SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-23-11, 05:32 PM   #1606
Paulski
A-ganger
 
Join Date: Jun 2010
Posts: 74
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by Wolfstriked View Post
Could it be that they automated and forgot to remove the "Report Contacts" button.Right now we have "radio message received" and probably had a "contacts message received".Then when you clicked on report contacts you went to map and it highlighted where on map the message states a contact was found.Would make sense for what Paulski posted

""It does work, but not always. When I click it I sometimes get a message like....."Nearest radio contact at bearing XXX, range xxx km!""
I think your theory could be right..

Quote:
About the not having the percentage of damage to hull.Could it be changed so that you have to be surfaced and then give the WO "Survey hull" command?
Would be awesome!
Paulski is offline   Reply With Quote
Old 06-24-11, 03:51 AM   #1607
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by Wolfstriked View Post
Hsie,some questions.When the scopes are vibrating from high speed and you go to F12 view its blurry also.Is that normal and if so can it be fixed?........
look here : http://www.subsim.com/radioroom/show...&postcount=450

Quote:
Originally Posted by h.sie View Post
....

Can anyone please confirm that V15G1 works for him with all the new messages???
yes i can confirm that ! everything is working as H.Sie are designing them.

@ Stiebler and H.Sie : now that executables are 'open' you are showing to everyone who are the real modders . thank you for all (big or small ...it doesn't matter) that you have offered us so far !
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 06-24-11, 05:10 AM   #1608
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Thanks for the kind words, Makman, but I personally wouldn't have started to try to "open" the sh3.exe, if there weren't alle these great supermods and other mods that made sh3 an adventure. so I see myself as a part of a group of people who all have the same objective: a better sim. I would prefer not to make a difference between "real" and "other" modders.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 06-24-11, 12:01 PM   #1609
Wolfstriked
Grey Wolf
 
Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
Default

Quote:
Originally Posted by makman94 View Post
Thanks again.
Wolfstriked is offline   Reply With Quote
Old 06-24-11, 02:19 PM   #1610
Stiebler
Fuel Supplier
 
Stiebler's Avatar
 
Join Date: Oct 2005
Location: London, UK
Posts: 1,237
Downloads: 29
Uploads: 4


Default U-boat Surrender (3)

I have now a functioning version of the U-boat surrender mod, as described above, but with these variations:

1. You click on the useless 'Report Contacts' radio button, which indicates 'willingness to surrender\abandon boat'. This action cannot be reversed!
2. Subsequently, any radio status message that you send (which must be from the surfaced U-boat) will notify BdU that you are abandoning the boat, and also set scuttling charges to explode after 10 (game-) minutes.
3. When the 10 minutes are up, your hull-integrity is reduced to precisely 2.0, whether you are on the surface or submerged.
4. These 2.0 hull-points ensure that your U-boat will be 'sunk by pressure' even at periscope depth, thus the problem of how to sink your U-boat in shallow waters is now fixed. [Edit: Forgot to mention - you must still self-sink the U-boat to end the game.]
5. The probability of being rescued by Allies or U-boat depends on the hull-integrity that you had at the time you signalled BdU. The higher the hull integrity, the greater the chance that you will be rescued by U-boat. (So Dead-Is-Dead players can legitimately start a new career in a new U-boat.) Otherwise, you will be rescued by the Allies (cannot continue a new career).

The code is much longer and more complex than I had imagined when I started. But it is done now - subject to a lot more testing.

I chose the double-click method (1. Report Contacts button; 2. Radio status report) since it ensures that a message is sent to BdU, and will appear in your list of radio messages. However, there is no technical reason why all the code should not be placed with the Report Contacts button alone.

Would some kind modder please create a new icon for the 'Report Contacts' radio button, to indicate that it is now used to abandon ship? It had better have a lot of bright red colour in it, so that players do not press it accidently. Once pressed, it cannot be un-pressed!

Stiebler.
Stiebler is offline   Reply With Quote
Old 06-24-11, 04:06 PM   #1611
vodkaphile
Torpedoman
 
Join Date: Mar 2005
Location: Louisiana, USA
Posts: 115
Downloads: 64
Uploads: 0
Default

My SH3.exe isn't compatible.... ?

EDIT:

I figured out this is because I hacked my sh3.exe to be starforce free.


Also I figured out how to circumvent the checksums in the .bat to allow me to patch my game.

I'm working on combining Stiebler's new work with h.sie's beta work. I suppose I should ask their permission

When I say I'm working on it, I mean I've successfully combined them however still working stability issues. I of course will not release anythign without the permission of said authors of the original patches.

Also there may be some people who disagree with a release at all due to the fact that it circumvents copy-protection and allows illegal/pirated versions of the game to be used.
__________________
-VP
Missing targets since 1990.

Last edited by vodkaphile; 06-24-11 at 04:55 PM.
vodkaphile is offline   Reply With Quote
Old 06-24-11, 05:34 PM   #1612
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Directly changeing the StarForce 'hacked' versions is ok if you want to
wasted more time then money.
The reason I say that is because the StarForce free versions are so cheap, and much more stable.

Both the StarForce version and the reloaded hack broke many things.
One only needs to run the Game with both versions installed under any number of programs.
You can find the exact crash points time and time again!
And saved Games issues are greatly reduced with the newer StarForce free versions.

Pony up 7 bucks or so and order through the SubSim link and save yourself
many 'WTF' moments.
  Reply With Quote
Old 06-24-11, 05:55 PM   #1613
vodkaphile
Torpedoman
 
Join Date: Mar 2005
Location: Louisiana, USA
Posts: 115
Downloads: 64
Uploads: 0
Default

Quote:
Originally Posted by privateer View Post

Pony up 7 bucks or so and order through the SubSim link and save yourself
many 'WTF' moments.
It is still in the mail.
__________________
-VP
Missing targets since 1990.
vodkaphile is offline   Reply With Quote
Old 06-24-11, 06:12 PM   #1614
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Very Good!
You will be much happier with the newest version!


The files actually date back to the release date of SH3!
So they are pre-StarForce, full version files!

LGN1 and many others can confirm a better overall Game.
  Reply With Quote
Old 06-25-11, 04:09 AM   #1615
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Regarding Wolfpacks: Working on a proof-of-concept: Current state:

After discovering a convoy, I sent a status report. After that, a Sergbuto AI-Submarine automatically was "beamed" to the last waypoint of the convoy and waited for him. I could see the Sub there. BUT: It didn't attack.

Then I tried to beam "CL Luetzow" cruiser instead. He started to attack after discovering the convoy.

Any idea why the AI-Subs didn't attack?
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 06-25-11, 04:15 AM   #1616
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

@mefaba, Paulski: Does it work for you now?
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 06-25-11, 04:22 AM   #1617
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

Maybe you're too impatient?
Serg's AI subs attack very rarely [IMHO] and only when they're very close to an enemy unit.

Did you already watch the behavior in a single mission?
SquareSteelBar is offline   Reply With Quote
Old 06-25-11, 04:50 AM   #1618
Paulski
A-ganger
 
Join Date: Jun 2010
Posts: 74
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
@mefaba, Paulski: Does it work for you now?
Yes it does, thank you for this great patch!
Paulski is offline   Reply With Quote
Old 06-25-11, 05:08 AM   #1619
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

@SSB: Yes, it works in a Single Mission as well as if they are scripted into a convoy in the RND layer of the campaign (as in NYGM or LSH).

For my trials, I scriped one Sub into the SCR layer only for the special purpose of beeing beamed to a convoy after a contact report. No work. Beaming itself works, the sub is there, but does nothing. But beaming Lutzow CL works - the cruiser attacks, so it isn't related to SCR layer in principle.

@Paulski: Great. Have fun!
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 06-25-11, 05:34 AM   #1620
LGN1
Ace of the Deep
 
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
Default

Great work, h.sie!

Maybe it's a sensor issue How close is the convoy approaching the sub?

Cheers, LGN1
LGN1 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:20 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.