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02-04-12, 08:49 AM | #3136 | |
Sea Lord
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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Quote:
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U-552 Tiger IDF |
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02-04-12, 12:53 PM | #3137 | |
Medic
Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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Quote:
You are really incredible Mister H.sie !!! Best regards, Jean |
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02-04-12, 12:58 PM | #3138 |
Admiral
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If you set the Collision Factor to a negative value, e.g. -1, then you can even repair your pressure hull by ramming a tanker. (In the future, I should focus on arcade gamers ).
Last edited by h.sie; 02-04-12 at 01:09 PM. |
02-05-12, 05:51 AM | #3139 |
Medic
Join Date: May 2006
Location: Near Lake Leman and Geneva, FRANCE
Posts: 162
Downloads: 150
Uploads: 0
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02-05-12, 06:52 AM | #3140 |
Admiral
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Added to the 1st post of this thread:
Personal Note The term "realistic" in this thread is not meant as "absolute realistic". Instead, it has to be understood as "what h.sie assumes to be realistic". |
02-05-12, 10:19 AM | #3141 |
Chief
Join Date: Aug 2010
Location: Rivoli (Italy)
Posts: 310
Downloads: 162
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02-05-12, 10:29 AM | #3142 |
Admiral
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Not god, but Petrus - since I can change that weather as I like (unfortunately only in sh3)
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02-05-12, 12:49 PM | #3143 |
Watch
Join Date: Mar 2011
Location: Mar del Plata, Argentina
Posts: 25
Downloads: 52
Uploads: 0
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U Tanker Mod
hey guys! where is the file that contains the surface tanker's names so i can modify them to use the mod?
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02-05-12, 05:41 PM | #3144 |
Admiral
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@erik:
data\Campaigns\Campaign\Campaign_SCR.mis U-Tankers are Class=NavalBase |
02-05-12, 06:23 PM | #3145 |
Ace of the Deep
Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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One thing I've been very curious about is regarding the possibility of enabling independent speed controls for the port and starboard engines.
I recall that, some time ago, Racerboy had found "lost" telegraphs on the bridge, or conning tower, for the port and starboard engines while he was combing through the DAT files one day. Based on that information, it seems that the developers had intended to have this feature, but then abandoned it. I wonder if the program code also exists somewhere in the game files, but was disabled?
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Still sailing the high seas, hunting convoys with those who join me. |
02-06-12, 01:59 AM | #3146 |
Admiral
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@Graf Paper:This is already on the todo-list, but until now I didn't find anything in the code. I guess >95% of the code is still secret for me.
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02-06-12, 11:34 AM | #3147 |
Ace of the Deep
Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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Most people have no idea just how huge the code base is for a 3D game such as SH3. The fact that you've unlocked the secrets of even 5%, and without benefit of the source code or an SDK, is still an amazing feat.
I assume you're using tools like OllyDbg or IDA and Hex-Rays, but I still don't envy you the task of trying to make sense of all that. It's likely there were also some obfuscation methods used to worsen your headache. I had always hoped someone might finally unravel the full structure of SH3, and you've taken those first big steps to being the one. It may only be 5% so far, but it's been brilliantly done!
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Still sailing the high seas, hunting convoys with those who join me. |
02-06-12, 01:41 PM | #3148 |
Watch
Join Date: Mar 2011
Location: Mar del Plata, Argentina
Posts: 25
Downloads: 52
Uploads: 0
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02-06-12, 01:51 PM | #3149 | |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Quote:
The biggest problem will be finding a free dial type that you can then assign the 2nd speed telegraph too. In my testing when creating the 2nd stopwatch (U-jadg) and the working Impact angle Dial. I was unable to find any free dial-type that responded to imputs given. In the end I had to use currently used types and hijack them, then reassign the hijacked ones to other dials. But maybe with exe edits it can be possible to create new dial types that work |
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02-10-12, 12:09 PM | #3150 |
Swabbie
Join Date: Mar 2010
Posts: 7
Downloads: 11
Uploads: 0
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installation
Just a note for the JGSME supllement thing and text files, at least appending could be automated:
more file1 >> file2 within a batch file will append text from file1 at the end of file2 , just have no clue how this could help adding the wolfpack? units in the campaign files , but it should work with the other files that need modification... As I couldnt get my GWX 3.0 installation stable I am at the drydock, maybe i will try again some time... |
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