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Old 01-23-21, 01:46 PM   #181
Anvart
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wolf_howl15

Quote:
Originally Posted by Anvar1061 View Post
That's right?
...
Yes.
 
Also, you have two commands hanging on one 'R' key ...
'Radar One Sweep' and 'Radar View'. Therefore, when you move to the radio operator's chair, your radar turns on, makes one full turn and turns off ... Do you need this? I think no. Hang 'Radar One Sweep' on 'Shift + S' ... preferably (in tune with Sweep), if not busy, or something else ...
Also, I can advise you not to use 'Radar Fix'. Cause? Radar Fix->Part2 works well ... no problem. This is the Fix that I asked Hsie to do to slightly simplify the antenna/radar logic. For the original game and for those who do not use Hsie's 'Radar Fix', will need to immediately execute the raising the antenna "Entry: Up", and then go to "Entry: Wait4Down".
Radar Fix->Part1 ... distorts the work of the radar ... if the player forgets to turn off the radar, it really turns off only at periscope depth. Some modders try to compensate for the disadvantage of this fix, for example, by connecting an additional Dial controller directly to the radar antenna, as in my first mod for raising/lowering the radar antenna. In this case, an indefinite state (what to call it?) Arises ... the display may not light up and even the steering wheel will stop rotating, but if you surface without going down to the periscope depth, the radar will be rotates again without player intervention. This indicates that the radar has not turned off. In addition, this Dial controller does not give stable results. Of course, there is the iron way to turn off the radar and work around the Fix->Part1 flaw ... but this is a rough, rectilinear way that will reduce the number of variation used commands.
The second argument: Fix->Part1 contradicts the concept of realism - the radar should not work at high waves ... just like the periscope in the Hsie's mod, it 'vibrates' or automatically descends at certain speeds of the sub.
Ideal variant: remove Fix->Part1 (in my opinion it is not needed) and leave Fix->Part2.
Another variant is to turn off Radar Fix.
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Old 01-23-21, 03:33 PM   #182
Kal_Maximus_U669
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Default GwR21

Quote:
Originally Posted by Darthlucky View Post
Will this mod only be compatible with a specific screen resolution like LSH2020 or will it allow for more flexiblity?
you should download and test this mods is one of the most complete to assemble which allows to play with several mods of different environment made your choice as well as different configuration of oceans according to the theater of operation play different menu HuD 1024: 768; 1360: 768 ; 1920/1080 as well as other options made your game ...
it offers you the possibility of playing on several different conflicts: up: personal I kiff

Last edited by Kal_Maximus_U669; 01-23-21 at 04:06 PM.
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Old 01-23-21, 03:37 PM   #183
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Default

[Cmd68]
Name=Toggle_radar_view
Ctxt=1
Key0=0x52,,"R"

[Cmd460]
Name=Radar_one_sweep
Ctxt=1
MnID=0x3F2B0002
Key0=0x52,C,"Shift+S"
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Old 01-23-21, 03:44 PM   #184
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Default

V21.2 is loaded tomorrow. Track your time. Link #1 is the same.
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Old 01-23-21, 05:52 PM   #185
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wolf_howl15 AI.Crew

Quote:
Originally Posted by Anvar1061 View Post
While working on the AI _Crew mod, there was an unknown error causing CTD when viewing German U-boats in the Museum. In a SingleMissions, everything works.



https://www.mediafire.com/file/19x1u...rh2/AI_Crew.7z
Need help from a specialist. Maybe Anvart?
 
Привет.
Ты пытаешься применить мод в GWR?
Я же говорил тебе, что я, ввиду отсутствия интереса со стороны публики, не доделал его... но в твоей сборке кроме манекенов я ничего не увидел.
1) Если в одиночной нет вылета, а в кампании или в музее вылет есть возможно есть смысл поменять идентификаторы с помощью S3D... во всех связанных файлах мода.
2) Кроме того в моде редактировались файлы вооружения, исправлялись ошибки анимации и геометрии. Черт возьми это было так давно, что я уже почти ничего не помню...
Попробуй сначала первое...
Кстати в Музее у меня и без AI_Crew иногда вылетает при просмотре немецких подлодок, когда курсор быстро перескакивает с одной на другую, третью...
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Old 01-23-21, 06:31 PM   #186
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Default

Quote:
Originally Posted by Anvart View Post
 
Привет.
Ты пытаешься применить мод в GWR?
Я же говорил тебе, что я, ввиду отсутствия интереса со стороны публики, не доделал его... но в твоей сборке кроме манекенов я ничего не увидел.
1) Если в одиночной нет вылета, а в кампании или в музее вылет есть возможно есть смысл поменять идентификаторы с помощью S3D... во всех связанных файлах мода.
2) Кроме того в моде редактировались файлы вооружения, исправлялись ошибки анимации и геометрии. Черт возьми это было так давно, что я уже почти ничего не помню...
Попробуй сначала первое...
Кстати в Музее у меня и без AI_Crew иногда вылетает при просмотре немецких подлодок, когда курсор быстро перескакивает с одной на другую, третью...
yes indeed I have this problem elsewhere even shadow clipping problems on 7c and 7b honestly I rarely go to the museum
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Old 01-24-21, 06:43 AM   #187
Anvar1061
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Quote:
Originally Posted by Anvart View Post
Yes.
 
Also, you have two commands hanging on one 'R' key ...
'Radar One Sweep' and 'Radar View'. Therefore, when you move to the radio operator's chair, your radar turns on, makes one full turn and turns off ... Do you need this? I think no. Hang 'Radar One Sweep' on 'Shift + S' ... preferably (in tune with Sweep), if not busy, or something else ...
Also, I can advise you not to use 'Radar Fix'. Cause? Radar Fix->Part2 works well ... no problem. This is the Fix that I asked Hsie to do to slightly simplify the antenna/radar logic. For the original game and for those who do not use Hsie's 'Radar Fix', will need to immediately execute the raising the antenna "Entry: Up", and then go to "Entry: Wait4Down".
Radar Fix->Part1 ... distorts the work of the radar ... if the player forgets to turn off the radar, it really turns off only at periscope depth. Some modders try to compensate for the disadvantage of this fix, for example, by connecting an additional Dial controller directly to the radar antenna, as in my first mod for raising/lowering the radar antenna. In this case, an indefinite state (what to call it?) Arises ... the display may not light up and even the steering wheel will stop rotating, but if you surface without going down to the periscope depth, the radar will be rotates again without player intervention. This indicates that the radar has not turned off. In addition, this Dial controller does not give stable results. Of course, there is the iron way to turn off the radar and work around the Fix->Part1 flaw ... but this is a rough, rectilinear way that will reduce the number of variation used commands.
The second argument: Fix->Part1 contradicts the concept of realism - the radar should not work at high waves ... just like the periscope in the Hsie's mod, it 'vibrates' or automatically descends at certain speeds of the sub.
Ideal variant: remove Fix->Part1 (in my opinion it is not needed) and leave Fix->Part2.
Another variant is to turn off Radar Fix.
Alex, I didn't find anything on the h.sie radar fix other than this.
https://www.subsim.com/radioroom/sho...d.php?t=217157
Where is Part1 and where is Part2?
https://www.subsim.com/radioroom/sho...49&postcount=1
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Old 01-24-21, 12:27 PM   #188
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Default Update 21.2

an update of GUI 1.3 as well as various small correction thanks to all ... I do not understand why this mod does not fascinate fans of the genre ... fed up with Gwx maybe...



https://www.mediafire.com/file/qc0ij..._v21.2.7z/file

Taille du fichier: 3.295.005.858 octets
MD5: 7524C7C6DE88E67BB059F27EAE5A5ECD

Last edited by Kal_Maximus_U669; 01-24-21 at 01:50 PM.
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Old 01-24-21, 06:53 PM   #189
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I've not played SH3 in years so i dont have a clue where to start to install this.

Is there a guide for installing this over a clean steam version of SH3?
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Old 01-25-21, 07:00 AM   #190
Anvart
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wolf_howl15

Quote:
Originally Posted by Anvar1061 View Post
Alex, I didn't find anything on the h.sie radar fix other than this.
https://www.subsim.com/radioroom...
Where is Part1 and where is Part2?
https://www.subsim.com/radioroom/sho...49&postcount=1
Study the charter of the guard service! ... that means - carefully read the discussion of certain issues on the forum. What you are referring to does not apply to the topic under discussion... it's the usual verbiage of poorly understanding persons. Find in Hsie messages, in the signature, a link to resources and see Radar Fix source code in assembler... maybe you will understand something. Radar Fix is ​​a two-part change block (see the Hsie's super mod documentation).
By the way, you (or someone) put your naughty hands into my mod and inserted into the modified guns there. Also, if I understand correctly, you applied all this crap to another submarine ... If it is done crookedly or you chose an unsuccessful object (there should not be two different objects with the same registration in the game), this also will be the reason for "fly away" in the campaign. And also... don't forget about the credits.

Best regards.
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Last edited by Anvart; 01-26-21 at 11:33 AM.
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Old 01-25-21, 11:25 AM   #191
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Alex, what is the approach to work? I did, but I did not finish. I knew, but I forgot. I spread, but lost. I'm good at assembler, but you should know that too!
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Old 01-25-21, 02:06 PM   #192
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GUNS_SUB.dat Anvart®
 
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Old 01-25-21, 04:46 PM   #193
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Default

Quote:
Originally Posted by Laffertytig View Post
I've not played SH3 in years so i dont have a clue where to start to install this.

Is there a guide for installing this over a clean steam version of SH3?
I do not recommend using a steam version have an ubi or EMEA DVD version ...
did you download the mods?

if yes in the GWR SH3 v21.2 folder there are 4 folders and 2 files
place them all in your install folder of the games ex: D: \ Sh3 \ SilentHunterIIIGwR21
then use Jsgme exe ... to activate your mods read the doc provided in the mods because it depends on the way you want to play several ways as possible
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Old 01-25-21, 05:11 PM   #194
Laffertytig
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Why whats wrong with the steam version does this mod not work with it?

Are the sh3.exe file patches still required with this mod or does the mod do all that?
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Old 01-26-21, 01:54 AM   #195
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One of the most important things when installing is to be patient and let jsgme fully install main mod, which can take up to 7-8 minutes !
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