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SH3 Tech and Troubleshooting Index
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Lane



Joined: 10 Jan 2002
Posts: 975
Location: Southwest , Indiana USA

PostPosted: Fri Mar 25, 2005 11:12 pm    Post subject: Reply with quote

Guys I have a ATI 9600 XT card have been running SH3 ok.
Just to be sure were do you check that setting Refresh Force Enabled?
I just go a new system.
Thank's
Lane Very Happy
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Maximus3070



Joined: 27 Mar 2005
Posts: 66
Location: London, UK

PostPosted: Sun Mar 27, 2005 7:52 pm    Post subject: Reply with quote

Hi it would be SOOOOOOOO helpfull if someone could tell me where to do this REFRESH FORCE ENABLED because i am getting the same problmes and it is REALLY annoying me

Cheers SO much if you do Rock Rock
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Sun Mar 27, 2005 8:14 pm    Post subject: Reply with quote

Bug: White Particle Issue with Type IX UZO using Nvidia 6800GT.


Workaround:

With NUMLOCK ON
Press NUMPAD .Del to Toggle HUD.

UZO now displays properly for the Type IX UZO.

This does not fix the particle issue on the Type VII UZO.


Last edited by Heibges on Fri Apr 01, 2005 6:08 pm; edited 1 time in total
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Maximus3070



Joined: 27 Mar 2005
Posts: 66
Location: London, UK

PostPosted: Sun Mar 27, 2005 9:00 pm    Post subject: Reply with quote

AHHHHHHHHHH i swear this game is killing me!!!! Damn
PLEASE does anyone know how to stop it crashing :nope:
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Jammer



Joined: 26 Nov 2004
Posts: 38
Location: USA

PostPosted: Sun Mar 27, 2005 9:04 pm    Post subject: Reply with quote

Heibges wrote:
Bug: White Particle Issue with UZO using Nvidia 6800GT.

With NUMLOCK ON
Press NUMPAD .Del to Toggle Hud.

UZO now displays properly.


Interesting!!
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Sun Mar 27, 2005 9:12 pm    Post subject: Reply with quote

Stranger still, if you quit out of game and reload game, UZO STILL displays properly.

But when I started another career this fix didn't work. Perhaps it only fixes the UZO on the Type IX.

Yep, after checking again my type ix Uzo is still okay, but the type vii UZO's in my other career still have the display issue.


Last edited by Heibges on Fri Apr 01, 2005 6:06 pm; edited 2 times in total
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Maximus3070



Joined: 27 Mar 2005
Posts: 66
Location: London, UK

PostPosted: Sun Mar 27, 2005 11:41 pm    Post subject: Reply with quote

Damn Damn Damn
PLEASE does anybody know why this game is always crashing on me? Or how to stop it?
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HippyOfWar



Joined: 10 Jan 2002
Posts: 124

PostPosted: Mon Mar 28, 2005 10:28 am    Post subject: Reply with quote

all the links in the original post no longer work
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himmelreiter



Joined: 22 Nov 2002
Posts: 46
Location: Switzerland

PostPosted: Mon Mar 28, 2005 11:24 am    Post subject: Neal: Please change server link Reply with quote

@Neal: Server seems to have changed in the last 48h. Please change the important sticky links to the right address.

Thank you.
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Maximus3070



Joined: 27 Mar 2005
Posts: 66
Location: London, UK

PostPosted: Mon Mar 28, 2005 5:37 pm    Post subject: Reply with quote

Does anybody want to HELP me!!!???

PLEASE i'm dieing to play this game it looks so cool Stare Mad

IF anybody knows how to stop it crashing on me on the loading screen at the beginning contact me at maximus3070@hotmail.com

Rock Rock If u do
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Maximus3070



Joined: 27 Mar 2005
Posts: 66
Location: London, UK

PostPosted: Mon Mar 28, 2005 6:55 pm    Post subject: Reply with quote

WOOOO problem solved, cheers for your help anyways Rock Rock Rock Rock THIS GAME ROCKS lol so cool Embarassed but anyways back to the trainning missions lol
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Catfish



Joined: 21 Sep 2001
Posts: 1248
Location: where the ocean meets the sky

PostPosted: Mon Mar 28, 2005 8:35 pm    Post subject: Storing different solutions and getting speed Reply with quote

Hello,
i would not call it a bug or flaw yet, but as someone else already pointed out, there are difficulties in getting the speed of a target.

In realistic mode: If you are moving alongside some freighter (+- parallel course) and try to measure the speed with the stop watch, the speedometer (or how you'd call it) seems to add the speed of the target to your own, or even gives impossible speeds like 96 knots, which is both wrong.

Running parallel this is wrong, because if your boat has a speed that is slower or faster than the target's speed, the stop watch would only measure the difference between both speeds, and not the true target speed (e.g. target makes 6 knots, you 7 knots, stop watch should say 1 knot). When you know you're faster, add the difference to ownspeed and you have the target speed, ok. But 17 or 96 knots ?!
You can certainly also guess the target's speed if you are running parallel at the same course ...
However running in front of or behind a target at same course or at a sharp angle you will not be able to measure anything but crap with the stop watch, which is realistic.

This only changes when you are running +- 90 degrees to the heading of your target. This is right, because all the stop watch does is measure the time between two positions, which is most correct at an angle of 90 degrees and yourself being at full stop. What the TDC really needs is only bearing, speed and "course" relating to your sub, no absolute numbers.

But if my knowledge of the German "Vorhalterechner" (which is pretty unlike the US TDC, even if it's made for a similar purpose) is not totally wrong, it would not work like it is shown in Silent Hunter III. In SH3 it is more like it has been done in the US subs. I'd really like to know where to get more information on the german torpedo calculator, because i would like to shed some light on this subject.

AFAIK using the "German TDC" you (or the WO) would enter a solution (estimated distance, course and speed) and refine it by again and again correcting distance and the "angle off the bow" of the target, which is called "Lage laufend" in German - like in SH3, ok.
But after having told the AOB you would again measure the angle to a fixed position of the target, e.g. it's mast or the position where you want to hit the target. This also will be entered in the TDC by an officer. The TDC will adjust and store the information with a complicated electro-mechanical system using curves, clockworks etc., and the better the entered estimates are, the longer the TDC will be able to keep this solution in it's "memory", and follow the target.
It also takes the own boat's speed and it's course into account automatically. So if your boat turns or changes speed this will be corrected and fed into the TDC automatically via logging and directional gyro, which again will be fed to the corresponding torpedo you chose for that target. As i have read and heard that's why this kind of TDC really was ahead of it's time.

And here's the next problem:

What bothers me most is that you do not seem to be able to enter different solutions (different ships) into the German TDC. So if you want to attack four different ships with four torpedoes having their own, different course and speed, after your first shot or simply changing a target, you have to recalculate all for every single ship. You cannot "program" the first Torp for one solution, and the second for a another, it is not possible to switch between different targets and their solutions like it was in reality. You simply have not enough time to do all calculations over and over again if you are going into a convoy at flank.

I would definitely like this being modelled correctly !! Yep


Greetings,
Catfish
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Wed Mar 30, 2005 3:16 am    Post subject: Reply with quote

There was a discussion about that, and unlike in Das Boot, the German TDC was not really able to target multiple targets. I thought it could too, but someone corrected me.

I guess that is why the U.Kdt.Hdb says to attack one target, then another, then another.
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Heibges



Joined: 26 Feb 2004
Posts: 681
Location: San Francisco, California

PostPosted: Thu Mar 31, 2005 8:34 pm    Post subject: Reply with quote

Multi-Campaign Transfer to St. Nazaire Bug

With multiple campaigns saved, with u-boats of various flotillas.
With a 7th Flot Campaign Included.

If the user

1. Completes 7th Flot Patol.
2. Exits to menu and chooses another Profile
3. Loads saved career for Profile
4. If profile loads existing patol current postion is kept, if profile loads new patrol, uboat will appear out in ocean near Patrol Zone.
4. U-boat will receive a radio message informing of transfer to St. Nazaire.
5. In Career Save Folder, Start and Ending Point for Patrol will be changed to 754 which is St. Nazaire and Flotilla will now be 904 which designates 7th Flotilla.

I have had this occur for a 10th Flotilla and 29th Flotilla Campaign.

WORKAROUND: Go into Career Folder and edit the Patrol Saves. In the save folder where the error first appears make sure Departure and Return Points are whatever they should be (753 for Lorient for example) and the Flotilla Designation is correct (905 in the case of the 10th Flotilla).

[PATROL 001]
PatrolNumber=0
StartYear=1942
StartMonth=4
StartDay=19
StartHour=10
StartMin=51
EndYear=0
EndMonth=0
EndDay=0
EndHour=0
EndMin=0
RealYear=2005
RealMonth=3
RealDay=31
RealHour=19
RealMin=44
StartLocation=753
EndLocation=753
SubType=2
SubVersion=1
SubName=U-806
PatrolArea=DH47
TonnageSunk=0.000000
MerchantTonnageSunk=0.000000
WarshipTonnageSunk=0.000000
ShipsSunkNb=0
WarShipsSunkNb=0
PatrolCraftSunkNb=0
CorvetteSunkNb=0
FrigateSunkNb=0
DestroyerEscortSunkNb=0
DestroyerSunkNb=0
MineSweeperSunkNb=0
LightCruiserSunkNb=0
HeavyCruiserSunkNb=0
EscortCarrierSunkNb=0
AircraftCarrierSunkNb=0
BattleCruiserSunkNb=0
BattleShipSunkNb=0
MineLayingShipSunkNb=0
AuxiliaryCruiserSunkNb=0
MerchantShipsSunkNb=0
SupplyShipNb=0
FuelTankerNb=0
CargoShipNb=0
TroopTransportNb=0
PlanesDownNb=0
FighterAircraftNb=0
BomberAircraftNb=0
DiveBomberAircraftNb=0
TorpedoBomberAircraftNb=0
ScoutAircraftNb=0
HelicopterNb=0
AirENVIRONMENTALNb=0
CompletedPatrol=No
PatrolGridObjCompleted=No
ReachGridObjCompleted=No
OffDead=0
PODead=0
SeamenDead=0
OffWounded=0
POWounded=0
SeamenWounded=0
NbMedalsWounded=0
NbMedalsUboat=1
NbMedalsFront=0
NbMedalsKnights=0
NbMedalsGerman=0
NbMedals1stCross=0
NbMedals2ndCross=0
PromotionsNb=0
AssignQual=Yes
Flotilla=905
NbDaysInBase=42
HullIntegrity=100.000000
DeltaRenown=874.000000
NbSaves=0
ChangedRank=No

[PATROL 002]
PatrolNumber=0
StartYear=1942
StartMonth=4
StartDay=19
StartHour=11
StartMin=58
EndYear=0
EndMonth=0
EndDay=0
EndHour=0
EndMin=0
RealYear=2005
RealMonth=3
RealDay=31
RealHour=19
RealMin=21
StartLocation=754
EndLocation=754
SubType=2
SubVersion=1
SubName=U-806
PatrolArea=DC22
TonnageSunk=0.000000
MerchantTonnageSunk=0.000000
WarshipTonnageSunk=0.000000
ShipsSunkNb=0
WarShipsSunkNb=0
PatrolCraftSunkNb=0
CorvetteSunkNb=0
FrigateSunkNb=0
DestroyerEscortSunkNb=0
DestroyerSunkNb=0
MineSweeperSunkNb=0
LightCruiserSunkNb=0
HeavyCruiserSunkNb=0
EscortCarrierSunkNb=0
AircraftCarrierSunkNb=0
BattleCruiserSunkNb=0
BattleShipSunkNb=0
MineLayingShipSunkNb=0
AuxiliaryCruiserSunkNb=0
MerchantShipsSunkNb=0
SupplyShipNb=0
FuelTankerNb=0
CargoShipNb=0
TroopTransportNb=0
PlanesDownNb=0
FighterAircraftNb=0
BomberAircraftNb=0
DiveBomberAircraftNb=0
TorpedoBomberAircraftNb=0
ScoutAircraftNb=0
HelicopterNb=0
AirENVIRONMENTALNb=0
CompletedPatrol=No
PatrolGridObjCompleted=No
ReachGridObjCompleted=No
OffDead=0
PODead=0
SeamenDead=0
OffWounded=0
POWounded=0
SeamenWounded=0
NbMedalsWounded=0
NbMedalsUboat=0
NbMedalsFront=0
NbMedalsKnights=0
NbMedalsGerman=0
NbMedals1stCross=0
NbMedals2ndCross=0
PromotionsNb=0
AssignQual=Yes
Flotilla=904
NbDaysInBase=42
HullIntegrity=100.000000
DeltaRenown=874.000000
NbSaves=0
ChangedRank=No


Last edited by Heibges on Fri Apr 01, 2005 6:59 am; edited 3 times in total
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Agua



Joined: 23 Mar 2005
Posts: 14

PostPosted: Thu Mar 31, 2005 9:37 pm    Post subject: Reply with quote

Please update the links to their location following the server relocation.

I've tried every combination of search terms to find the thread with the fix for the white blob / black sky bug and can't find it.
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