Silent Hunter III

Silent Hunter III

evilghost Feb 4, 2015 @ 6:53pm
emptiness of ocean after january, 1941
playing SH3, have problem... after january, 1941, all routes of my U-boat are empty. No merchants, no warships... sometimes, my u-boat "meets" warplanes near sea-coast.
I try SH3 Editor, and... and only if my u-boat is closest to some ports, scripted DD can be appear... but! no "random" objects from Editor simulation i see in the career all 1941 year...
What can be as the cause?
NB. in main screen of runned game i see version 1.4, not 14b... is it right version?
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Showing 1-12 of 12 comments
Oparator Stalker Feb 5, 2015 @ 5:40am 
The issue is on the random spawn map, The ships are there, but in low precentages, like it would have something like a 50% chance of the lead ship spawning, probably going at 14 knots or something with 5 or 6 other ships, and some maybe 100% spawn, but will not unless the main lead ship spawns out. And hours too, how many will run the full corse of the way point. Seems as if it is set up to be there, but not quite be there. And most of your charts you go to on patrol, are set randomly and mostly not near any shipping lane anyway. So it gets quiet and the war gets long. Ends up feeling like your the only ship in the sea.

Its a Ubisoft thing. Have you tried mods? look on the subsim for some, So far I know the GWX is the most popular one.
evilghost Feb 5, 2015 @ 11:45am 
yes, i know, that ships spawn randomly, i view in Editor. But: patrol grid, as i can see, is pointed randomly too; and the prescribed patrol grid & date of sailing order are not "happy", that is cause that the route of my u-boat is empty :( i dont know how to fix it.
mods? GWX is that thing that i must buy? GWX on official website is not free as i understood... pay again? noooo... :( And, as i see, in GWX contains no historical routes of high-class warships, only some corrections of "random/scripted traffic", such as "more cargoes", "very evil DDs", and so on. Dont want. I can do the same (or very close) in the Editor.
other mods... i affraid that some mod can be buggy. This game is full of bugs already.
So, i will play it, but not recommend this game to other players.
Thanks for your comment.
Oparator Stalker Feb 5, 2015 @ 1:25pm 
Originally posted by evilghost:
yes, i know, that ships spawn randomly, i view in Editor. But: patrol grid, as i can see, is pointed randomly too; and the prescribed patrol grid & date of sailing order are not "happy", that is cause that the route of my u-boat is empty :( i dont know how to fix it.
mods? GWX is that thing that i must buy? GWX on official website is not free as i understood... pay again? noooo... :( And, as i see, in GWX contains no historical routes of high-class warships, only some corrections of "random/scripted traffic", such as "more cargoes", "very evil DDs", and so on. Dont want. I can do the same (or very close) in the Editor.
other mods... i affraid that some mod can be buggy. This game is full of bugs already.
So, i will play it, but not recommend this game to other players.
Thanks for your comment.
I don't know about buying GWX, its a mod, you can't really buy a mod because it a alteration of someone elses product, so really it would be illegal I would think. I was just suggesting mods for the game to help you. And GWX is popular, so I suggest it, and there are more mods on a fourm called subsim. I thought it could help you.

It would be a long day for me to explain to you were to fix the issues with the random spawn maps. The delvopers over looked alot spawner mistakes and crazy setting makeing it pointless to use certain ships. way points, lots of way point fixes, lots of re-setting the AI group, lots of year fixing...I spent weeks on it fixing it up for my personal mod..now I got that fixed, seems I am always at war on the high seas..worked out good so far..

As for the map patrol charts, they are not as random as you may think. and some are common between all the U-boat types. If you were in a type 2 you would have a grid chart to patrol, and by the rage of distance of travel, you could see it was really ment for a type 7. And for the most part majority of the grid patrols, do not place you on, near, or around the shipping way points. And the ones up to the north go off the grid, and thats nice for history reasons, but the game isn't set to chase them up north, dosen't matter they have extended long re-spawn times. Means you may finish your patrol before anying shows up...
evilghost Feb 6, 2015 @ 5:56am 
I re-read notes on GWX website. I was wrong. Its "donation", not "pay". Im sorry :)
But re-install SH3 with GWX 3.0 was generally fail.

Originally posted by warcatt00:
It would be a long day for me to explain to you were to fix the issues with the random spawn maps.
thats not good :( well, i self will try to understand... when be not so busy
Oparator Stalker Feb 6, 2015 @ 6:37am 
Originally posted by evilghost:
I re-read notes on GWX website. I was wrong. Its "donation", not "pay". Im sorry :)
But re-install SH3 with GWX 3.0 was generally fail.
Ok, let me go over some things first, I do not want to give you wrong infomation. Then I explain about how the random spawns work, ok...It just gonna take abit of time for you to do some of these things on the map. If your willing to learn it, I will find the time to tell you what to do...ok?

evilghost Feb 6, 2015 @ 12:03pm 
ok, of course
Oparator Stalker Feb 7, 2015 @ 5:43am 
In the SH3 main game folder create a folder called" hold_dat". by drag and drop copy the game's data folder into it. It is importaint to do this, because if you make a mistake in the main game's data folder, you can go to the hold_dat folder to resorce file replacement. Unless you want to un-install and re-install the entire game every time you make a mistake.

You will need to use the SH3 editor, if steam didn't make a short cut on the start menu then it is in the main game folder. Why they didn't put it on the menu group dosn't matter, Even the DVD version I have dose it too. (moving on...)

Go to were it says "open rand layer" in the editor and find the Campaign folder in the data folder. Your looking for "Campaign_RND.mis"

You will see a bunch of yellow dimonds. These are spawn markers. Each has their own way points. In the tool bar is a hand Icon, click on that so you can move the map around. Scroll The middle mouse button to magnifi the map. Once you decided on what spawn marker you want to work on, de-select the hand so you can start your work.

left click on the marker to select and right click for properties. Most of these markers will be staked on top each other or spread about, dosen't matter just make it so you can edit them
"Group properties".

Your looking for group Spawn Probability(%). You need to set that to 100 if you want to make sure it is gonna spawn anything. In order for any ship in the group to spawn, the lead ship has to spawn first. At Spawn Probability(%) 100, will ensure a spawn that your not chaseing ghosts.

I would do this to spawn groups transfering cargo only. To find out who is who if the spawn markers do not provide hints, right click on the marker for properties and select "Define Group Contents" Here it will give you a list of what kind of ship is going to be there. If its not any kind of war ship, then it is typical shipping.

Here is the touchy infomation, don't add to the list even though you feel you should. The reason why is, all ships and air craft have a pre-set entry date into the war, and if you add a vessel before its entry date, it will crash the game. So I would need to explain more on how to do that. But not on this post, I am thinking about just do a more detailed guide on it compleatly now that I see there are those who rather have their own work vs a download of others.

But what I am telling you will get you up and going. So in the mean time for now, just use the
"Define Group Contents" list to make sure it is a typical shipping vessel and not a war vessel, and only do the shipping vessels. No war vessels, some of the war vessels have issue and need to be sorted, If I do the guide, I will include the infomation on the fixes there.

The Spawn markers by 'Port said' "MedTraffic_*_016" and "MedTraffic_*_017" in the medatrain sea also have issue. So you can leave it for now, or sort it out now. Their way points are on top eachother. They are also active at the same time, If they spawn out, they risk spawning on top each other, this will cause a game crash. Now since the war will take you here, you may want to sort them out, it is up to you. Your gonna have to fallow the way points and separate MedTraffic_*_016 waypoints points from the MedTraffic_*_017 waypoints.

You can stack collectively MedTraffic_*_017 way points togeather and MedTraffic_*_016 togeather like separating laundry piles. Make sure that the way points do not cross over land masses or tiny peices of land, so rout them to clear. If a vessel runs aground the risk of a crash is higher. There in the tool bar there is a red 10 and a yellow line under that. You can messure the distance between the way points to make sure it is cleared between them up to 1km. Now game wise they need to be min at 300meters apart. But for make sure reasons, clear them at 1km apart or better. If they criss cross, that is ok, what you want to prevent is them riding close togeather side by side.

Pass on all spawn markers at the south bottom tip of africa, indian ocean and Austraila. They too with cargo have issues that need to be sorted first, and you have no careere missions there. Pass on spawn markers that are north of Narvik, Norway. Your grid dosen't go that far, and you have no careere missions there. There are fixes that need to be done too there, but not that importaint for now. Pass all spawn markers in the black sea, You will never be over there. There are no careere missions there.. Pass on all warship spawn markers, some of these have to be sorted first, because you may have a group that spawns out like in 1941,2,13 and ends in 1945,12,31 and in 1942, 2, 14 will spawn out on top of the other one. this will cause a game crash. So for now I leave it be unless you want to fix the date issue. then you can do that but the exit date has to exit before the next year spawn warship becomes available.

When you save make real sure you save it under "Save Rnd layer As..." "Campaign_RND.mis" for the re-write. This importaint because the land layer and script layer are not the same as the Rnd layer. Any AI marker that is not a RND spawn marker on this map will save out wiped clean with nothing on the map.

This is what would need to be done as a "fast" fix. You won't need to start a new campaign, but you will need to be at port before taking a mission in order for the changes to have a clean effect. The save file at sea will have everything from the old map, so your risk of a game crash is higher. So go to port, do the fixes and then pick up were you left off, you should be fine.

Its gonna seem like alot, but in the end its worth the work. I can't up load my campaign layout because in my personal War at Sea mod, I use 3 custom ships and have them as part of the Rnd spawn file. Then the script file, I might as well load up the entire mod then.
So if you find it no problem at doing all this, then your good to go. When I get a chance I will set up a guid for more stuff that would need to be done to get a real nice war at sea thing going based on what I did...

I hope this helps you ;)
evilghost Feb 7, 2015 @ 10:06pm 
wow! thanks! i will try this guide :)
Last edited by evilghost; Feb 7, 2015 @ 10:06pm
Dragonrubi Feb 19, 2015 @ 5:20pm 
This is sad this game seems cool and is so recommended.

But the issue discussed here sounds serious game breaking and I don’t want to do the chore to mod it :(

In any case thanks Warcatt for the guide you are cool and useful, perhaps it might come in handy later.
Oparator Stalker Feb 20, 2015 @ 8:25am 
Originally posted by dragonrubi:
thanks Warcatt...
your welcome...
hagakuremoi Jul 26, 2015 @ 4:20pm 
warcatt00

Do you recommend changing the spawn probability for all the points in UK or do you think that changing only one per port is enough? In addittion the restriction to change points with warships includes the points of armed convoys? and what about the repeat interval?
Oparator Stalker Jul 27, 2015 @ 6:11am 
Originally posted by hagakuremoi:
warcatt00
Do you recommend changing the spawn probability for all the points in UK or do you think that changing only one per port is enough? In addittion the restriction to change points with warships includes the points of armed convoys? and what about the repeat interval?

>Campaign_RND.mis (Random spawn map)
What I did was go over the random spawn map compleatly so if you do this time consuming task, save the fix to CD disk or something so you will never have to do it again. Trust me on this, once is good enough for me, but the out come is out standing. And adjusted everything, because even the navel warship have errors, some of these errors they come out on the same date and time on the same waypoints. This is were you are happy going a long, then you get a lag, and the game freezes or crashes. Because if they both hit the random spawn area when you arrive, they will both try to spawn on top each other..
If you want to know the exzact details of what I did, I used not pad and zeroed out the waypoint from what ever the settings

example 150km raduis to 0km raduis

Buy useing notpade to edit and using the "Replace" feature to change the

Radius=150.000000

to

Radius=0.000000

Radius can be anything from 5 to 500. You use the SH3 editor after your done to see if the waypoints are down to just a dot. I did this because the ships when they spawn under the new settings they have a higher spawn probability to such a level, if you get a lag, and hear faint props on the hydrophone, they are going to be 100% chance, they gonna be there, with the large radius then they will spawn any place instead of as it gose along, and may spawn on you or always in sight. You will either get no one now, or attacked and destroyed. For me they kept spawning on me. Thats right, they spawn on me, I hear all this noise and go to bridge to find out were in a cargo ship, or in the middle of a destroyer cross way.

Repeat intervals depends on what your looking for. Some will repeat quickly so you take out one, then there is another after, and after, and after till your going back to base with no ammo and still another is after. I increase the time limits to let a longer time cycle. I tryed to get so one group will almost or compleate the travel before the next. I won't lie, I guessed worked it. If you select cargo or destroyers to customize you random spawn edits. Always check the reales date of the ship by pulling it from the list to the right pane to the map and checking its properties once on the map. But remember to delete this, it is a AI marker, and it will not save with randomized markers. So yeah you can pull it to veiw its release start and end date, but once you got your ref for the spawn marker, delete the AI marker. If you don't and save, you will loose everything on the RAND map... The reason why the release dates are important is because on the spawn marker you want the ship to spawn in a correct time line, mainly if it is a lead ship. because these would be at 100% sure spawn. If the date is 9-8-1939 and the spawn marker has a 100% spawn ship with a release date of 10-8-1939 in a spawn marker with a date of 9-8-1939. The game will crash..



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Date Posted: Feb 4, 2015 @ 6:53pm
Posts: 12