn't have any effect. Can anyone suggest how I can correct this? Thanks.
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#2832 |
Admiral
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Believe me, I did not program oval periscopes at all.
And since no-one except of you has this problem, this indicates that your problem is not related to my fixes. Re-try with a fresh install - surely mod salad. I hope that in the future no one makes my fixes responsible for his non-working coffee-machine or heart pacemaker. |
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#2833 | |
Seasoned Skipper
![]() Join Date: Oct 2010
Location: Westun New Yahk
Posts: 748
Downloads: 131
Uploads: 0
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Just kidding... I'm reinstalling the game again, and of course this is the first mod to go back on. Many thanks for this great kit!
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Largest target sunk with deck gun: Japanese auxiliary cruiser, 15000 tons
Largest engaged: HMS Nelson. Results inconclusive. ![]() Read Brag's stuff ![]() |
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#2834 | |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#2835 |
Admiral
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Diesel Damages Alpha (for V16A3)
With this Fix you risk random diesel damages if you agonize your diesels with FLANK or FULL speed for longer time periods. Definition: T50 is the time period which corresponds to a damage probability of 50%. T50 strongly depends on your diesels load. 1) Under normal conditions (no diesel damaged) we have: FLANK speed : T50 = 2 hours FULL speed: T50 = 14 hours STANDARD speed: T50 = 100 days (Lower speeds: T50 = endless.) If a random damage occurs, the amount of the applied damage is randomly chosen between 10% and 60% (thus, a diesel will never be destroyed). In this case, the LI warns you to reduce your speed, because otherwise you risk a total loss of the diesel. As long as the diesel isn't completely repaired, the chance of successive damages dramatically rises, if you don't reduce your speed to one third or slow, as one can see below: 2) Damaged diesel condition: FLANK speed : T50 = 30 min. FULL speed: T50 = 45 min. STANDARD speed: T50 = 3 hours One third speed: T50 = 43 hours Slow speed : T50 = endless Under damaged diesel conditions, the amount of the added damage is randomly chosen between 30% and 100%, thus a diesel can completely be destroyed. Fix can be found in JSGME ready format on my mediafire page (-> Hardcode fixes / Alpha testing) . It contains only a german de_menu.txt. English speakers should add a message like 4893=We must throttle the diesels, otherwise we risk a total loss! to their en_menu.txt. Note: I used new, effective assembler commands and I don't know whether they are accepted by older CPU's. So this fix in Alpha state can cause CTD in case the commands are unknown by your CPU. Please inform me about that. Have a nice christmas time. Last edited by h.sie; 12-23-11 at 10:12 AM. |
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