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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
Posts: 67
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SH3-Fix_SN_2_Stock
------------------ Update: 29.04.2010 This will fix the Sonar Officer and make him more reliably by giving messages and fixes some Animations problems. Realy Big Thanks to Anvart for his great help for this fix!!! Works on every mod. (GWX3,LSH3v5,WAC and so on) Notes: You will not have a super Sonar now, but all works now as it ever should do, i think The changes are only slightly and the Sonar have ever worked! Changes Post #3 LINK (29.04.2010) Last edited by V-Modifications; 04-29-10 at 06:22 PM. |
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#2 |
Sparky
![]() Join Date: Jan 2010
Posts: 158
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Great to see that the bugs are repaired, thanks! But I have problems with understanding what this mod is doing
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#3 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
Posts: 67
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Changes Update(29.04.2010)
SH3-Fix_SN_2_Stock ------------------ New sorted: ----------- SN.dat: [1] = Stalker_Idle [3] HasExtMsg old:Type=2 new:Type=1000 [9] = Prey_Idle [0] OnCollision old:GotoEntry10 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry10 new:GotoEntry9 [5] UboatState old:GotoEntry10 new:GotoEntry10 [6] HasExtMsg old:Type=2 new:Type=1000 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry19 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry19 new:GotoEntry18 [5] UboatState old:GotoEntry19 new:GotoEntry19 [6] HasExtMsg old:Type=2 new:Type=1000 SN2.dat [1] = Stalker_Idle [2] UboatState new:LipsChangeSet and FacialChangeSet [9] = Prey_Idle [0] OnCollision old:GotoEntry9 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry9 [4] UboatState new:LipsChangeSet and FacialChangeSet [5] UboatState old:GotoEntry10 new:GotoEntry10 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry18 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry18 [5] UboatState old:GotoEntry19 new:GotoEntry19 ----------------------------------------------------------------------- Stock sorted: ------------- SN.dat: [1] = Stalker_Idle [3] HasExtMsg old:Type=2 new:Type=1000 [9] = Prey_Idle [0] OnCollision old:GotoEntry11 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry11 new:GotoEntry9 [5] UboatState old:GotoEntry11 new:GotoEntry11 [6] HasExtMsg old:Type=2 new:Type=1000 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry20 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry20 new:GotoEntry18 [5] UboatState old:GotoEntry20 new:GotoEntry20 [6] HasExtMsg old:Type=2 new:Type=1000 SN2.dat [1] = Stalker_Idle [2] UboatState new:LipsChangeSet and FacialChangeSet [9] = Prey_Idle [0] OnCollision old:GotoEntry9 new:GotoEntry9 [1] OnHitGreaterThan old:GotoEntry9 new:GotoEntry9 [4] UboatState new:LipsChangeSet and FacialChangeSet [6] UboatState old:GotoEntry10 new:GotoEntry10 [18]= ReadyForShake_Idle [0] OnCollision old:GotoEntry18 new:GotoEntry18 [1] OnHitGreaterThan old:GotoEntry18 new:GotoEntry18 [5] UboatState old:GotoEntry19 new:GotoEntry19 Last edited by V-Modifications; 04-29-10 at 06:27 PM. |
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#4 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
Posts: 67
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maybe someone with more experience could take a look in the orginal files too or correct me if there is somethink wrong
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#5 | |
Silent Hunter
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![]() Quote:
![]() Best regards, Magic ![]() |
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#6 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
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*delete old changelog*
look Post #3 Last edited by V-Modifications; 03-27-10 at 01:04 PM. |
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#7 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi V-Modifications,
sounds great! ![]() 'Depth charges in the water, sir!' and 'Destroyer in attack run!' warnings? That would be great! What about the 'Enemy ship on collision course, sir!' message? It seems it is also broken (sometimes also the 'We're under attack, sir!' message). Do you know how to fix this? Just one more question: Could you please explain what is the difference between type=2 and type=1000 setting? Thanks for your work! Cheers, LGN1 |
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#8 | |
Ace of the Deep
![]() Join Date: Mar 2006
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are these the only changes in the files? I changed these entries in the stock files, but they still differ from the ones in your download ![]() Cheers, LGN1 |
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#9 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
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Ahoi, sry was a bit busy last days...
![]() Yes that would be rly nice. i have try that too but after a lot of testruns and still no step foreward with that i have give it up. this options with attack runs seens to be semi prepared but i could not activate it. |
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#10 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
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Update: 27.03.2010
link post 1. |
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#11 |
Ace of the Deep
![]() Join Date: Mar 2006
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Hi V-Modifications,
thanks for the new version. ![]() Anyway, thanks for your hard work! Cheers, LGN1 |
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#12 |
Bosun
![]() Join Date: Mar 2010
Location: Germany
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complete changes in post #3
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#13 |
Admiral
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Maybe I am a little bit supid, but I don't understand what this mod exactly changes? Could someone please explain it for an old man? Thank you.
h.sie |
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#14 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
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This looks interesting, but I notice it's not a standard jsgme-type enableable mod. Instead it's an .exe program, and I'm a bit leery of running that without fully understanding all it changes.
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#15 |
Admiral
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It's an exe which creates a MOD folder from which you then can enable the mod via JSGME.
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