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04-28-12, 11:35 AM | #3332 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
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Thanks again Hsie.
Just got a question for you regarding Stiebler ASDIC patch.When I click on Stiebler mods and close it after selecting my choices I get the SH3.exe saved.Then when I go to close out your patcher it says again SH3.exe saved and I wonder if its resetting the choices I just made? |
04-28-12, 12:23 PM | #3333 |
Admiral
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@Wolfstriked: I don't know whether I understand you correctly...... If you have added Stieblers patch, please only use the new OptionsSelector that comes with his Patch, not that comes with mine.
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04-28-12, 02:08 PM | #3334 |
Stowaway
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H.sie, I have a question, you said no progress was being made now due to real life problems, which I hope are alright going alright for you, but when may we start to see work begin on this mod again? and what are your future plans to for additions??
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04-28-12, 11:39 PM | #3335 | |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
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Quote:
################################################# Found SH3.exe (HSIE) Making Backup SH3.old 1 file(s) moved. Patching.... c:\users\Maximus\desktop\New Folder\|Stiebler patch>\tool\xdelta3.exe -d -s sh3.xdelta3: target window checksum mismatch: XD3_INVALID_INPUT Stiebler Patch completed! Press any key to continue..... |
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04-28-12, 11:40 PM | #3336 |
A-ganger
Join Date: Apr 2012
Posts: 71
Downloads: 35
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Ive had same problem.. I gave up :*(
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04-29-12, 04:02 AM | #3337 |
Admiral
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@Wolfstriked, TorpLos: You should better post in Stieblers thread in order to get some help from him. This is because I havn't looked into his Patch-Kit so far and cannot help.
@USNSR....: the future is uncertain. I would prefer to continue programming, but that's impossible ATM. |
04-29-12, 07:53 AM | #3338 |
Helmsman
Join Date: Oct 2008
Posts: 103
Downloads: 349
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@Wolfstriked and TorpLos
Try this: After you patch your sh3.exe with h.sie's patch, DON'T make any changes in the option selector. Don't even open the option selector that came with h.sie's patch. Then take the patched sh3.exe and patch it with stieblers patch, and then make the changes you want in the option selector. This worked for me. |
04-29-12, 11:38 AM | #3339 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
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Thanks,will try that and see if it works.
Dani,it worked,thanks. Last edited by Wolfstriked; 04-30-12 at 12:16 PM. |
04-30-12, 05:09 PM | #3340 |
Admiral
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New version v2 of my "More wounded & less dead crew" Fix available on my mediafire page. Fixed an incompatibility to Stieblers Addon. (Thanks, Magic1111, for testing).
If you use Stieblers AddOn -> Use new version V2 If you don't use Stieblers AddOn -> Use old version or new version V2. |
05-01-12, 06:06 PM | #3341 | |
Torpedoman
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
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Quote:
1. High speed caused a stunned hydrophone / passive sonar, but almost not at all affect the active sonar signal quality. 2. ASDIC (first active sonar) was just scanning the vertical angle of 10 degrees only, so u-boot, which went down to a depth of 25 m was continually swept the sonar beam has a horizontal distance of 141 m, by which time passive sonar was no longer useful (own high speed). Hydrophones in all supermods are incredibly powerful and effective when it comes to detection. Standing motionless u-boot in silent-run mode is detected by a hydrophone still beyond the reach of its sonar. But in stock SH3 hydrophones are practically weak because default hydrophone MaxRange is limited to 600 m only. Reason is unknown - possible to the lost one zero in the number range of 6000m (others passive sonars: 6500-8500 with 500m step). The difficulty is that the actual detectors escort during the war have different properties depending on the speed of the attacker and the water temperature. Both of these indicators does not simulate or SH3 does not it properly. The first obvious choice is the weakening of the hydrophone (and passive sonar) to be useless when u-boot is motionless and silent-run mode. The second solution is the strengthening of active sonar to detect any u-boot in the range of the beam with a small correction to the surface reflection of the beam. May these goals (for now) can not be achieved by setting sim.sfg and sensors.cfg (still without success). However, you can make an reality approximation sonar and hydrophones action by reducing the angle of 170 deg MaxElevation of hydrophone and passive sonars at an angle similar to the sonar beam angle of sending(in AI_sensors.dat). For example, if the sonar MaxElevation (90 + 65 deg) = 155 deg or less then can set passive sonar (and hydrophone) MaxElevation to 155 deg or less. Then, under the escort make a zone of survival (consistent with reality when the destroyer speed is 15 kts or faster), which is the wider the deeper it is submerged U-boat. In addition, all front detectors destroyer cease to operate at a distance of 93m (type147A@220m) - 141m (default AI sonar@25m) to target without any rigid MinRange reduction. This also allows losing position of the submarine standing on the bottom (eg repairing) when the destroyers circling wheel. They must then throw depth charges at random on U-boat last known location if first attack failed. |
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05-02-12, 12:20 AM | #3342 | |
A-ganger
Join Date: Apr 2012
Posts: 71
Downloads: 35
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Quote:
Do you want to know why stieblers patch isnt recognizing it?!?! ITS BECAUSE we are running the v16A1 PATCH kit!!! Download the V16B1 patchkit!!! LOL!! Problem solved!! |
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05-02-12, 06:21 AM | #3343 |
Stowaway
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I don't do modding but I think the real issue will be to get to work electric engines when surfaced, like in real life u-boats could "do". How about that?
Last edited by Sittingwolf; 08-10-12 at 08:05 AM. |
05-02-12, 11:40 AM | #3344 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
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....nope,thankfully I still feel semi smart Dani's suggestion fixed it for me.
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05-02-12, 11:43 AM | #3345 |
A-ganger
Join Date: Apr 2012
Posts: 71
Downloads: 35
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Guess im the only fool that was doing that. Lolol. Man ive been around computers forever but i never seem to get better at them
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