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Old 03-20-11, 06:45 AM   #31
fitzcarraldo
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Quote:
Originally Posted by Stiebler View Post
@SilentwayIII:

I did not mean to imply that the SH3.exe file dated 12 February 2006 was the only one that might work with the H.sie patch system, merely that it was a version that did work.

It is the checksum total that counts, and determines whether or not the file will be accepted by the patching system. So try what you have with the patch-kit anyway.

Specifically, I have just re-checked the last version of SH3 that I purchased (from Amazon UK, several months ago). It is a DVD ROM with the logo 'Revival' clearly written in the bottom right corner of the front of the box packaging. The distributors are 'Focus Multimedia Ltd', www.focusmm.co.uk.
The date of the SH3.exe file in *this* box is 14 June 2005 (same as SquareSteelBar). It works fine with the patch kit, same checksum as the 2006 version.

Thanks for the helpful feedback, SquareSteelBar.

Stiebler.
Also my SH3.exe is 14 june 2005, the patch works fine on my GWX and LSH3 installations.

I use WS dll (with MaGUI WS), and works fine too; no problems between the sh3 patch and the WS dll.

For install the patch, I put all the files of the patch folder in the root folder of the game (in my case, C:\SH3GWX or C:\LSH3) and run the bat.

My actual JSGME list in GWX:

Generic Mod Enabler - v2.6.0.157
[C:\SH3\MODS]

GWX - No Medals on Crew
GWX - Late War Sensors Snorkel Antennas
GWX - VIIC41 Player Sub
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
LifeBoats&Debris_v4
GWX - Merged Campaign Wilhelmshaven v6
Wooden_Lifeboats_Mod_1.1
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
Combat Radio Frequency
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
Ice Age
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
WAC4.1 SubPen_animated_18.02.2010
Thomsen's Sound Pack V3.2cg
Aces' St. Nazaire Sub Pens v2 for Wilhelmshafen,St Naz. Schleuse and xtra ships v5
Merchant_Fleet_Mod_3.2
Aces' Multimod compatability fix release v1.3 public beta
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
GWX_SH4StyleFlag_fullModel
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
Pascal_Port_People
BMW-R75 v.1 by TP
Evans Uniforms II
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Torpedo damage Final ver2.0
Dönitz Aces - Custom Emblems
MaGui 3.4
Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-Intro Screen for Widescreen MaGui v3.4
Q Ship mod GWX3.0
Torpedo_HAHD_1024_GWX
FM NI Fix for WideScreen MaGui v3.4
Sub Image mod
Compulsory U-boat Headdress - GWX 2.0
BritishAsdicMkIFinal
Dönitz Picture With Fly
German Images for MaGui v3.4
GWX - 16km Atmosphere
WAC3.0 RealAtlantic 2 v.TP
Thomsen's Water V4
Sawfish Emblem on caps
Authentic_Off_Faces #2
Rbs1_SH4_Effects_GWX_30_71
Rbs5-EffectsLITE
Rbs7-regularzone
German Images for Widescreen MaGui v3.4
New_clearsky_clouds
Haunting Atlantic Wind
hsMachineTelegraphGer v0.1 alpha
Flakmonkey's Interior with crew
AOTD history
Fubars crew skins 2+3+4+Elite II+Bärte
Wolfehunters_VIIC_U408_2048
Grey Brown Cloth Map
Carotio_SH3_Seafloormod - 256mb
REL_GWX_Flavored_to_Taste_FINAL


Regards.

Fitzcarraldo
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Old 03-20-11, 12:09 PM   #32
brett25
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hi Stiebler, heres an idea for a possible addition to the patch. What if flooding of tubes was linked to a drop in depth, maybe the drop could be more or less depending on how many tubes are filled. then the player needs to make more corrections for their depth
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Old 03-20-11, 08:01 PM   #33
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Stiebler,

Do you intend to incorporate this in the next release of NYGM? As a long term user of NYGM (from the very beginning) I sure hope, looking forward to the new release.

Good Hunting,
FUBAR295
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Old 03-20-11, 08:44 PM   #34
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Hi Stiebler,

A bit OT.
I was absent from Sh3 from a while, just looking at the forum eventually. I recall to read about that stock bugged wheather fixed by h.sie. Do you know if he finished it? What are you using now (on your game) to have a better wheather behaviour?
Thanks in any advice!
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Old 03-21-11, 04:57 AM   #35
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@Brett25:
(Flooding torpedo tubes.) That is a good suggestion, but I think it falls too far into the area of 'micro-management'. The crew ought to make that kind of compensation of buoyancy without requiring help from their commander.

@Fubar295:
The patch-kit will not be included with any release of NYGM, and, for copyright reasons, NYGM cannot include a patched copy of file SH3.exe. So I regret that you must make your own patching of your own copy of SH3.exe. However, H.sie's weather file envsim.act is already included with NYGM update 3.4A (available from my signature, below.)

@Rubini:
H.sie did indeed release his improved weather mod, see above for Fubar295. H.sie and I tried different ideas, both with the envsim.act file. Both approaches were successful, but we both agreed that H.sie's idea was better. This is the thread:
http://www.subsim.com/radioroom/showthread.php?t=177507

It is my opinion that H.sie's fix for the weather bug in SH3 was the most important single mod ever released for SH3. The persistent foggy-storms were a real game-breaker.

It's nice to see you back with SH3, Rubini.

Stiebler.
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Old 03-21-11, 08:38 AM   #36
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Thanks by the info and the words Stiebler!
I will download it asap.
....
It's nice to see all you guys too and Sh3 always full ahead!
My wife saw me yesterday on my pc and asked me "Again that old submarine?"
Well, I said that i like it as much I like her. Something appeared imediatelly bad in her eyes...OK, just a bit lesser than you my darling...
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Old 03-21-11, 10:12 AM   #37
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Quote:
Originally Posted by Rubini View Post
Thanks by the info and the words Stiebler!
I will download it asap.
....
It's nice to see all you guys too and Sh3 always full ahead!
My wife saw me yesterday on my pc and asked me "Again that old submarine?"
Well, I said that i like it as much I like her. Something appeared imediatelly bad in her eyes...OK, just a bit lesser than you my darling...
Some women never learn about the importance of our pursuits. As hard as it is to believe, mine once asked me why I needed a new video card!

You better get some candy and/or flowers for her.
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Old 03-21-11, 10:34 AM   #38
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Quote:
My wife saw me yesterday on my pc and asked me "Again that old submarine?"
Well, I said that i like it as much I like her. Something appeared imediatelly bad in her eyes...OK, just a bit lesser than you my darling...
Well at least one can upgrade his sub to a Type XXI ... but the wife ...
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Old 03-21-11, 02:35 PM   #39
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Hi Stiebler this was posted in the U-Boot_hahd thread but is more relevant here:

Quote:
Originally Posted by drakkhen20 View Post
Say hans,
I was laid up thinking last night about an idea. Now I dont know exactly how adjusting or changing the pistol type was done on a torpedoe(some of the brains I do have is telling me manually). Being that if these things where done before they where loaded and placed in the tubes is a reality most overlooked, but if they could be changed while in the tube then I guess im wrong. But I have a habit of changing the pistol after I have opened the tube. Is there a way to change this to add to your mod. Something like after you opened the tube those button dont work or the weapons officer tells you "the torpedoe is already loaded" when you try to change the pistol or make torpedoe related adjustments?
Is this possible to disable impact/magnetic switching on torps that are loaded into the tubes.
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Old 03-21-11, 05:27 PM   #40
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Quote:
Originally Posted by Hitman View Post
Well at least one can upgrade his sub to a Type XXI ... but the wife ...


Kinda makes you wonder who the 'real' old gal is...
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Old 03-22-11, 09:08 AM   #41
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@Reaper7:
Quote:
Is this possible to disable impact/magnetic switching on torps that are loaded into the tubes?
Doubtless it is possible, but what a huge effort it would take, just because someone is too lazy to check the switches before they load the torpedo tubes!

If you find you have loaded the torpedoes wrongly, then just pretend you have not. Who will know the difference? (Or close the tubes, make the change, and open the tubes again.)

@Everyone:
Sorry, guys, but H.sie and I are interested only in trying to fix serious faults with SH3, for which there is no easy work-around.

Stiebler.
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Old 03-22-11, 04:52 PM   #42
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Hi Stiebler,

I was reading in your help files about periscope fix: "If the underwater speed exceeds 5 kts, the periscope may be forcibly retracted, or you may see periscope tremor instead (depending on whether the additional graphics file is added too)."

So, what are and where I can find these additional graphics file?

Thanks again for this awesome mod and also thanks about that wheather info some post above!
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Old 03-23-11, 09:26 AM   #43
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Here's another series of interesting realism issues, that you could consider fixing or improving:

- The UBoat should have when submerged a wider turn radius than when surfaced.

- The UBoat should have better seakeeping abilities when steaming against the waves than corvettes, and specially than sloops.

Both things have an impact on tactics, as they make it worth to stay surfaced instead of submerging, as well as making it worthwhile to try to dodge early war escorts in surface at night and then make an end-around to start another surface attack. As it is now, escorts pursue you till the end of the world as long as they can see you, while in real life they would return to the convoy if they are too far away. Also you can't shake them off in bad weather, whereas in real life the Uboats certainly did, intentionally going against the swell as it made life a lot more difficult for sloops and corvettes to pursue them.
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Old 03-23-11, 11:50 AM   #44
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@Rubini:

I have uploaded a revised patch-kit, adding the omitted files originally made by H.sie (Camerabehaviour.act, SH3Sim.act, EnvSim.act (for the weather) ).

Just download from the same link as before:
http://www.subsim.com/mods1/nygm/V15_Stiebler_Patch.7z
The new patch-kit has date 23 March 2011. Discard any previous patch-kit.

@Hitman:
These are good points you have made. Like you, I feel that U-boat should be able to outrun corvettes on the surface in poor weather; arguably, the U-boat should even outrun destroyers in storms (according to KL Fehler, U 234.)

It's rather difficult to know what to search for in the original SH3 code, though. (We need to find a valid entry point to alter existing code, but sea-keeping is a broad concept.)

Perhaps the general solution would be to lower the speed of ALL Allied ships when the weather is bad. I have noticed that convoys sailing at '7 kts' always maintain that speed regardless of the weather, while the U-boat is affected by the weather. Something to consider when H.sie returns to modding.

The turning circle of the U-boat ought to be easier to fix. Once we have found the code!

Stiebler.
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Old 03-23-11, 01:53 PM   #45
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Thanks again Stiebler!
Just some more questions:
Camerabehaviour.act is for periscope fix shake effect,
EnvSim.act is for weather fix,
Sh3Sim act is for ?

About storm and speed...the best option will be to slown down ALL ships in bad wether. This will be great . Well, my 2 cents!
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