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 01-29-23, 07:23 AM   #1096
GrenSo
Grey Wolf
 
Join Date: Apr 2019
Location: Germany
Posts: 828
Downloads: 578
Uploads: 8


Default

Quote:
Originally Posted by Fifi View Post
Here you go with burning oil in NYGM




Nice, very very nice.
__________________
Best regards,
GrenSo


“Mankind must put an end to war, or war will put an end to mankind.” - J.F.K.
GrenSo is offline   Reply With Quote
Old 01-29-23, 02:39 PM   #1097
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,620
Downloads: 810
Uploads: 0


Default

Quote:
Originally Posted by Fifi View Post
Hello Kal, ARB restera comme ça.
Le sélecteur est bon les chiffres correspondent aux tubes ouverts, et le manuel est sombre pour ne pas éblouir la nuit (de toutes façons je ne vais pas refaire les centaines de ship silhouettes)
Désolé, là je suis sur beaucoup plus important …

Hey Fifi salutation
Oui Fifi ...de toute façon je ne l utilse pas..comme cela c est regler...
C'etait simplement mon rapport sur le mod continuez votre excelent travaille..vous franchissez des etapes importante c est tres bon..
ce NYGM c est du collector.. le meilleur SH3 sans doute..
Kal_Maximus_U669 is offline   Reply With Quote
Old 01-31-23, 11:46 AM   #1098
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Revising zon boxes to my liking gives impressive result.
Plenty corrections needed for the whole sea folder...almost half done

Only one torpedo hitting tanker at the right spot can now gives this result:



back to work...

Fifi is offline   Reply With Quote
Old 02-01-23, 04:22 AM   #1099
rik007
Seasoned Skipper
 
Join Date: Jan 2002
Location: Holland
Posts: 698
Downloads: 115
Uploads: 0
Default

Thank you very much for your hard work Fifi! It looks great!
rik007 is offline   Reply With Quote
Old 02-01-23, 11:51 AM   #1100
CapZap1970
Sea Lord
 
Join Date: Mar 2007
Location: La Paz, Bolivia
Posts: 1,956
Downloads: 257
Uploads: 51
Default

Amazing!
__________________
CapZap1970 is offline   Reply With Quote
Old 02-03-23, 10:13 PM   #1101
Leoz
Ensign
 
Join Date: Apr 2016
Location: Near The Rockalls Bank
Posts: 235
Downloads: 253
Uploads: 0
Default

Really enjoy the latest update.

One thing of interest. And, unfortunately this would take a heck of a lot of work.

There are no ship models that have their lights on at night when they are neutral.

Typically, if a ship is not lit at night it is fair game and should be sunk.

Twice I had problems with this near Spain and Portugal. Nighttime, low visibility and neutral ships are not lit.

Otherwise. Really REALLY like this update.

Thank you!

__________________
Leoz

"Auf gefechtsstationen!"



NYGM
Leoz is offline   Reply With Quote
Old 02-04-23, 01:46 AM   #1102
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Quote:
Originally Posted by Leoz View Post
Really enjoy the latest update.

One thing of interest. And, unfortunately this would take a heck of a lot of work.

There are no ship models that have their lights on at night when they are neutral.

Typically, if a ship is not lit at night it is fair game and should be sunk.

Twice I had problems with this near Spain and Portugal. Nighttime, low visibility and neutral ships are not lit.

Otherwise. Really REALLY like this update.

Thank you!

Yes, only very few ships have night lights for neutral. But there are some, I’ve already encountered them

Glad you’re enjoying it!
Keep in mind next update coming should be even much better… but still lot of work to do

Fifi is offline   Reply With Quote
Old 02-08-23, 02:01 AM   #1103
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Next update is slowly coming nicely
It will be brand new game
I ‘m reworking all ships zon boxes, spheres & hit points where I found so many errors
Not only MFM ships…

Fifi is offline   Reply With Quote
Old 02-08-23, 02:31 AM   #1104
GrenSo
Grey Wolf
 
Join Date: Apr 2019
Location: Germany
Posts: 828
Downloads: 578
Uploads: 8


Default

Quote:
Originally Posted by Fifi View Post
Next update is slowly coming nicely
It will be brand new game
I ‘m reworking all ships zon boxes, spheres & hit points where I found so many errors
Not only MFM ships…


There the anticipation increases.
__________________
Best regards,
GrenSo


“Mankind must put an end to war, or war will put an end to mankind.” - J.F.K.
GrenSo is offline   Reply With Quote
Old 02-13-23, 12:43 PM   #1105
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Can’t believe how wrong are the zon boxes of ALL ships…
Absolutely all ships needed serious big adjustments.
Not to say about the boxes missing…or completely offset
Still around 20/30 ships to go

Fifi is offline   Reply With Quote
Old 02-13-23, 01:45 PM   #1106
Doolar
Expert Shipsinker
 
Doolar's Avatar
 
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 801
Downloads: 360
Uploads: 0
Default Re

No problem and no rush my friend
__________________
ONEALEX 1.53 ARB / NYGM Enhanced "Steel Coffin" v5 DGUI / CCom12 DGUI / WAC 5.2 DGUI / Toyotagt86 v2.2 ARB / GWX3 DGUI
Doolar is offline   Reply With Quote
Old 02-18-23, 10:22 AM   #1107
Levyathan89
Soundman
 
Join Date: Feb 2015
Location: Dresden, Germany
Posts: 147
Downloads: 49
Uploads: 0
Default

Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
Levyathan89 is offline   Reply With Quote
Old 02-18-23, 11:08 AM   #1108
Kal_Maximus_U669
Sea Lord
 
Kal_Maximus_U669's Avatar
 
Join Date: Jan 2017
Location: France Nord East
Posts: 1,620
Downloads: 810
Uploads: 0


Default

Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
Yes indeed.. me personally I find it very good..
during the day do not get detected by the aviation.. you will have business with the destroyers in a short time...
I find that the aviation plays its role of guardian of the coast perfectly.
personally I have already experienced this kind of air attack problem... very little depth and the destroyers on your back you will have to take the initiative on them otherwise you will not escape them...
I would add that Fifi has made a point of detection in all weathers, especially with the latest update, moreover, I look forward to his last work when you see all that he has accomplished, it's remarkable..
Sincerely Kal Maximus U669
Kal_Maximus_U669 is offline   Reply With Quote
Old 02-18-23, 12:05 PM   #1109
FUBAR295
Krusty Krab
 
FUBAR295's Avatar
 
Join Date: Mar 2002
Location: Decks awash in the North Atlantic
Posts: 1,248
Downloads: 428
Uploads: 0
Default

Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
I have this in my notes (sorry, but I do not remember who the author is to give credit), it breaks down the various function of the Airstrike config file.

Airstrike.cfg File

If you look in the ...Steam\SteamApps\common\Silent hunter 3\data\Cfg folder you have Airstrike.cfg Open it with Notes or any texteditor. Here you can set Max range for the planes, too long in vanilla game, modifier for different airbases, different air strike probabilitys, atenuation factor and steps between air strikes.

The problem in vanilla game is the long range of aircrafts that will have you in range of several air bases and the high probability for more aircrafts joining in the attack, giving waves after wave of planes. In GWX the settings are like this:

Maximum Aircraft Range=2000
Poor Airbase Modifier=0.2
Novice Airbase Modifier=0.6
Competent Airbase Modifier=1.4
Veteran Airbase Modifier=2.4
Elite Airbase Modifier=3.0
Night Modifier=0.2
Default Air Strike Probability=35
Enemy Air Strike Probability Increase on Radio Messages Sent=25
Friendly Air Strike Probability Increase on Contact Report Sent=50
Enemy Air Strike Probability Increase on Player Detection=40
Atenuation Factor=10
Logic Steps Between Air Sessions=20

There are other things changed in GWX ofc but this will give you harder but fewer planes per attack.

The modifier for airbases gives harder enemy air power with higher settings.
Night modifier gives more air attacks at night with higher settings.
Default air strike probability gives a higher amount of attacks with higher settings.
Increase on radio messages sent, contacts sent and player detection gives a higher risk of air attacks over the default setting with higher settings.
Atenuation factor I am not sure on, but should give a faster decrease from increased probability on each air session with higher settings.
Logic steps between air sessions should give longer times between each take off from airfields with higher settings.

So setting shorter range gives less airbases that cover your position, lower modifier gives more misses from the planes, lower default gives less risk for air attacks, lower increase settings gives less risk for more attacks after you have been detected, higher atenuation will drop back the enemy from alerted to default setting faster. And a higher setting on logical steps gives you some more time between each patrol flight. More time for recharging..

On the snorkel, even with the radar coating on it you will be picked up by radar if you pop the scope, or if your conning tower breaches the waves. You are close to the surface when snorkling.. In RL they could on use the snorkel in flat seas as it would shut a valve and suck air from the interior of the boat everytime a wave drowned the snorkel. Not good for the crew. And on a flat sea a snorkel is easily seen from the air, radar or no radar.


Makes understanding how this config file works a little easier. You may be able to tweak the file so that it meets your requirements.
__________________
Good judgment comes from experience. Unfortunately, the experience usually comes from bad judgment.


FUBAR295 is offline   Reply With Quote
Old 02-18-23, 12:20 PM   #1110
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,711
Downloads: 452
Uploads: 0


Default

Quote:
Originally Posted by Levyathan89 View Post
Hey man, I really love your edition of NYGM (this mod really needed a face lift)


However, is there a way to reduce the air patrols in early war (I never really understood the airstrike.cfg)? As early as September 1939 I get harrassed by aircraft on a daily basis around the British isles and am basically forced to stay submerged all day every day, which makes the way to the patrol area super tedious.
The more you close the coasts, the more planes you’ll encounter …
Playing x256 you get max air threat, playing x512 a bit less, x1024 again less close to zero.
You’ll understand I can’t satisfy everyone taste here, I made this game close to my taste first … unfortunately for others
But I believe it’s close to what it was, and of what I readed.
Furthermore with this SH3 engine, we always have to make compromises. Nothing can be perfect

Fifi is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 04:42 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.