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Old 04-12-23, 08:12 AM   #1
blackswan40
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Hi SamJoDo are you playing single missions or the campaign if you playing the campaign are you out on patrol in the Atlantic when you find a ship or convoy press the <> keys to the right of the M key and it should zoom into the ship in gods eye mode then you see the flags on ships also a screenie of your activated mods would be good you should be seeing flags on ships when you get close enough or in god eye mode.



Last edited by blackswan40; 04-12-23 at 08:44 AM.
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Old 05-09-23, 12:46 AM   #2
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Default UZO and Deck Gun stabilization

As I understand in LSH mini manual UZO and Deck Gun should also be not stabilized (if I choose option in game settings "No stabilization view")? But in my games UZO and deck gun are stabilized, is this something wrong? How can I make it work?

Rest of the mod is working very good
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Old 05-11-23, 11:53 AM   #3
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BeneQ04:
I'm not the one to answer your question specifically, but would make this observation - you will always have to stabilize the deck gun if you hope to hit anything. In a real-life situation, the OD on the bridge could carefully change the sub heading to modify wave induced rolling and heaving to assist the deck gun crew - in any simulation that's not really an option. Maybe you are better at this than I, but I cannot hit much of anything - especially farther than maybe 500-600 meters - unless the program stabilizes the image and I time my shots very carefully for that short moment when the gun stops heaving up and down.
Hope this helps.
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Old 05-26-23, 07:05 PM   #4
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Default RAOFB horribly off

So i just installed the lsh 2022HD and am stuck in a violent battle with the RAOFB ring in the olc mod. it is off by a horrible degree. So are there other ways to get the ring with the logarithmic scales to work with the mod? When I last played sh3 like 2 years ago, it was quite fun.
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Old 05-29-23, 11:25 PM   #5
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To Anyone:

Is anyone out there?

Anyone?

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Old 04-13-23, 09:28 AM   #6
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Greetings!



Thank you very much for your reply, and apologies for my slow response - I've been thoroughly engrossed in LSH3 ...



It is apparent that my brain has likely been affected by far too many years at sea, water-logged and damaged by incident to the extent that my retired iteration is little more inspiring than a Seaslug. Certainly not the SAM iteration, leeaning toward the sunk version I guess.


All that in mind; it transpires I firstly named the dual installations, Career and Single Player Missions (a sad loner you understand) in reverse.



Secondly; I failed miserably to follow simple instructions, despite reading them twice, to launch 'LSH3-2022 Mod Archive Manager' before using JSGME.


Once installed properly, as per clear instruction, LSH3 is firing on all cylinders and we are full ahead.



Thank you again!


Now, SH4 is a completely different animal. I've tried every combination of compatibility options existing to-date, but she refuses to fire up. Before I climb into the scavenge spaces, I shall seek out the appropriate pages to scribe my woes.


Fair winds and a following sea for now
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Old 04-13-23, 10:28 AM   #7
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Default Welcome aboard!

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Old 04-19-23, 05:06 PM   #8
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Default DF antenna

I note that the DF antenna can be raised and lowered using SHFT +V/Ctrl +V keys. I do not notice any change in the sonar signal I hear in the sonar room. That is, it is not stronger with the DF antenna up than it is with the DF antenna down. Perhaps the movement of the antenna is merely a nice graphical feature and is not meant to have a functional impact on the sonar signal. Or maybe it is used in some Wolfpack activity that I do not participate in.
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Old 05-02-23, 11:56 PM   #9
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Default Df antenna and Merchant speeds

1. Maybe my query re: the Df antenna was poorly worded. It was actually a question - whether the position of the antenna influences the signal strength of the contact. Does it? It seems not to do so in my limited experiments.

2. If one wants to do manual torpedo attacks, the speed of the target is critical to feed into the calculations (distance, AOB). The original SH3 manual says to look up the ship speed in the "Library" of vessels. But the listed speed rarely is congruent with the observed speed - that is, while a Ferry Ship is listed as 15 knots, it usually is observed as moving around 8 kts, when observed in the periscope in the Automatic Attack Mode (or whatever the proper term is). Should we conclude that the listed speed is max speed and not usual and customary speed and therefore is actually useless? That means for manual mode torpedo attack one needs to use the stopwatch and measure distance travelled over, say, 5 minutes then pull down the calculator at the top to read off the speed. Am I right about this?
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Old 08-06-23, 07:15 PM   #10
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Default SLH3 4 Files come up as viruses with Malwarebytes

AS the title says, LSH3 4 Files come up as viruses with Malwarebytes after I install it. Is this normal? Or did I somehow download the wrong thing?

Last edited by MrSplix; 08-06-23 at 07:23 PM.
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Old 08-06-23, 08:30 PM   #11
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Old 08-07-23, 04:43 PM   #12
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to my knowledge i installed to freash sh3 no saves or mods, the first patrol no problem the second patrol is the problem with radio antenna not going up or down
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Old 08-07-23, 05:06 PM   #13
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Welcome to SUBSIM Mr. Splix
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Old 08-07-23, 11:19 PM   #14
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ok i figured it out. i had to increase the command nb number and the key number in command en.cfg file cause i added some extra commands
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Old 09-03-23, 07:10 AM   #15
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Default Probably a silly question but here goes...

I might have overlooked this, but is there a thread or list indicating exactly what is new in the 2022 version vs the 2020 version.

I have experienced difficulty in the past when updating from older versions, so before I do, it would be nice to know what the main changes are.

Can you direct me to a post or thread where this is listed, or can you list the changes quicly in a reply?

Very respectfully
Ron
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