Silent Hunter III

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:FI:TacticalS!
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Post by :FI:TacticalS! » Mon May 02, 2005 11:56 pm

Did you install the right one? There's one for those that have the downloaded version and then there's one who has the retail (box) version. On top of that there's the one for the European gamer and one for the North American dude. Clear mate?

Pretty picture. While they have a nVIDIA thing to work out still with particles using binoculars, the game runs very well on my machine. Up the graphics!

Have fun Macca!

And no I haven't even thought about online yet.
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Post by Guest » Tue May 03, 2005 12:27 am

:) S!

I checked the readme file and it says I've gotr now version 1.2 It was that it first updated to 1.1 -and innformed me about and then updated to 1.2 ot letting me know about that. Tried onlin,just to check if it warks - easy settings, I was hosting. And iit works - the other guy got 11 000 tons , I got 25 000 tons - a passenger liner and a cargo ship. Tomorrow I'll start my first serious career as Kaleun;)Gotta think which realism settings setting shall I use.I'd love to play it as real as possible, but gotta to learn lots of things.Manual TDC is very tempting......Wazoo's guide will be a great help.

Oke,going to bed right now,though the sea is rough and the boat is dancing on waves.


S! m8s!
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Post by :FI:Macca » Wed May 04, 2005 12:57 am

Twas me, Macca:)
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:FI:Genosse
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New mission: Icebergs Ahead!

Post by :FI:Genosse » Sat May 07, 2005 5:38 pm

Folks!

Today Crimson, Dutchman and I have played the new mission called Iceberg Ahead! ... here´re some impressions of it:

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Icebergs ahead, Herr Kaleun!

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Just testing some flares ...

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Fellow sub on its way to face the enemy convoy ...

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Using the snorkel ...

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He´s been hit!!!!

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Pay back time has come ...

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Surfaced to shoot these b*****s ...

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Very close encounter with fellow man!

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Last cargo ship down!

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We got ´em all! Eight cargo ships and three destroyers ...

^:)
Nunc est bibendum - Let's start to drink!

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Post by :FI:TacticalS! » Sat May 07, 2005 8:54 pm

Keep them coming boys! :shock:
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Post by CrimsonFox » Mon May 09, 2005 9:24 am

That Was a fun Mission Gen. I really had fun when that one plane came in a little to close for recon and I shot it down. LOL. Deck gunning the cargo ships was fun too. Can't wait to do more missions. I'm still not playing full real but I am at 85% and I do my own manual torpedo solutions and that's fun because when you do get a hit you know that it was all you and no AI.
It does tick me off when some are duds though... but it's real and that's why they tell you to fire two torpedos per target.. though I tend to see if one will do, and most of the time it does or atleast cripples it so you can take it out later :badgrin: Untill then Can't wait to hunt in packs and do some real damag!

-SilentFox43
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Patch 1.3 Readme

Post by :FI:TacticalS! » Mon May 09, 2005 2:31 pm

FYI - Fellow U-Boat captains please take note. ;) Suppose to be released within a week (and NOT 2 weeks but just 1 week).

The FINAL ReadMe toPatch 1.3:

The patch will be released in a week by the way...

Silent Hunter III Patch 1.3



This new patch modifies game data and in this cases the saves that are made while in missions will not work properly. We highly recommend before installing this patch that "all the Captains should returned to bases" or to load a previous in base save (after install) in order to avoid eventual problems.

• Now external camera is linked to the U-boat using “,” and “.”
• New order for Chief Engineer - Periscope depth
• Torpedo tube ready message and voice is now active
• View to heading order implemented using key “-“
• Head to view order implemented using key “=”
• Fixes a bug where the oxygen was not replenished using snorkel
• Fixes some bugs to dials in command and sonar room that display wrong information
• A new advance plotting mode is available (thanks to Akifumi ”Jiim” Nojima)
• Fixed a bug to the waypoint plotting system
• The crush depth for all submarines has been corrected
• Submarine damage model has been improved
• Now Liverpool and Firth of Clyde are in the correct position
• T II torpedo range bas been corrected
• Type XXI torpedo loading speed had been corrected
• More radio messages from BdU had been added
• Escorts ASW attack methods have been improved
• Escorts spawning issue was solved. Now the convoys will be better protected.
• Navigation tutorial issue solved: there are no more sudden explosions on boats
• Gramophone issue was solved: it will be available now while the in-game music was switched OFF.
• Side of the detected ships is no longer revealed by radar or sonar
• UZO view by night was improved
• N-Vidia workaround was improved. First time when the user (with N-Vidia) uses UZO the spray bug will appear. If the user uses Ctrl+P that option will be stored in the main.cfg file and will not be necessary to switch off again that particle system (cause the main.cfg will be updated). The Ctrl+P now is linked only with the particle system from the sub so the other particles in the game will not be affected. When you will exit to free camera or any other view the particle system from the sub will be automatically restarted and the player will not have any issues related to it. After this the player can enter/exit UZO station without any other worries about Ctrl+P.
We didn't make this ON by default because there are the users of ATI cards that have no need of this workaround.
The N-Vidia users can also add in the main.cfg in video section, this line:
HideParticlesNearView=Yes;
• Un-checking the event camera in video settings now disables it regardless of the setting in the realism menu. The "no event camera" option in that menu is grayed out to reflect this.
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Post by :FI:Dutchman » Mon May 09, 2005 2:39 pm

Hi Kaleun Tact.

Thanks for the detailed info.
looking forward to it

Dutch..,

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Voice Activated Commands

Post by :FI:TacticalS! » Mon May 09, 2005 3:34 pm

Something I have been using for a little while now in my offline IL-2 campaigns is VAC, which allows you to use your voice instead of keyboard/joystick to enter commands. It really adds to the immersion in IL-2 with regards to radio communication.

Tonight I intend to download a profile someone has setup for SHIII - http://www.dwvac.com/profiles.htm" onclick="window.open(this.href);return false; . There is also a CoDUO profile someone has made.

Personally I find VAC not that useful online with TeamSpeak, though it can be done I suppose (especially if you activate TS by a button and not use the voice activation mode). In any event, folks enjoying offline campaigns may find this adds to the fun!

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Once the patch comes out I'll be looking to get some of those great mods. Having watched Das Boot, I want that mod that replaces the crew pictures to the characters from the movie! :D

Hopfefully nVIDIA will resolve the sunflare and particle issues soon. :(

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In my fifth patrol (94% Realism). Had several good encounters, but my lousy Weapons Officer hasn't allowed me to score any hits. I think HE'S going overboard real soon! :x

Great fun last night as two vessels - destroyer and armed trawler - tried to sink me. Using restricted view, I was able to keep ahead of them using my scope underwater. A little damage occurred, but was quickly fixed. Tonight's the night for some tonnage - I can feel it in my salty bones! 8)

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FYI - You guys know that you can edit LandProximity=1 up to 1024 in order to navigate faster out of harbours, right?

Genosse how's the mission building coming? Any insights you care to share mate? Haven't even looked at that aspect of the game yet.

Regards,
Tact - "U-Boat Captain by Night" - S!
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Re: Voice Activated Commands

Post by :FI:Genosse » Mon May 09, 2005 5:07 pm

:FI:TacticalS! wrote:Genosse how's the mission building coming? Any insights you care to share mate? Haven't even looked at that aspect of the game yet.
Tactical, ole Seawolf! ;)

Yepper, there´re two missions I´d like to invite you tonight at 2000 GMT for a maximum number of 7 more players ...

Everyone who´s interested to join is very welcome! :)

Please notice that these missions are still beta versions and I still need your opinions about them ... so who likes to be a beta tester for me?

Dive you tonight! :p

Gen "bObble" sse ^:)
Nunc est bibendum - Let's start to drink!

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Post by :FI:Dutchman » Mon May 09, 2005 5:21 pm

Yes

I will
I will
I will

Dutch.,,

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Post by :FI:Macca » Mon May 09, 2005 6:49 pm

meeee toooooooo:)
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Post by CrimsonFox » Mon May 09, 2005 6:51 pm

I'l be there for sure!

-CrimsonFox
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Post by :FI:TacticalS! » Mon May 09, 2005 6:59 pm

Now there's a surprise from Dutchie. :roll: :D He never misses a party!

You say 20:00 GMT, so like that's my 5:00 pm. :-k I'll still be in transit from work/gym to home, where if I'm lucky there will be some food on the table waiting for me. While I could and would skip supper, usually the kids have a monopoly on the computer until they leave for their activities (dance/Cubs - Matt's in Cubs not dance btw Joyce! :lol:).

Man you guys - what's wrong with YOU! I mean why can't you all move closer to my time
zone! :? Oh, have your fun together tonight ! :x ;)

The earliest time I could get to the machine would be 8:00 pm (prefer 9 to 10 pm), which would be 23:00 GMT. With the exception of Dutch ;) , who would be still up to game? :(

Tact - "stuck in the wrong time zone" - S!
Last edited by :FI:TacticalS! on Mon May 09, 2005 7:52 pm, edited 5 times in total.
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Post by :FI:TacticalS! » Mon May 09, 2005 7:02 pm

Now Macca and Crimson too. ](*,) [-( :( :cry:

And I was going to tell you Macca that CA is going to release an expansion pack for R:TW as well as address outstanding issues/bugs in the existing game. But now I'm not! [-(
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