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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3451 | ||||
Planesman
![]() Join Date: Nov 2011
Posts: 191
Downloads: 50
Uploads: 0
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Not necessary. Usually, poor sailor´s answer is a short but hard jab. After this, they normally become friends. I placed my boat 150 to 200m side offset to the escort´s course. When maxbearing of sonar was 60°, i´ve been detected every time by sonar (and i heard the pings), because of its original range of 1200m. At maxbearing=1°, i was not in his cone at all, so he didn´t engage me. I believe there´s no "supervisor" sonar. I also tested without rig for silent running, because afaik sonar detection is not sound dependant (there´s no sound factor within sim.cfg, in contrast to the hydrophone settings). But I know that there´s an aspect dependant detection of the sonar. Stiebler always uses an aspect of 100m², but in earlier tests, i only realized a difference between bow on and bow off at a minsurface of 50m². I should have repeated this tests, as a have to repeat my sonar detection test while silent running and while ahead flank. ![]() Quote:
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Another thing is, that there´s no ship at all which is equipped with an "AI_hydrophone" . Don´t know for which reason these "AI" sensors are contained in the AI_sensors.dat. Maybe a relict from testing phase or even older parts (SH2?). Quote:
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#3452 |
Watch
![]() Join Date: Jun 2011
Location: Moscow, USSR
Posts: 28
Downloads: 153
Uploads: 0
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Hi, h.sie. I have some question regarding your patch kit.
Sorry for not testing some of those myself, but i've just uninstalled the game and would make a fresh installation in some time with your patch. So, to the questions: 1) Hydrophone-Fix. As I do understand your patch tries to make a game more RL style, but that thing is not realistic. The realistic approach is to make the hydrophones work less effective depending on the depth (deeper - more efficient work) and to make them less effective on the rear side of the boat (a cone between 135 and 225 degrees). So, would it be possible to implement such approach? 2) External torpedo reload fix. The manual states that "The time necessary to interrupt... is randomly chosen between 4 and 13 minutes". Is it possible to make it relative to the values from the .sim files (time to revert = value from .sim/% progress made)? 3) Internal torpedo reload fix. The manual states that no reload possible "during storm and when surfaced". It's not clear if those are two individual or simultaneous conditions... 4) Move 1WO to bridge. Wow, that is the thing i've dreamed about for many years playing stock SH3. Thanx. Now that you have managed to do this, the question is: is it possible to remove the restriction to have watchmen and... deck and especialy flak gunners on surface at the same time? 5) Oxygen-Supply. Great addition to game strategy level. Thanx. But it's not clear from the manual: what's with your O2 renewable part when you are snorkeling? 6) Battery Discharge Bugfix. Never been in such situation due to this bug, but... If you are a little above crash depth and with this fix have run out of battery power... will you ever be able to surface without any propulsion? 7) Diesel Damages Fix. Great add to strategy level also. Thanx. Two questions: a) does your formula takes into account diesel upgrade values from basic.cfg file (speedboost param), which are greater than 1.00 in stock SH3, if i do remember correctly? and b) is it possible to make all of the equipment damageable through usage (for example, the damage can occur at any moment but the longer you are in a patrol - the greater the chance, and the level of damage is randomly chosen of course between 1 and 100%)? Would be nice if you could answer, and of course many thanks for your hard work on this patch. |
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#3453 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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i havent been on in a year now and i have the old patch on my exe. the 15 version. so how do i go to 16 version. i tried the addon one but everytime i activate the batch file it like makes my exe file disappear and it creates an old file exe. so what am i doing wrong here ?
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#3454 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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yes just to make sure i looked it up again. i have v15 patched exe. so how do i patch to the current one ? because when i place the stock sh3.exe in the v16 patch file and activate the batch file it tells me its the wrong version or its not compatible. so i think i need help here . thanks.
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#3455 | ||||
Torpedoman
![]() Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
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The biggest problem with SH3 detectors is that the self-noise apparently affects the active sonar. Or otherwise silent running effectively eliminates the detection, which should be properly guaranteed. Quote:
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For a long time trying to eliminate the influence of silent running on the sonar and still this effect does exist. Quote:
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#3456 | ||
Engineer
![]() Join Date: Jan 2012
Location: The Netherlands
Posts: 216
Downloads: 34
Uploads: 0
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@ Consigliere
You ask a lot of questions. I'll answer two of them for you. Quote:
Quote:
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#3457 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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nevermind everyone. i figured it out. thannks for all the helpful posts.
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#3458 | |
Watch
![]() Join Date: Jun 2011
Location: Moscow, USSR
Posts: 28
Downloads: 153
Uploads: 0
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@ Vince82
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No, this patch does not simulate layers in any way. It just disables hydrophones when diesels are working. That is not realistic. The realistic approach was disclosed in my post. Moreover such an approach could allow to simulate layers, if h.Sie would manade to randomise the level of hydrophone work according to sub's death. For a good layer simulation on a sub game try 688(i) hunter/killer (it's not about WW2 german sub, but about modern nuclear US one). Yes, do know of blowing balast, of course. Just never been in such a situation due to the original bug. @h.Sie And I've just thougth of a little proposal. Could you add a function to the .bat file (and a patcher?) to first check an .old file in a working directory, and if it exists - copy it to .exe and patch. If it doesn't exists - look for .exe file. Last edited by Consigliere; 06-08-12 at 03:37 AM. |
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#3459 |
Admiral
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I'm sorry to leave you alone with your questions, but real life issues don't allow me to fulfil any wishes, nor even to discuss about what is realistic and what is not. There have always been a lot of controverse views about realism here. That will not change.
My fixes are not "realistic", they are, "what I think could be realistic". So if you don't like some of the fixes, simply disable them via the OptionsSelector, or - provided you know assembler - change the fix as you like. Best wishes, guys! h.sie |
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#3460 |
Watch
![]() Join Date: Jun 2011
Location: Moscow, USSR
Posts: 28
Downloads: 153
Uploads: 0
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Hm... Just one of my questions was somehow related to realism... But was mostly focused on programming.
It's a pity you can't provide a feedback on your great patch in respect to community members for the respect of your work which the community members provide you through trusting your code. Best wishes in your "real life issues" and once again thanks for your moding work. Consigliere |
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#3461 |
Helmsman
![]() Join Date: Apr 2010
Location: underwater
Posts: 107
Downloads: 333
Uploads: 0
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h.sie- I was wondering if somebody was interested in doing so could a version of your patch be possible for sh4? I was just wondering if you thought it was possible, given the two game engines are similar. I do enjoy sh3, but I also enjoy sh4's better graphics. I was thinking that as many people upgrade their hardware maybe sh4 might start to have more appeal since it is very similar to sh3 in gameplay. Maybe some of the great mods from sh3 could just be redone for sh4. Please don't think I am asking for anything other than your opinion, I know you have stated you are getting burned out with modding. Thanks.
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#3462 | |
Helmsman
![]() Join Date: Oct 2008
Posts: 103
Downloads: 349
Uploads: 0
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#3463 |
Seasoned Skipper
![]() Join Date: Jun 2010
Location: Mississippi
Posts: 651
Downloads: 363
Uploads: 0
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DX9HiResFix
_LSH3_V5 _LSH3_V5.1 _LSH3_V5.1__Bunkerstart _LSH3_V5.1__ExtendedChallenge _LSH3_V5.1__Rotating-DF-Antenna_V3 M.E.P v3 MaGui F MaGui F FIX for LSH3 v5.1 German Images for MaGui F TorpedoSolutionButton for MaGui F (LSH3) Type VII salvo selector _LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal _LSH3_V5.1_SLS_Spezialeffekte-Gross Drakkhen - Better Sound Mod Waterstream+Exhaust Combi V2.3 for GWX3 TheDarkWraith_DC_Water_Disturbance_v1_0_SH3 TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 Stiebler3_Addon_for_V16B1 O2-Gauges v2 Torpedo_HAHD_1024_GWX ok so when im on patrol my little messager ticker will just pop up with like "WE:" or "CE:" but it wont say anything and when i send a patrol report and recieve one it contains no text so whats going on with this? |
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#3464 |
Gunner
![]() Join Date: Oct 2006
Location: Auckland, New Zealand
Posts: 91
Downloads: 99
Uploads: 0
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From the 1st page:
4) The patcher will remove the copy protection of your sh3.exe. Since this is not legal, you must not use this patcher if you have a copy-protected version. pLEASE CAN YOU CLARIFY this for me. What do you mean by copy protected? I have org Cd and when i start a game (even with Commander)the thing comes up looking for the cd. Is this the same or something else? Ya mod sounds great and would love to install but dont wanna risk it in case. |
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#3465 |
Admiral
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@Stoli: Although I don't know sh4.exe, it's surely possible - provided that you find someone who knows assembler and is willing to spend more than 18 months, 4 hours a day for programming.
@drakkhen: The messages didn't find their way into the game. Try to reread the manual carefully. @Yes, you seem to have the copy protected sh3.exe. Using the patcher and removing the copy protection would be against law. |
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