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Old 03-23-11, 02:26 PM   #46
Stiebler
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@Rubini:

Sh3Sim.act is needed for H.sie's torpedo reload mod.

See here:
http://174.123.69.202/~subsimc/radio...&postcount=987

Enjoy the game!

Stiebler.
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Old 03-23-11, 02:29 PM   #47
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Quote:
Originally Posted by Stiebler View Post
@Rubini:

Sh3Sim.act is needed for H.sie's torpedo reload mod.

See here:
http://174.123.69.202/~subsimc/radio...&postcount=987

Enjoy the game!

Stiebler.
All this stuff is only for NYGM mod, true?

I applied the patch in my SH3 GWX and all works fine.

Many thanks.

Fitzcarraldo
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Old 03-24-11, 04:00 AM   #48
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Quote:
All this stuff is only for NYGM mod, true?
No, most was created was by H.sie, who uses GWX. I use only NYGM.

Quote:
I applied the patch in my SH3 GWX and all works fine.
That is good news for those who use GWX.

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Old 03-24-11, 11:02 AM   #49
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Quote:
erhaps the general solution would be to lower the speed of ALL Allied ships when the weather is bad.
That would be a nice solution! In bad weather conditions all ships reduce speed, due to several reasons: First of all they become more controllable and have more reserve power to make hard maneuvers, second they hit softer against the sea, and third they prevent the risk of over-revving the engine when the screw comes out of the water.

Probably the perfect solution would be to link a progressive percentual reduction in ship speed according to the existing 4 wind states, as that means also sea states. Something like: Windspeed0 and 1 = 100% speed, windspeed 2= 90% speed, and windspeed 3= 70% speed.

This all would also fix the bug you mentioned of convoys keeping speed no matter what weather. In reality, when plotting an intercept the commanders had to guesstimate the speed reduction of convoys when they were affected by bad weather, hence the importance of weather reports and forecast.
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Old 03-24-11, 10:28 PM   #50
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Quote:
Originally Posted by Hitman View Post
That would be a nice solution! In bad weather conditions all ships reduce speed, due to several reasons: First of all they become more controllable and have more reserve power to make hard maneuvers, second they hit softer against the sea, and third they prevent the risk of over-revving the engine when the screw comes out of the water.

Probably the perfect solution would be to link a progressive percentual reduction in ship speed according to the existing 4 wind states, as that means also sea states. Something like: Windspeed0 and 1 = 100% speed, windspeed 2= 90% speed, and windspeed 3= 70% speed.

This all would also fix the bug you mentioned of convoys keeping speed no matter what weather. In reality, when plotting an intercept the commanders had to guesstimate the speed reduction of convoys when they were affected by bad weather, hence the importance of weather reports and forecast.
^
YES!
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Old 03-25-11, 07:46 AM   #51
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Quote:
Originally Posted by irish1958 View Post
^
YES!
And YES!

It´s a good solution.

Regards.

Fitzcarraldo
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Old 04-06-11, 04:21 PM   #52
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Hi Stiebler,

Just for feedback: all working very well, the game is really much more challenge and smart now! Thanks by h.sie and your efforts on this!

I noticed only one issue (that could be only at my end, I'm not sure yet) related to the periscope fix camerasbehaviour.act file that I posted on the h.sie thread.

Cheers!
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Old 04-06-11, 07:30 PM   #53
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Originally Posted by irish1958 View Post
Does this patch interfere with the 4GB patch?
Sorry if I missed it, but was this question ever answered?

If the two patches are compatible, is there a recommended procedure for applying them? Does it matter which one you do first?
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Old 04-07-11, 01:55 AM   #54
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Works. They don't modify the same values.

So, patch on.
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Old 04-07-11, 02:55 AM   #55
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you can use Stieblers Options Selector to (de)select the fixes as you like and you can also use the Selector to apply the 4GB-Patch!
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Old 04-07-11, 07:29 AM   #56
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So If I've already applied the 4GB patch, I can just apply this patch to the same .exe file, and then not select the 4GB patch in the options, correct?
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Old 04-07-11, 07:57 AM   #57
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I think the checksum will be wrong if you applied the 4GB patch BEFORE patching to V15E or whatever. But never tried it. I recommend to use original sh3.exe, patch it to V15E or whatever and after that apply 4GB (using either Stieblers Options selector or normal 4GB-patcher).
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Old 04-07-11, 07:59 AM   #58
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Quote:
Originally Posted by h.sie View Post
I think the checksum will be wrong if you applied the 4GB patch BEFORE patching to V15E or whatever. But never tried it. I recommend to use original sh3.exe, patch it to V15E or whatever and after that apply 4GB (using either Stieblers Options selector or normal 4GB-patcher).
Okay, thanks, I'll give it a try.
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Old 05-02-11, 06:33 PM   #59
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one question, does this mod contain all of h.sie's fixes too? Or can I install H.sie's fixes and then these without a problem??
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Old 05-02-11, 07:28 PM   #60
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http://www.subsim.com/radioroom/show...97&postcount=1

Quote:
I have created, with H.sie's permission, a special patch which includes all these items:
1. H.sie's original V15E3 patch, which includes all his fixes up to and including H.sie's fix to place the Watch Officer on the bridge when you surface the U-boat.
You can use either Hsie's V15E3 patch, or this one. You don't need both.
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