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lurker_hlb3
04-11-08, 03:50 PM
Operation Monsun

Version 720





Operation Monsun (OM) provides SH4 users with the ability to command Uboats in all historical areas / operations during WWII.


Special user Note: Permanent Internet connection NOT REQUIRED


-----------------------------------------------------------------------

Operation Monsun version recap

OM v100 Type IX deployment and operations in the Far East (Operation Monsun)

OM v200 - Operation Paukenschlag, The assault on the east coast of the US (December 1941 June 1943)

OM v301 - Type II / XXIII Coastal Operations in the North Sea and Black Sea

OM v400 Operations in the North Atlantic

OM v500 Operations in the Mediterranean during the period of September 1941 to September 1944

OM v600 Operations in the Arctic against convoys to Russia

OM v700 Major upgrade to various campaign layers and rewrite of operations in the Black Sea and around the British Isles.

OM v720 - Additional upgrades and changes encompass major naval operations by the Royal Navy in Norway during Operation Weserübung, the English Channel during Operation Dynamo and Operation Torch.
Special Note:

Details of all the changes for previous versions of OM can be found in the Support / OM Readme Files directory of this mod.



Campaign Operations:

The following flotillas are currently active in OM

1st ( subs assigned Type IIB / IIC / IID and Type VIIB / VIIC )
[Homeports: Kiel 1939-01-01 to 1941-06-15, Brest 1941-06-16 to 1944-09-10 transfer to the 11th in Bergen]

2nd (subs assigned Type IX / IXB / IXC)
[Homeports: Wilhelmshaven 1939-01-01 to 1940-06-30, Lorient 1940-07-01 to 1944-09-01 transfer to the 33rd in Flensburg]

3rd (subs assigned Type IID and Type VIIC)
[Homeports: Kiel 1941-03-01 to 1941-10-01, La Pallice 1941-10-01 to 1944-08-30 transfer to the 11th in Bergen]

6th (subs assigned Type VIIC)
[Homeports: St. Nazaire 1942-02-01 to 1944-08-10 transfer to the 33rd in Flensburg]

7th (subs assigned Type VIIB / VIIC)
[Homeports: Kiel 1939-01-01 to 1940-09-15, St. Nazaire 1940-09-16 to1944-08-15 transfer to the 11th in Bergen]

9th (subs assigned Type VIIC / VIID)
[Homeports: Brest 1942-04-01 to 1944-09-04 transfer to the 33rd in Flensburg (Type VIIC) or 11th in Bergen (Type VIID)]

10th (subs assigned Type IXC / IXC40)
[Homeports: Lorient 1942-01-15 to 1944-08-27 transfer to the 33rd in Flensburg]

11th (subs assigned Type VIIC / VIIC41 / VIID and Type XXI / XXIII)
[Homeports for Type VIIC assigned to 11th Forward: Kirkenes 1942-06-25 to 1942-08-15, Narvik 1942-08-16 to 1943-01-31, Hammerfest 1943-02-01 to 1944-10-31 and Narvik 1944-11-01 to 1944-12-14]
[Homeports for Type VIIC / C41 / D & Type XXI: Bergen1944-07-01, 1945-05-15 ]
[Homeports for Type XXIII: Stavanger 1945-01-01 to 1945-05-15]


12th (subs assigned Type IXD2)
[Homeports: Bordeaux 1942-10-01 to 1944-08-01 transfer to the 33rd in Flensburg]

13th (subs assigned Type VIIC)
[Homeports: Hammerfest 1943-06-01 to 1944-10-31, Harstad 1944-11-01 to 1945-05-15]

14th (subs assigned Type VIIC)
[Homeports: Narvik 1944-12-15 to 1945-05-15]

23rd (subs assigned Type VIIB / VIIC)
[Homeports: Brest 1941-09-15 to 1941-09-27, Salamis 1941-09-28 to 1942-05-15 transfer to the 29th in La Spezia]

27th (subs assigned Type IXB / IXC / IXC40 and Type VIIB / VIIC / VIIC41 and Type XXI/ XXIII)
[Homeports: Gotenhafen 1939-09-01 to 1945-04-01]

29th (subs assigned Type VIIB / VIIC)
[Homeports: Brest 1941-11-01 to 1941-11-30, La Spezia 1941-12-01 to 1943-08-15, Toulon 1943-08-15 to 1944-09-15]

30th (subs assigned Type IIB)
[Homeports: Constanta 1942-10-01 to 1944-08-15]

33rd (subs assigned Type VIIC and Type IXC / IXC40 / IXD2)
[Homeports: Flensburg 1944-06-15 to 1945-05-15]

FdU Norway (subs assigned Type VIIC)
[Homeports: Kirkenes 1941-08-15 to1942-06-30]

Operation Monsun / Indian Ocean (subs assigned Type IXC40 and IXD2)
[Homeports: Lorient 1943-07-01 to 1943-08-26, Penang 1943-08-27 to 1944-08-30, Djakarta 1944-09-01 to 1945-05-15]

Playable Subs: Type II B/C/D, Type VII B/C/C41/D, Type IX, Type IX B/C/C40/D2, Type XXI, Type XXIII

all the mission objectives / patrol area assignments are based on an exhaustive review of the patrol records at Uboat.net & ubootwaffe.net and should provide the player with a semi-historical game experience.

Start Dates

September 1st 1939 - Action in the North Atlantic
November 1st 1939 - Action in the North Atlantic
April 1st 1940 - Action in the North Atlantic / Operation Weserübung
September 1st 1940 - Action in the North Atlantic
December 1st 1940 - Action in the North Atlantic
February 1st 1941 - Action in the North Atlantic
July 1st 1941 - Action in the North Atlantic
September 15 1941 - Mare Nostrum ( Deploy to the Med ) / Arctic
November 3rd 1941 - Mare Nostrum ( Deploy to the Med )
December 16th 1941 - Action in the North Atlantic / Operation Paukenschlag / Arctic
December 25th 1941- Action in the North Atlantic / Operation Paukenschlag/Mare Nostrum
February 1st 1942 - Action in the North Atlantic / Operation Paukenschlag/ Mare Nostrum
March 1st 1942 - Action in the North Atlantic / Operation Paukenschlag / Arctic
April 15th 1942 - Action in the North Atlantic / Operation Paukenschlag
June 1st 1942 - Action in the North Atlantic / Operation Paukenschlag/ Mare Nostrum
July 1st 1942 - Action in the North Atlantic / Operation Paukenschlag / Arctic
October 1st 1942 - 30th Flotillas / Arctic
January 1st 1943 - Action in the North Atlantic / 30th Flotilla/ Mare Nostrum
April 1st 1943 - 30th Flotillas
July 1st 1943 - Action in the North Atlantic / Operation Monsun / 30th Flotilla/ Mare Nostrum / Arctic
August 15th 1943 - Operation Monsun / 30th Flotilla
October 1st 1943 - Operation Monsun / 30th Flotilla
December 15th 1943 - Operation Monsun / 30th Flotilla / Arctic
February 1st 1944 - Action in the North Atlantic / Operation Monsun / 30th Flotilla/ Mare Nostrum
May 1st 1944 - Operation Monsun / 30th Flotilla operations / Arctic
September 1st 1944 - Action in the North Atlantic / Operation Monsun
December 1st 1944 - Action in the North Atlantic / Operation Monsun / Arctic
January 1st 1945 - 11th Flotilla's Type XXI / XXIII operations
27th Training Flotilla (4-/40) Type VIIB / IXB Training
27th Training Flotilla (4-/41) - Type VIIC / IXC Training
27th Training Flotilla (4-/43) Type IXC / 40 Training
27th Training Flotilla (4-/44) Type VIIC / 41 Training
27th Training Flotilla (10/44) Type XXI / XXIII Training

=========================================

OM recreates the initial deployment of Uboats from German (Kiel) to forward bases in France and Norway.

The start dates for BdU deployment to France are:

September 1st 1940, December 1st 1940 , February 1st 1941, July 1st 1941, December 25th 1941, March 1st 1942, June 1st 1942, October 1st 1942, January 1st 1943, April 1st 1943, August 15th 1943, October 1st 1943, February 1st 1944

The start dates for BdU deployment to Norway are:

September 15 1941, February 1st 1942, July 1st 1942, October 1st 1942, April 1st 1943, August 15th 1943, February 1st 1944

Once you have selected one of these start dates, you will be then to select a either Type VII or IX, and next to each Uboat Type you will see the Flotilla that you're going to be assigned to. Once the deployment mission starts you will automatically be transferred to your new Flotilla / base within five days of mission start (watch for the anchor icon to change).


Intelligence

In the Support/OM Intel Files directory/folder, you will find BdU Grid Maps for the IO / North Atlantic and Black Sea. You will also find addition Intelligence documents that support operations in the IO.

Know problems & issues

1.Because of a design feature that prevents ships from spawning within 20km of ownship, stay clear of all major US/UK ports.

2. WARNING if you decide to start a campaign in port your system is going to take a major FPS hit. Strongly recommend that you start at sea vice in port

3.When using the snorkel on a U-boat, CO2 will continue to build up and you will have to surface from time to time to refresh your oxygen supply. Also SH4 does not use the "submerged range" from the .sim file, there fore the Type XXI/XXIII historical underwater range can not be correctly generated.

4. One of the problems with stock SH4 is the way it treats the detection of neutral shipping (i.e. it basically ignores them). This behavior became unacceptable from a gameplay point of view during the development of the early war combat operations. Therefore there are no neutrals in OM. It will be up to the player to determine if a ship needs to be engaged or not. During the early phases of the war these normally neutral ships will remain unarmed. Also from review of the records, Uboat captains sunk supposed neutrals during their early combat patrols

5.Have created within the limitations of SH4 game engine a semi-historically recreation of the shipping / convoy lanes used during WWII. In reference to the convoys, in RSRDC, I was able to recreate with historically accuracies 1055 convoys from 1942 to 1945, however with over 3100 + convoys with 80000 + ships it is not possible to do the same in OM. Therefore all the major / minor convoys have been generically recreated with a correct average makeup of merchants and escort for the different time periods.

6. WARNING

When you return to port your sub "WILL NOT" have it's torpedo's auto reloaded.
You will have to load the torpedo yourself. This is to ensure that the "wrong" torpedoes are "not" loaded on your sub.

7. There are certain files I don't change because of mod compatibility. One of those files is command.cfg which controls the snorkel. You can make the following changes in the command.cfg to toggle the snorkel

[Cmd158]
Name=Toggle_snorkel
Ctxt=1
Key0=0x58,s,"SHIFT X"

special Note: This step is not required if you load OMEGU or OM Plot


8.If you are installing OM on a stock system and desire to have a Nomograph on your Nav Chart do the following:

Go to Silent Hunter Wolves of the Pacific\Data\Menu
Make a backup copy of menu_1024_768.ini
Open menu_1024_768.ini with notepad
Go to the bottom of the file
Add the following

[G31 I60]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,168,672
Zone=0 768 168 672 2 1 0x31000000 0.8 -0.015 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0

special Note: This step is not required if you load OMEGU or OM Plot


9.Conning Towers / Turms

Unlike SH3, Turmumbau (Conning Towers) cannot be upgraded manually, but are coded to upgrade on certain dates within the *.upcge files. The only U-boats that are programmed for this upgrade are the Type VIIC, Type IXB and Type IXC. This is the schedule for the different subs

Type VIIC

Turmumbau I - 1940-07-30 to 1942-06-15
Turmumbau II - 1942-06-16 to 1943-12-10
Turmumbau III- 1943-12-11 to 1945-05-15

Type IXB

Turmumbau I - 1939-07-30 to 1942-08-18
Turmumbau II - 1942-08-19 to 1945-05-15

Type IXC

Turmumbau I - 1941-01-02 to 1943-02-15
Turmumbau III - 1943-02-16 to 1945-05-15

However you will have to earn this upgrade, there is a condition where you have to have had at least one patrol that was considered a good patrol. IE, earn more renown then the minimum on the first patrol rating. Just so ever one understands, besides completing the primary objective of patrolling a defined area for the proscribed time, there is a hidden objective that requires you to sink any where from 1000 to 10000 tons pre patrol. So remember this, ever time you report in and get a new assignment you get another hidden objective in it.

10. KM Grids: As the locations of the objectives in the OM campaign aren't 100% accurate either, in about 1/3 of the missions the objective location isn't in the right grid (although they are never far apart).

The grid is only really inaccurate in weirdly shaped grids, which are AM, AN and AO, and small sections of AD, AJ, AK, BF and CH. All other grids are pretty much on the correct location.


11.Equipment Upgrade Schedule

Radars

FUMO30 - 1943-02-01
FUMO61 - 1943-09-01
FUMO64 - 1944-06-01

Radar Warning Receiver

FuMB1 - 1942-08-01
FuMB10 - 1943-11-15
FuMB7 - 1943-12-01
FuMB26 - 1944-05-01

Weapons

2 cm FK C/38 - 1942-10-01
2 cm FK C/38 Flakzwiling (twin-barrel) - 1943-04-01
2 cm FK C/38 Flakvierling (quad-barrel) - 1943-04-01
3.7 cm FK M42 - 1943-04-01
3.7 cm FK M42 Flakzwiling - 1943-10-01

Decoy Launchers

Bold1 - 1943-07-01
Bold2 - 1943-09-01
Bold3 - 1943-12-01
Bold4 - 1944-12-01
Bold5 - 1945-01-01

Torpedoes


T1 (SW39a) Torpedo - 1941-01-01
T2 (SW39a) Torpedo - 1941-01-01
T III (G7e) Torpedo - 1942-06-01
T I FaT I (G7a) Torpedo - 1942-11-15
T III FaT II (G7e) Torpedo - 1943-03-15
T V (G7es) 'Zaunkönig 1' Torpedo - 1943-09-01
T I LuT I (G7a) Torpedo - 1944-02-15
T III LuT II (G7e) Torpedo - 1944-10-15

Snorkels

Type VIIC 1944-03-01
Type IXC 1944-07-01
Type IXC/40 1944-02-01

Hydrophones

KDB - 1942-01-01 ( Type VIIC, VIIC41, IXC, IXC40, IXD2 )
Barlkon Gerat - 1944-11-16 ( Type VIIC41)

12.SMA Mine deployment. Since it is not possible for me to recreate the launching of the SMA Mines from the mine tubes in the center of the Type VIID, you will be launching them trough the aft torpedo tubes. The .sim file for the Type VIID as been modified to support 15 SMA mines and to launch and reload them ever 15 seconds. You will find that you have one already loaded in the aft tube plus 10 in ready reserve, with the remaining 4 in the external storage. To launch do the following:

A. set ships speed to 4 knots
B. go to Attack Map
C. select tube 5
D. select manual TDC input
E.set bearing to 180
F. set desired mine depth
G. launch mine with fire button
H. next mine will be ready to launch in about 15 seconds

There is a more detailed set of instructions in the X:\Program Files\Ubisoft\Silent Hunter Wolves of the Pacific\Support\OM_Readme_files, look for SMA Mine Deployment.doc

WARNING

Do not load SMA mines in Uboats other than Type VIID
Do not load SMA mines in the forward tubes of any Uboat
Do not load torpedoes in the aft tubes of a Type VIID

13. Crew Management

You will note the crew berthing and slots in the conning tower. These slots have been introduced as part of the new submarine damage model system introduced in OM and as a workaround to the way SH4 models crew damage. In essence, when a bridge watch crewman is off-duty, he does not leave the bridge; rather, the game just treats him as an inactive crewman still physically located on the bridge. This applies to both surfaced and submerged travel. Thus, to avoid exposing the bridge watch to injuries caused by depth charge explosions, you need to move your enlisted bridge crewmen to crew berthing and the officers to the conning tower.

14. Do not attempt to enter the museum. Due to the large number ships added by OM, SH4 will CTD



Credit:


Anvart

- Turms for Type VII / IX ( modified to support OM )
- Sensor files for U-boats ( modified to support OM )

Anteater

-Revised Ship Roster

AOTD_Madmax / AOTD_Rhonen

-Aircraft and Ships from FOTRS

Beery

- Original British mine fields from RUB 145

Captain von Keldunk

- Version 1.1 St Nazaire + dry lock

CD & Dietrich

- the original idea for sub launched mines

DarkFish

- KM Grid

denis_469

- Anzon MKI / Blenheim Light Bomber/Do24N

Ducimus

- Training Flotilla concept from TMO

Dagon, Mutabor & VAA

- DragonsSub_TypeC / Type M XII mod (AI) submarine
- DragonsSub_TypeK / Type K XIV mod (AI) submarine
- DragonsSub_TypeSC / ShCh Type V (AI) submarine


Elanaiba

- Tech support

FlakMonkey

- Type VII Periscopes

Fincuan

- Revised Type VII interior textures

Fubar

-Type VII / IX/XXI Uboat Skins.

Gerome_73

- KMS Bismarck
- KMS Tirpitz
- Leipzig Class Light Cruiser
- French Battleship Strasbourg
- County Class Heavy Cruisers



HanSolo78

- 3d Model of Type VII / IX snorkel from WAC 4.0
- WAC4.1 SubPen_animated_18.02.2010

Iambecomelife

-Merchant Fleet Mod Beta 4.1
- New_Trawlers_1.1



JREX53

- Ship's Acceleration Physics

JSCones

- Monsun boats research notes

Ju88

He111 3d wire mesh

Linevitch Dmitriy aka Psy06

-Hudson A-28 3D model used as the base for the PV1 / PV2 / Venture MkI / Hudson Mk3

LukeFF

-Uboat crew makeup from RFB
-Type IXD2 files from RFB
-Sensor files from RFB

macstu23

-Fw200 skin
-Swordfish Skin

Miguel Coca

- SH4 Batch Mission Editor v0.4


Mikhayl

-Type IIB Uboat
-Zone fixes for U-boats
-Schnellboot (S38 Class )
-SMA mine shape
-KM Rain gear

NYGM/Stiebler

- US/UK Depth charges from NYGM 2.6

Observer

- Uboat Damage Mod
- Merchant Ship Damage Mod


Psy06 and Vaa

- Ju-290
- Russian Bighunter1 which is the base model for SC497 class US Sub Chaser
- Ship models that are the bases of the Brilliant & Storm class Russian ships

ppontius

- Rboot ship model

Privateer & JU_88

- K Class Blimp model

Ref

-Kiel / Panama / Suez canals & Terrain changes to Scapa Flow & Heligoland

rowi58

-LivingSH3
-Mine Sweeping Gear


Rubini

- Upgrade to the 3Inch Rockets and Uboat RWR detection probability

Rubini & Scirè

- NSS_Uboat9b4 from HT147 modified to support OM
- Ideas for harbor traffic placement for various German bases.

Sergbuto

-F4F, Beaufighter, Martlet, Hurricane Mk1c and 2 versions of the Mosquito Fighter Bomber from "Air_Attack_Mod_Part1". Bombs.xxx and Shells.xxx from the library directory. The BombDummy loadout to cause aircraft the strafe
-Various German weapons & sensors
-NSS_Uboat9b4 from HT147
-NSS_Uboat7c41 from HT147
-Virtual Torpedoes
-Vosper Class MTB
-

Sergbuto andGreg Law

-K Class / TB 1924 / TB 1937 / MS 1935 German warships

skwasjer

- S3D - Silent 3ditor

Stiebler/ Tomi_99 / Mikhayl / Dietrich / FlakMonkey

-Type XXIII Uboat from NYGM

Teddy Bär

- NYGM Submarine Visual Sensor Mod
- NYGM AI Visual Sensor Mod
- BIE Mod
- Harbor Traffic
- Damage Mod for MFM Ships

testpilot

- Bf109 / Me-110 / Ju87D Aircraft models
- New bomb shapes
- B24
- B17 / Fortress II

Te Kaha

-RecManual pictures

Tomi_99

- Type VII/C41
- Type VIID Turmumbau

Unknown

-The following aircraft were obtained from a Russians sites and the original creators are unknown:

Spitfire Vc

- The following aircraft skins:

Ju88


Vaa

- Yak 1/Mig3 Fighters (upgraded to SH4 standards)
- KOR1 & MR2 seaplanes
- DB3 Bomber (upgraded to SH4 standards)
- Type 7 DD (upgraded to SH4 standards)
- Kirov / Molotov class cruisers
- Type36A DD
- Anadyr, Komsomol and Harbor Schooner merchants
- Weapons .dat files for various Russian ships
- He 111

Vickers003

- Sonar Target Fix


VonDos

- HMS WARSPITE
- R.M.S.Queen Elizabeth
- R.M.S.Queen Mary
- War Grey and Cunard Skins
- R.M.S. Aquitania
- SS Empress of Britain
- HMS Glorious / Courageous

WarHunter

-HMS Repulse
-HMS Hood
-Scharnhorst Class Battle Cruiser
-Ship mod on which the RN LCT / Marinefährprahme(MFP) is based

Xantrokoles

-Type VII/IX interior
-Sub School Training Missions
-105mm/88mm gun plus crew

ZeeWolf

-Revised Uboat Turms
-Revised ship modes for HMS Hood & KMS Bismarck


===============================



Permissions:

- Absolutely nothing found within the Operation Monsun (OM) may be used for any commercial product of any size, shape or form; also absolutely no mod, concept, or design found within the OM may be used by any one, for any reason, without expressed permission of the author of this mod

- Absolutely nothing found within the Uboat Damage Mod, Merchant Ship Damage Mod, NYGM Submarine Visual Sensor Mod, or NYGM AI Visual Sensor Mod may be used for any commercial product of any size, shape or form; also Absolutely nothing in theses modifications, including any ideas, strategies, philosophies, methods, arrangements, etc found within the above mods may be used by any one, for any reason, without expressed permission of Observer (damage mods), Teddy Bär (visual mods) and the author of this mod (Lurker_HLB3)

- OM is freeware, made by the SH4 modding community. All permissions of individual mods are subject to their author's permissions.

================================

WARNING

I do not look at very possible mod that is out there. If you load a mod up, before or after RSRDC/ OM/OMEGU and JSGME generates a conflict warning and you go ahead and loaded it anyway and RSRDC / OM / OMEGU no longer works correctly, It is NOT my problem, so don't ask me to fix it, because I won't.

This also applies to "any hand edits" to original OM/OMEGU/RSRDC files by users

WARNING


SPECIAL Note for TMO and RFB users

Because of recent changes to TMO v19 and RFB 2.0, OM is "NO LONGER COMPATIBLE" with TMO/RFB. If you do so you will "Break" the mods.


FAILURE TO FOLLOW THESE INSTRUCTIONS WILL CAUSE OM NOT TO RUN CORRECTLY & SH4 TO CTD.


================================
Install instructions
Only install in port
Install with JSGME in the following order:

OPTION 1

If you wish to play Uboat operations

OM v705
OM v720
OM v720 Patch 5

If you wish to play Uboat operations ONLY and use OMEGU

OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7

If you wish to play Uboat operations ONLY and use OMEGU plus optional OMEGU mods:

OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7

------------------------------


Changes to Environment

WARNING
Install ONLY One at a time

OM_Med_Env (Mediterranean ops)

or

OM_Pac_Env (Indian Ocean ops)


Changes to Keyboard Commands

WARNING
Install ONLY One at a time


OM_MultiCmd_Keys

or

OM_SH3_Command_Keys


More difficult AI

WARNING
Install ONLY One at a time

OM_Harder_Escort_L1

or

OM_Harder_Escort_L2


Changes to languages

KiUB_English Mod
OMEGU_English Mod


================================

OPTION 2

Special Note:
If you install RSRD, it makes NO changes the OM campaign files

If you wish to play US Navy and Uboat operations

RSRDC v550
RSRDC_V5xx_Patch1
OM v705
OM v720
OM v720 Patch5

If you wish to play US Navy and Uboat operations and use OMEGU

RSRDC v550
RSRDC_V5xx_Patch1
OM v705
OM v720
OM v720 Patch5
OMEGU v300
OMEGU v300 Patch 7

If you wish to play US Navy and Uboat operations and use OMEGU plus optional OMEGU mods:

RSRDC v550
RSRDC_V5xx_Patch1
OM v705
OM v720
OM v720 Patch5
OMEGU v300
OMEGU v300 Patch 7


------------------------------

Changes to Environment

WARNING
Install ONLY One at a time

OM_Med_Env (Mediterranean ops)

or

OM_Pac_Env (Indian Ocean ops)


Changes to Keyboard Commands

WARNING
Install ONLY One at a time

OM_MultiCmd_Keys

or

OM_SH3_Command_Keys


More difficult AI

WARNING
Install ONLY One at a time

OM_Harder_Escort_L1

or

OM_Harder_Escort_L2

Changes to languages
KiUB_English Mod
OMEGU_English Mod


================================
Current version

OM V705

Link:
OpsMonsun_V705 download link
http://www.subsim.com/radioroom/downloads.php?do=file&id=1097

Latest upgrade

OMv705_to_V720

OMv705_to_V720 download link
http://www.subsim.com/radioroom/downloads.php?do=file&id=1403

Latest Patch

OM v720 Patch 5

OMv720_Patch5 download link
http://www.subsim.com/radioroom/downloads.php?do=file&id=1477



=============================================

References
History of United States Naval Operations in WW2 / Battle of the Atlantic
History of United States Naval Operations in WW2 / The Atlantic Battle Won
Torpedo Junction
Operation Drumbeat
Hitler's Grey Wolves: U-boats in the Indian Ocean
The Encyclopedia of U-Boats from 1904 to Present
Arctic Interlude Independent to North Russia
Chronology of the War at Sea, 1939-1945
The U-Boat War in the Caribbean
Allied Submarine Attacks of World War Two
Endgame: The U-Boat Inshore Campaign 1944-45
DONITZ'S LAST GAMBLE: The Inshore U-boat Campaign 1944-45
Engage the Enemy more Closely
The Cinderella Service (RAF Coastal Command 1939-1945)
The Secret War
Naval Radars
http://www.warsailors.com/convoys/index.html
http://www.convoyweb.org.uk/index.html
http://ubootwaffe.net/index.html
http://www.uboatarchive.net/BDUKTB.htm
http://www.uboat.net
http://www.warsailors.com/convoys/index.html
http://en.wikipedia.org/wiki/British_Pacific_Fleet
http://en.wikipedia.org/wiki/List_of...rn_Fleet_ships
http://en.wikipedia.org/wiki/British_Eastern_Fleet
http://www.history.navy.mil/branches/dictvol2.htm
http://www.awm.gov.au/histories/volume.asp?conflict=2
http://www.navy.gov.au/spc/maritimepapers/piama15
http://www.rafcommands.com/Coastal/indexC.html
http://ibiblio.org/hyperwar/ETO/Ultr...SRH008-14.html
http://en.wikipedia.org/wiki/Category:RAAF_squadrons
http://www.wlb-stuttgart.de/seekrieg/chronik.htm
http://www.naval-history.net/WW2CampaignsRNMed.htm
http://www.naval-history.net/xAH-MaltaSupply01.htm
http://en.wikipedia.org/wiki/Malta_Convoys
http://www.naval-history.net/WW2CampaignsItaly.htm
http://www.ibiblio.org/hyperwar////USN/Admin-Hist/011-Convoy/index.html#index
http://www.kbismarck.org/forum/viewt...644fda231667aa
http://www.navweaps.com/Weapons/WTGER_WWII.htm
http://en.wikipedia.org/wiki/Arctic_...ld_War_II#1941
http://www.convoyweb.org.uk/russian/index.html
http://www.convoyweb.org.uk/misc/index.html
http://www.naval-history.net/Cr00Rus...seContents.htm
http://www.bismarck-class.dk/
http://www.german-navy.de/kriegsmari.../feature5.html
http://www.naval-history.net/WW2Camp...ianConvoys.htm
http://www.warsailors.com/convoys/arctic.html
http://www.9thflottilla.de/9lstart.htm
http://www.chakoten.dk/soviet_amphib..._black_sea.pdf
http://en.wikipedia.org/wiki/Black_Sea_Campaigns_(1941-44)
http://en.wikipedia.org/wiki/Kerch-Eltigen_Operation
http://www.worldwar2.ro/operatii/?article=776
http://www.uboat.net/allies/technical/uk_radars.htm
http://www.history.navy.mil/library/online/radar-10.htm
http://www.vectorsite.net/ttwiz.html
http://www.rafweb.org/Menu.htm



================================================== ====


Recommended Mods:

I strongly recommend the Electronic Maneuvering Board and Dead Reckoning Tracker by aaronblood. The following link will provide a download links and information.

http://www.subsim.com/radioroom/showthread.php?t=150447


The following is the link to the 1.2 version

http://www.subsim.com/radioroom//dow...do=file&id=648


--------------------------------------

Solution Solver 1.3.2 by gutted

http://www.subsim.com/radioroom/showthread.php?t=156698



------------------------------------

M. Sarsfield
04-11-08, 04:00 PM
I didn't notice this in the release notes, but can RSRDC and OM be installed at the same time as long as OM is last?

In general, thanks to the OM team for this outstanding overhaul of the broken German game. :up:

claybirdd
04-11-08, 04:05 PM
sweetness. I have had 1.5 since shortly after its release and it has been fun, but now it's gonna be real fun.Thanks a ton lurker:up: . You have contributed greatly to my overall enjoyment of SH4.(still a fleet boat fan at heart though):arrgh!:

Fish40
04-11-08, 04:10 PM
I didn't notice this in the release notes, but can RSRDC and OM be installed at the same time as long as OM is last?

In general, thanks to the OM team for this outstanding overhaul of the broken German game. :up:





Wondering the same thing:hmm: How dose this work?

miner1436
04-11-08, 04:15 PM
Awsome work, thanks!:rock:

modisch
04-11-08, 04:29 PM
Congrats on launching OM. Looks great. I'll be adding this as soon as I test drive the last batch of mods and tweaks.

-m

Sailor Steve
04-11-08, 04:44 PM
I LOVE YOU MAN!:/\\k:

I just got my upgrade; getting ready to load up SH4 and play some US ops for a while. Now I can play realistic U-boats as well.
:lurk:

Wilcke
04-11-08, 04:52 PM
Thank you!:up:

keltos01
04-11-08, 05:30 PM
just dwnlaoded it will look at it tomorrow, next an IJN campaign ?;)
you might wanna use some IJN torpedoes as for some built on german designs, and should have been easier to get in the far east. keltos01

Fortune
04-11-08, 05:32 PM
Very nice!

Thank you:rock:

DS
04-11-08, 06:05 PM
Looks great. I just started a career in the IXC/40.

Just an observation, the boat looks the same as the IXD2. I take it they use the same model, but have different characteristics (or is it in fact a different model)?

Looking forward to this one!

lurker_hlb3
04-11-08, 07:41 PM
I didn't notice this in the release notes, but can RSRDC and OM be installed at the same time as long as OM is last?

In general, thanks to the OM team for this outstanding overhaul of the broken German game. :up:

Yes it can, RSRDC first, then OM

lurker_hlb3
04-11-08, 07:44 PM
Looks great. I just started a career in the IXC/40.

Just an observation, the boat looks the same as the IXD2. I take it they use the same model, but have different characteristics (or is it in fact a different model)?

Looking forward to this one!

It's a cloned D2 with C40 characteristics, didn't have the time to import from SH3. May do that for my next project.

DS
04-11-08, 08:20 PM
Sounds good. It would be great to see a new IXC model in the game as well, but I'll be having plenty of fun with this in the mean time. :up:

Thanks!

linerkiller
04-12-08, 12:35 AM
Nice as usual Lurker! Thank you!:D

dcb
04-12-08, 01:08 AM
Outstanding work, Lurker. Thank you very much. Downloading now.:rock:

nautilus42
04-12-08, 06:24 AM
Thanks lurker and his team for this great work, especial for the fine new crew-Management.:up: :up: :up: :up: :up:

One Question, how can I start a Career in 1939-09-01 from Wilhelmshaven?

greetings
nautilus42

Captain von Keldunk
04-12-08, 09:50 AM
Hello
When i started from Lorient. a tug boat exploded and sankt in Lorient harbor _GE Tug Boat#1 First it ran to shore ,then reversed to other shore and exploded.
I adjusted its waypoints in my game and now it works for me.
This smal bug was in "Jap_HarborTraffic.mis" file.Also there was one freighter that made smoke and run to shore. _GE Coastal Merchant#1
I made _GE Coastal Merchant#1 as docked ship and no more problems.
Hope this helps.:up: :up:

lurker_hlb3
04-12-08, 12:03 PM
Hello
When i started from Lorient. a tug boat exploded and sankt in Lorient harbor _GE Tug Boat#1 First it ran to shore ,then reversed to other shore and exploded.
I adjusted its waypoints in my game and now it works for me.
This smal bug was in "Jap_HarborTraffic.mis" file.Also there was one freighter that made smoke and run to shore. _GE Coastal Merchant#1
I made _GE Coastal Merchant#1 as docked ship and no more problems.
Hope this helps.:up: :up:


Thanks for the info

JoeCorrado
04-12-08, 12:35 PM
Outstanding work, Lurker. Thank you very much. Downloading now.:rock:

ditto! :up:

ekempey
04-12-08, 01:39 PM
Good stuff! I just tried my first campaign and subsequently got my butt handed to me by a river class frigate and what I'm assuming were forward throwing hedgehogs. Back to France I go to start all over again. :p

M. Sarsfield
04-12-08, 01:41 PM
Are a lot of you running the German campaign from a separate install of SHIV? I'm seriously considering doing this.

GerritJ9
04-12-08, 01:46 PM
Downloading, with thanks!:up:

Hitman
04-12-08, 03:55 PM
Marvelous :D

Many thanks for your work and for your time :rock:

I just started a campaign in oct 1943 from Penang, will report how it goes :arrgh!:

THE_MASK
04-12-08, 05:22 PM
This is an historic mod . Now i can switch between RSRDC pacific campaign and operation monsun german campaign :D

Stuart Galbraith
04-12-08, 06:07 PM
This is an excellent mod. I got all the way to capetown and got my bow blown off by a catalina, even though I just dived and thought I was safe. Attacking convoys is a near death sentence.

If I might have one request, it would be that you do a 'lite' version, that retains the upgrades, to go with the pure historical version. Ive put the upgrades back in, just so ive a chance of surviving more than 10 minutes.

Anyway, first rate work. Ill let you know what I think of the indian ocean if I live long enough to get there.:cry:

M. Sarsfield
04-12-08, 08:27 PM
EE 4.1 wanted to overwrite the IXD2 .sim file. What type of effect would this produce? I have not installed any of the environmental mods with my German version of the game, yet.

lurker_hlb3
04-12-08, 09:37 PM
EE 4.1 wanted to overwrite the IXD2 .sim file. What type of effect would this produce? I have not installed any of the environmental mods with my German version of the game, yet.

from the Readme in the first post


“ALWAYS” install OM “LAST”.

FAILURE TO FOLLOW THESE INSTRUTIONS WILL CAUSE OM NOT TO RUN CORRECTLY & SH4 TO CTD.

M. Sarsfield
04-12-08, 09:39 PM
Duh... I knew that. :oops: Thanks!

SteveW1
04-14-08, 04:31 AM
Lurker can you please tell me at what date the refueling tanker shows up on the voyage from Lorient please this is the tanker at point 6 refuel from MV Brake.

Thanks

lurker_hlb3
04-14-08, 05:03 AM
Lurker can you please tell me at what date the refueling tanker shows up on the voyage from Lorient please this is the tanker at point 6 refuel from MV Brake.

Thanks

In ever mission brief it tells when the MV Brake will be on station (i.E)


BdU is setting up bases in the Far East. Your mission is to deploy to Penang on the Malay Peninsula via combat operations off of Bombay, India. Depart Lorient and processed via navigation points 1 though 5 and refuel from the tanker MV Brake on Sept 8th in grid KS47. BdU navigators have calculated that your boat will need to use a 7kts speed of advance (SOA) to arrive at the rendezvous point and still have fuel onboard. Then process to conduct anti-shipping operations in grid MG/MH (1830N 7030E x 600KM) for a period of 21 days, on completion of your patrol proceed to your new base at Penang.

M. Sarsfield
04-14-08, 09:30 AM
I'm enjoying this mod for the little bit of time that I have played it, so far. 5 to 6 weeks out at sea will probably be the longest patrol that I can ever remember. This will definitely test one's strategy.

ReallyDedPoet
04-14-08, 09:33 AM
Nice work lurker :up:


RDP

spike12
04-14-08, 07:42 PM
Hi, I'm currently doing the mission where you go from lorient to penang.For sone reason,the game keeps CTDing at 10n between nav.3 and nav.4.Has anyone else had this problem? And should I restart my career in penang(BTW I did put op monsoon in last,after,in this order,CaptainMidnights CBS news mod,Rel gramaphone,Triggermaru-Overhaul(1.5),TMOservice pack 1&2,TMO enable uboat ver.3, Spax sh4 uboat speach fix.).Any thoughts?:shifty:

lurker_hlb3
04-14-08, 08:08 PM
Hi, I'm currently doing the mission where you go from lorient to penang.For sone reason,the game keeps CTDing at 10n between nav.3 and nav.4.Has anyone else had this problem? And should I restart my career in penang(BTW I did put op monsoon in last,after,in this order,CaptainMidnights CBS news mod,Rel gramaphone,Triggermaru-Overhaul(1.5),TMOservice pack 1&2,TMO enable uboat ver.3, Spax sh4 uboat speach fix.).Any thoughts?:shifty:

Remove these 3 modes and check again

CaptainMidnights CBS news mod,Rel gramaphone and Spax sh4 uboat speach fix


I will also check

THE_MASK
04-14-08, 09:02 PM
I run stock + RSRDC V355 for Ver 1.5 + RSRDC Ver 355 patch 2 + OPS Monsun Ver 100 + Mid decoration mod + my own scene dat + some .dds mods and i ran from lorient to nav point 5 atm and all fine (lorient to nav 5 with max 1536TC is :rotfl: )

lurker_hlb3
04-14-08, 09:30 PM
I run stock + RSRDC V355 for Ver 1.5 + RSRDC Ver 355 patch 2 + OPS Monsun Ver 100 + Mid decoration mod + my own scene dat + some .dds mods and i ran from lorient to nav point 5 atm and all fine (lorient to nav 5 with max 1536TC is :rotfl: )


RSRDC Ver 355 is up to patch 3 now

THE_MASK
04-15-08, 01:07 AM
Who did you upset to have RSRDC unstickied . Its bloody rediculous . Found the thread on page 3 . Please moderators sticky this back up as it is a major mod . cheers sober out .

SteveW1
04-15-08, 01:21 AM
Lurker can you please tell me at what date the refueling tanker shows up on the voyage from Lorient please this is the tanker at point 6 refuel from MV Brake.

Thanks

In ever mission brief it tells when the MV Brake will be on station (i.E)


BdU is setting up bases in the Far East. Your mission is to deploy to Penang on the Malay Peninsula via combat operations off of Bombay, India. Depart Lorient and processed via navigation points 1 though 5 and refuel from the tanker MV Brake on Sept 8th in grid KS47. BdU navigators have calculated that your boat will need to use a 7kts speed of advance (SOA) to arrive at the rendezvous point and still have fuel onboard. Then process to conduct anti-shipping operations in grid MG/MH (1830N 7030E x 600KM) for a period of 21 days, on completion of your patrol proceed to your new base at Penang.

Thanks Lurker I must be going blind not to have seen it and its right in front of me.:damn:

nautilus42
04-15-08, 03:54 AM
Hi Lurker.

I found this wrong entrys:

[Unit]
ClassName=CVIllustrious
3DModelFileName=data/Sea/NCV_Illustrious/NCV_Illustrious
UnitType=9
MaxSpeed=30
Length=250
Width=32.4
Mast=43.4
Draft=8.3
Displacement=23000
RenownAwarded=900
CrewComplement=400
SurvivalRate=90
SurvivalPercentage=30

[AirGroup 1]
StartDate=19380101
EndDate=19400601 >???????
Squadron1Class=RNTBF
Squadron1No=12
Squadron1Class=FBMartlet >Squadron2
Squadron1No=12 >Squadron2

Can you update this?

Your OM_Mod is :up: :up: :up: :up: :up:

I have fix the Wakes from BBRevenge, BBRepulse and NCV_Illustrious. Can I upload it to my Filefrontside?

lurker_hlb3
04-15-08, 06:35 AM
Hi Lurker.

I found this wrong entrys:

[Unit]
ClassName=CVIllustrious
3DModelFileName=data/Sea/NCV_Illustrious/NCV_Illustrious
UnitType=9
MaxSpeed=30
Length=250
Width=32.4
Mast=43.4
Draft=8.3
Displacement=23000
RenownAwarded=900
CrewComplement=400
SurvivalRate=90
SurvivalPercentage=30

[AirGroup 1]
StartDate=19380101
EndDate=19400601 >???????
Squadron1Class=RNTBF
Squadron1No=12
Squadron1Class=FBMartlet >Squadron2
Squadron1No=12 >Squadron2

Can you update this?

Your OM_Mod is :up: :up: :up: :up: :up:

I have fix the Wakes from BBRevenge, BBRepulse and NCV_Illustrious. Can I upload it to my Filefrontside?





Thanks, go ahead and send your wake fixes

stabiz
04-15-08, 06:27 PM
Wohooo! Been away from the forums a few days, and its christmas!

AVGWarhawk
04-15-08, 06:51 PM
Who did you upset to have RSRDC unstickied . Its bloody rediculous . Found the thread on page 3 . Please moderators sticky this back up as it is a major mod . cheers sober out .

Stickied....per Sober's endearing request

spike12
04-15-08, 06:51 PM
Remove these 3 modes and check again

CaptainMidnights CBS news mod,Rel gramaphone and Spax sh4 uboat speach fix


I will also check

removed the 3 mods, no CTD:D just made nav.4. Plan to continue a little later on.Thanx.

nautilus42
04-15-08, 08:46 PM
Wake Fix OpsMonsun_V100.

I`ve fix the Wakes from the NBB_Revenge, NBC_Repulse and NCV_Illustrious,
also correkt the Airgroup_Entry in the NCV_Illustrious.cfg.

D/L: Wake_fix_OpsMonsun_V100.rar here: http://hosted.filefront.com/trainer1942/


greetz

nautilus42

lurker_hlb3
04-15-08, 10:19 PM
OBE

swdw
04-16-08, 01:31 AM
Great job lurker!!!! Thanks for the hard work.


This next comment is directed at the moderator's, not you ;)
Why is this stickied but RSRD isn't?

AVGWarhawk
04-16-08, 07:25 AM
Great job lurker!!!! Thanks for the hard work.


This next comment is directed at the moderator's, not you ;)
Why is this stickied but RSRD isn't?

I was getting to it:smug:...now stuck! :rotfl:

Gezoes
04-16-08, 08:24 AM
I'm confused and can't start up the campaign. It's like nothing changed (just installed OM using JSGME).

Is this an add-on mod to another? I'm missing something here. I read all the docs btw. I can't figure it out. I'm just running SH4+U-boats, and only ROW and smaller speach/uniform mods.

:hmm:

M. Sarsfield
04-16-08, 09:08 AM
Is OM the last mod that you installed?

Gezoes
04-16-08, 09:11 AM
Yep :hmm:

Wilcke
04-16-08, 09:37 AM
Yep :hmm:

Un-JSGME it and try it again! Sometimes I have noticed that it just won't "stick" a redo will fix the problem.

Gezoes
04-16-08, 01:30 PM
Will do! Thanks! :up:

lurker_hlb3
04-16-08, 05:14 PM
OM v100 Patch 2 Readme

All Patches are "ROLE-UPS"

Installation instructions:

If you have Patch 1 remove it with JSGME as it is no longer required
Install Patch 2 with JSGME.


Patch 1

Corrected Self-Destructing German Tug in Lorient
Data\Campaigns\CampaignGE\CampaignData\Jap_HarborT raffic.mis

Add Revenge Class BB to file
Data\Roster\Names.cfg

Corrected Ships wake for Revenge, Repulse, and Illustrious (fixed by nautilus42)
Data\Sea\NBB_Revenge\NBB_Revenge.val
Data\Sea\NBC_Repulse\NBC_Repulse.val
Data\Sea\NCV_Illustrious\NCV_Illustrious.val

Corrected Air groups for Illustrious
Data\Sea\NCV_Illustrious\NCV_Illustrious.cfg

Corrections to file (fixed by Lukeff)
Data\UPCDataGE\UPCCrewData\CrewMembers.upc


Patch 2

Add with the kind permission of Mikhayl have integrated his Type IIB into OM.
(See Mikhayl readme for credits)

Added four Single Missions so users will be able to go up against the OM Campaign layer. The patrol areas are coastal patrols around the Southern / Western Approaches to England, which is where the Type II D’s patrol during the early phases of the war.

Go to the first post for download link

M. Sarsfield
04-16-08, 09:02 PM
Thanks! :p

modisch
04-16-08, 11:19 PM
awesome. Look forward to trying this out. I'll save it for the weekend (can't be just updating mods every day... never have time to do a full patrol. :p)

-m

lurker_hlb3
04-17-08, 06:48 AM
That's great Lurker, man you're fast ! I finally did my first "real" SH4 patrol/mission using Op Monsun & type II, it ended up as "damage testing" barely 500km from Lorient :oops:
Cheers !


Glad you are enjoying it

lurker_hlb3
04-17-08, 07:05 PM
This is to just let people know where “Operation Monsun” is heading. Currently working on the next phase, “Operation Paukenschlag” (Drumbeat), the BdU’s operations against the United States in late 1941 / mid 1942. You will command a Type IXB / C or Type VIIC for your operations and will go to the same operas as Hardegen ( U123 ) , Topp ( U552 ). It will have the same historical immersion that you have already seen in RSRDC and OM v100.

After “Operation Paukenschlag” will start working on a Black Sea / 30th Flotilla campaign based around the Type IIB created by Mikhayl.

Here is some of the U-boats I ported over from “personal moded” version of SH3.

Credits – all skins by Fubar

Type IXB

http://img.photobucket.com/albums/v516/lurker_hlb3/9b.jpg



Type IXC



http://img.photobucket.com/albums/v516/lurker_hlb3/9c.jpg



Type VIIC



http://img.photobucket.com/albums/v516/lurker_hlb3/7c2.jpg



Working equipment & crew



http://img.photobucket.com/albums/v516/lurker_hlb3/fixedsubs.jpg

Ducimus
04-17-08, 07:13 PM
Lurker, just FYI, the wakes on the uboats are an easy fix. Theres a couple ways to do it, although i did this with a destroyer as opposed to a sub, but off the top of my head i think it was easier to use a SH4 val file as opposed to fixing the one from SH3, and remap the IDs to "plug it in" to an existing model.

As i recall, all i did was Just note in the orginal val file what nodes were being used and in dat file, and then took a similar val file from sh4, renamed it, remapped its ids, and then changed the parent ID's to tie into the proper nodes from the dat. Easy as pie.

Fish40
04-17-08, 07:15 PM
It's a beautiful thing!:/\\k:

lurker_hlb3
04-17-08, 07:23 PM
Lurker, just FYI, the wakes on the uboats are an easy fix. Theres a couple ways to do it, although i did this with a destroyer as opposed to a sub, but off the top of my head i think it was easier to use a SH4 val file as opposed to fixing the one from SH3, and remap the IDs to "plug it in" to an existing model.

As i recall, all i did was Just note in the orginal val file what nodes were being used and in dat file, and then took a similar val file from sh4, renamed it, remapped its ids, and then changed the parent ID's to tie into the proper nodes from the dat. Easy as pie.

Thanks for the info,:up: I had integrated some of the SH4 nodes into the SH3 files, but now I will do as you suggest, should be about a 20 minute job

Ducimus
04-17-08, 07:34 PM
Just note the words..."As i recall,...."

It was late when i did this, and i tend to glosss over the details. You might have an easier time to just import a new ship wake controller from Sh4 into the existing val file. I just vaugley recall that the val files from SH3 were alot more complex (hence, alot more crap to fix/make compatible), so i went with the other way of redoing a SH4 val file since they are alot less complex.

CDR Resser
04-17-08, 09:49 PM
Wow, lurker. It sounds to me you will have the atlantic campaign all wrapped up by the fall. With the quailty of your work, so far, it will be worth the wait. Thanks.

Respectfully Submitted;
CDR Resser

Man, I can't wait to get this diaper off my head.

kiwi_2005
04-18-08, 06:35 AM
Outstanding! If i aint using RSRDC can i still just install this mod and it will work or do i have to have RSRD installed as well

DrBeast
04-18-08, 06:44 AM
Outstanding! If i aint using RSRDC can i still just install this mod and it will work or do i have to have RSRD installed as well

This mod is stand-alone, so go ahead and install it. Like I said before, it's reason enough to get the add-on! :yep:

AVGWarhawk
04-18-08, 07:19 AM
Dang Lurker....Operation Drumbeat! You mad man!!!!!!!!!

kurfürst
04-18-08, 11:05 AM
Thank You Lurker for your brilliant work!
"Operation Monsun" really rocks, can´t wait for "Paukenschlag"!
Will there also be a type IX C/40, converted from SHIII?

Keep up You good work!:up:

Arnd

Hackett
04-18-08, 12:08 PM
The addition of Mikhayls' Type IIB is a welcome one with patch 2, but there is a problem with the rotating RDF antenna on the Type IXD2 and the mock Type IX/C40, rotating inside it's housing, instead of in a raised position.
Not a huge problem and doesn't stop SH4 working, but spending any time on the bridge. It's rapidly becomes annoying to the point of distraction.

I only glossed over the read-me, so if this problem is already noted, please forgive my ignorance.

Looking forward to the next installment to the ever growing and ever popular Monsun series.

Hitman
04-18-08, 02:45 PM
This is to just let people know where “Operation Monsun” is heading. Currently working on the next phase, “Operation Paukenschlag” (Drumbeat), the BdU’s operations against the United States in late 1941 / mid 1942. You will command a Type IXB / C or Type VIIC for your operations and will go to the same operas as Hardegen ( U123 ) , Topp ( U552 ). It will have the same historical immersion that you have already seen in RSRDC and OM v100.

After “Operation Paukenschlag” will start working on a Black Sea / 30th Flotilla campaign based around the Type IIB created by Mikhayl.


Lurker mate your work is the best thing that has happened to this game since its release. I really can't find the words to express my gratitude to you for dedicating such a huge amount of hours to give us these lovely campaigns. You are making our games be 100x worth the price we paid for them :yep: and 100x more enjoyable.

Someone should give you a medal :up:

lurker_hlb3
04-18-08, 06:05 PM
Will there also be a type IX C/40, converted from SHIII?
Arnd

Yes there will be a "new" C/40

lurker_hlb3
04-18-08, 06:08 PM
The addition of Mikhayls' Type IIB is a welcome one with patch 2, but there is a problem with the rotating RDF antenna on the Type IXD2 and the mock Type IX/C40, rotating inside it's housing, instead of in a raised position.
Not a huge problem and doesn't stop SH4 working, but spending any time on the bridge. It's rapidly becomes annoying to the point of distraction.

I only glossed over the read-me, so if this problem is already noted, please forgive my ignorance.

Looking forward to the next installment to the ever growing and ever popular Monsun series.
It's fallout from the IIB added on, should have check out. For a "quick fix" deinstall patch 2, then find the "Library" directory and remove it. That will stop the DF antenna from rotating. Will come up with a better fix in a day or two.

lurker_hlb3
04-18-08, 06:56 PM
Hi Lurker, if you want to keep the moving antenna you will need to raise the antennas on the other boats (obviously), but if you don't care about it you can simply delete the senzori_uboat.dat file that was included with the type II. The rotating RDF is about the only change I made to it so you won't lose much.
Cheers :up:

That the planned fixed.

lurker_hlb3
04-18-08, 11:07 PM
Patch 3 is Up

Corrected the postion of the DF Antenna for the IX/C40 and IXD2 so it's no longer retracted.

Link is on the first post

tearsofwrath
04-19-08, 02:16 AM
hello there, so far i played the setup with ducimus' great trigger maru+ the newest servicepacks, uboot enable, rsrd in the correct setup with patches and operation monsoon with patch 2 (deinstalled 1). worked fine. now i updated to ducimus whole tm, with the patches included and the new patch 3 of operation monsoon. with the patch 3 (or 2 for that matter, reinstalled the patch and tested it) i dont see any crew anymore when at the base in lorient at the beginning.

tried to start later, same thing, no crew. if i deinstall patch 3 (or2) i see the crew just fine in base and can select to fill up the roster if i want. just with the operation monsoon patches (i only use either 3 or 2, not both, roll ups) i cant see it anymore (in base). would anyone have any idea why that is? as i said, worked before i upped to tm patches included. op monsoon works without any patch though (crewwise in base)

thx for the help and keep going strong, great mod

lurker_hlb3
04-19-08, 08:11 AM
hello there, so far i played the setup with ducimus' great trigger maru+ the newest servicepacks, uboot enable, rsrd in the correct setup with patches and operation monsoon with patch 2 (deinstalled 1). worked fine. now i updated to ducimus whole tm, with the patches included and the new patch 3 of operation monsoon. with the patch 3 (or 2 for that matter, reinstalled the patch and tested it) i dont see any crew anymore when at the base in lorient at the beginning.

tried to start later, same thing, no crew. if i deinstall patch 3 (or2) i see the crew just fine in base and can select to fill up the roster if i want. just with the operation monsoon patches (i only use either 3 or 2, not both, roll ups) i cant see it anymore (in base). would anyone have any idea why that is? as i said, worked before i upped to tm patches included. op monsoon works without any patch though (crewwise in base)

thx for the help and keep going strong, great mod

Just conducted a code review / system checkout, all is working as designed and your problem was not recreated. You should be using the following install order.

TMO
RSRDC V371
RSRDC V371 Patch 5
TMO Uboat ver 3
OM V100
OM V100 Patch 3

tearsofwrath
04-19-08, 08:52 AM
hi lurker,

i have rel_triggermaru_overhaul_15 (the new version with the sps included)
pacific environments 2
row pe2 clouds
type ixd2 bubbles
uboat no hydrophone on surface
uncensored german textures
rsrdc_tmov15_v371
rsdc_v371_patch5
tmo_enable_uboat_ver3
opsmonsun_v100

the crew is there in the office in base till that point

and om_v100_patch3

after this patch the crew isnt visible or selectable in the office anymore
before using the new tm including sps the crew was there just fine, as it is without the patch3 from OM

thx lurker for helping

lurker_hlb3
04-19-08, 09:03 AM
hi lurker,

i have rel_triggermaru_overhaul_15 (the new version with the sps included)
pacific environments 2
row pe2 clouds
type ixd2 bubbles
uboat no hydrophone on surface
uncensored german textures
rsrdc_tmov15_v371
rsdc_v371_patch5
tmo_enable_uboat_ver3
opsmonsun_v100

the crew is there in the office in base till that point

and om_v100_patch3

after this patch the crew isnt visible or selectable in the office anymore
before using the new tm including sps the crew was there just fine, as it is without the patch3 from OM

thx lurker for helping
See my post above. Recommend that you deinstall all mods, only load the mods I noted in the above thread, and provide feedback. Also was it the C40 or D2 that was your problem

tearsofwrath
04-19-08, 09:19 AM
thank you lurker, it works just fine with only the mods you mentioned. i was thinking the PE mods were supposed to be working as well, and the other mods didnt conflict when i installed them. my bad. thank you again, and now i will again enjoy your great mod in a bit of a challenge compared to stock.

one question though, is it intentional that the third watch in control has one less member active there? only three compared to four?

good luck with your other projects!

tearsofwrath

lurker_hlb3
04-19-08, 09:43 AM
one question though, is it intentional that the third watch in control has one less member active there? only three compared to four?
tearsofwrath

That's a good question, Will have to look into it

Hackett
04-19-08, 12:22 PM
Thank you for the prompt patch update. Type IX RDF now rotates as and where it should..:cool: :up:

lurker_hlb3
04-19-08, 02:33 PM
I’ve just uploaded a new version of “TMO_Enable_Uboat”. The difference between version 3 and this new version 4 is minor, but it now allows you to switch between RSDRC and OM without having to de-install OM. Here the install order

TMO
RSRDC V371
RSRDC V371 Patch X
OM V100
OM V100 Patch X
TMO_Enable_Uboat_V4

Now to go from USN ops to Uboat ops, install ‘TMO_Enable_Uboat_V4’, to go back to USN ops, de-install ‘TMO_Enable_Uboat_V4’

Link is on the first page of this thread

CDR Resser
04-19-08, 08:13 PM
I’ve just uploaded a new version of “TMO_Enable_Uboat”. The difference between version 3 and this new version 4 is minor, but it now allows you to switch between RSDRC and OM without having to de-install OM. Here the install order

TMO
RSRDC V371
RSRDC V371 Patch X
OM V100
OM V100 Patch X
TMO_Enable_Uboat_V4

Now to go from USN ops to Uboat ops, install ‘TMO_Enable_Uboat_V4’, to go back to USN ops, de-install ‘TMO_Enable_Uboat_V4’
Link is on the first page of this thread
I was unaware that when switching back and forth between german and american careers that you needed to JSGME activate and deactivate the enable uboat mod. What issues will this cause, other than the annoying lines over one choice or the other.
I wondered if I was missing something, but didn't find anything in the TMO, RSRD or OM threads or readmes.

Respectfully Submitted;
CDR Resser

Maybe I need that diaper on my head.:D

lurker_hlb3
04-19-08, 08:32 PM
I’ve just uploaded a new version of “TMO_Enable_Uboat”. The difference between version 3 and this new version 4 is minor, but it now allows you to switch between RSDRC and OM without having to de-install OM. Here the install order

TMO
RSRDC V371
RSRDC V371 Patch X
OM V100
OM V100 Patch X
TMO_Enable_Uboat_V4

Now to go from USN ops to Uboat ops, install ‘TMO_Enable_Uboat_V4’, to go back to USN ops, de-install ‘TMO_Enable_Uboat_V4’
Link is on the first page of this thread
I was unaware that when switching back and forth between german and american careers that you needed to JSGME activate and deactivate the enable uboat mod. What issues will this cause, other than the annoying lines over one choice or the other.
I wondered if I was missing something, but didn't find anything in the TMO, RSRD or OM threads or readmes.

Respectfully Submitted;
CDR Resser

Maybe I need that diaper on my head.:D


There are a number of changes in TMO that when used with the UBoat side will cause SH4 to CTD. That the reason for the mod

ReallyDedPoet
04-19-08, 08:57 PM
Great, great work here lurker :yep::up:
Thanks.


RDP

Robis.S
04-20-08, 06:32 AM
in first post is some links, so dont understand wich should i use to downloud?

AVGWarhawk
04-20-08, 07:01 AM
in first post is some links, so dont understand wich should i use to downloud?

http://files.filefront.com/OpsMonsun+V1007z/;9991397;/fileinfo.html


Patch:
http://files.filefront.com/OM+V100+Patch37z/;10034545;/fileinfo.html


Have fun!

CDR Resser
04-20-08, 06:10 PM
I’ve just uploaded a new version of “TMO_Enable_Uboat”. The difference between version 3 and this new version 4 is minor, but it now allows you to switch between RSDRC and OM without having to de-install OM. Here the install order

TMO
RSRDC V371
RSRDC V371 Patch X
OM V100
OM V100 Patch X
TMO_Enable_Uboat_V4

Now to go from USN ops to Uboat ops, install ‘TMO_Enable_Uboat_V4’, to go back to USN ops, de-install ‘TMO_Enable_Uboat_V4’
Link is on the first page of this thread
I was unaware that when switching back and forth between german and american careers that you needed to JSGME activate and deactivate the enable uboat mod. What issues will this cause, other than the annoying lines over one choice or the other.
I wondered if I was missing something, but didn't find anything in the TMO, RSRD or OM threads or readmes.

Respectfully Submitted;
CDR Resser

Maybe I need that diaper on my head.:D

There are a number of changes in TMO that when used with the UBoat side will cause SH4 to CTD. That the reason for the mod

Thanks for the information. I was unaware of these issues. I have been playing with these two campaigns alternately for a couple of weeks. I guess I have been lucky not to have experienced these problems.

Respectfully Submitted;
CDR Resser

kungfuserge
04-21-08, 03:42 AM
Sorry beeing such noob , but what is " TMO " ? Do I need to DL it to play Operation Mooson

PS : I have

RSRDC_V355_for_V15
RSRDC_V355_Patch3
OpsMonsun_V100
OM_V100_Patch3
TMO_Enable_Uboat_V4

...I am a little confuse about all those successives Mod :o
thanks

Fish40
04-21-08, 04:06 AM
Sorry beeing such noob , but what is " TMO " ? Do I need to DL it to play Operation Mooson

PS : I have

RSRDC_V355_for_V15
RSRDC_V355_Patch3
OpsMonsun_V100
OM_V100_Patch3
TMO_Enable_Uboat_V4

...I am a little confuse about all those successives Mod :o
thanks



TMO is one of the "Supermods" listed in the "sticky" posts. It is similar to the RFB (Real Fleet Boat ) mod. The difference between the two, is RFB concentrates more on hardcore realism. I use RFB, so I can't tell you much more than that, but I would imagine that if you don't have TMO installed, you won't be needing the " TMO_Enable_UBoat_V4" mod.

lurker_hlb3
04-21-08, 06:39 AM
Sorry beeing such noob , but what is " TMO " ? Do I need to DL it to play Operation Mooson

PS : I have

RSRDC_V355_for_V15
RSRDC_V355_Patch3
OpsMonsun_V100
OM_V100_Patch3
TMO_Enable_Uboat_V4

...I am a little confuse about all those successives Mod :o
thanks


Please go to the first post of this thread and read it carefully and all your questions will be answered

Syxx_Killer
04-21-08, 08:11 AM
I don't know if RSRD added this ship or if it was OM, but when I was viewing a ship an awful glitch happened. I had TMO 1.5, RSRD (with latest patch), and OM (with latest patch) installed. I was running your latest TMO enable Uboat v4, too. I was viewing a ship in the Museum. I don't remember which one it was and I'm not keen on seeing it again after what happened. It looked like a C2 or C3 imported from SH3 and had a camo job. I think it was in the Japanese section. Anyway, the wake was completely off and when viewing the ship from under water there was no hull, just the prop. Before I could get a screenshot my screen went bright green. I had to reset the computer. I have never experienced that before or since. I have since went back to the stock game because that bug really freaked me out. Could you please look into that ship?

Also, the Wakatake caused a CTD when trying to view in the Museum. Don't know if that would cause a CTD while in game or not if it tried to spawn.

lurker_hlb3
04-21-08, 07:59 PM
I don't know if RSRD added this ship or if it was OM, but when I was viewing a ship an awful glitch happened. I had TMO 1.5, RSRD (with latest patch), and OM (with latest patch) installed. I was running your latest TMO enable Uboat v4, too. I was viewing a ship in the Museum. I don't remember which one it was and I'm not keen on seeing it again after what happened. It looked like a C2 or C3 imported from SH3 and had a camo job. I think it was in the Japanese section. Anyway, the wake was completely off and when viewing the ship from under water there was no hull, just the prop. Before I could get a screenshot my screen went bright green. I had to reset the computer. I have never experienced that before or since. I have since went back to the stock game because that bug really freaked me out. Could you please look into that ship?

Also, the Wakatake caused a CTD when trying to view in the Museum. Don't know if that would cause a CTD while in game or not if it tried to spawn.

Thanks for the info, It's a RSRDC problem. New patches are posted in the RSRDC thread

Doolittle81
04-23-08, 01:27 PM
After very many trial and error MOD changes via JSGME, I finally found the cause of my immediate CTD's every time I tried to begin the German Campaign (with Operation Monsoon enabled), with or without RSRDC enabled (correctly ahead of OM). Oddly enough, it was the "John Hamm's Uniform Mod V2.2" which was in conflict with OM and the result was immediate CTD.

I'm not a MODder so I have NO idea why that should be. I removed the Uniform MOD and all works correctly now, RSRDC and OM...and I can freely switch back and forth between the two. I guess I'll live without John Hamm's fine USN uniform mods.

FWIW, my current working activated MOD list is:
GreenLamp
black smoke2
GWX SH4 Terrain mod
ClassicBetterScopes_NomoGraph_V15b1
JonZ'sMedals
MINI_Chrono_1.5
Enviromental 4.3 mod
Smaller Underwater Marker
diverate
RSRDC_V355_for_V15
RSRDC_V355_Patch4
OpsMonsun_V100
OM_V100_Patch3

One question: Should I enable the "ASW_8.0_RSRD_355_1.5" after "RSRDC_V355_Patch4"???


Note that depending on whether I am going to Sail UBoat or Fleet Boat, my intent is to enable either:
"Poul Dave_and_Emergency_Dive" plus "Poul-EnglishSPEECH"

OR

"SpaxsGerman SPEECH FIX_V7"



I'm coming to the conclusion that I need to have two SH4 1.5 installations, one MODded for the American Campaign and one for the German Campaign. That will be simpler than repeated enabling and disabling of MODs each time before starting up SH4....

M. Sarsfield
04-23-08, 03:09 PM
I'm coming to the conclusion that I need to have two SH4 1.5 installations, one MODded for the American Campaign and one for the German Campaign. That will be simpler than repeated enabling and disabling of MODs each time before starting up SH4....

That's what I did with a 3rd back-up copy just in case. :up: Each mod list is still pretty long. It was getting to be a mess when I had it all in one install.

lurker_hlb3
04-23-08, 04:54 PM
After very many trial and error MOD changes via JSGME, I finally found the cause of my immediate CTD's every time I tried to begin the German Campaign (with Operation Monsoon enabled), with or without RSRDC enabled (correctly ahead of OM). Oddly enough, it was the "John Hamm's Uniform Mod V2.2" which was in conflict with OM and the result was immediate CTD.

I'm not a MODder so I have NO idea why that should be. I removed the Uniform MOD and all works correctly now, RSRDC and OM...and I can freely switch back and forth between the two. I guess I'll live without John Hamm's fine USN uniform mods.

FWIW, my current working activated MOD list is:
GreenLamp
black smoke2
GWX SH4 Terrain mod
ClassicBetterScopes_NomoGraph_V15b1
JonZ'sMedals
MINI_Chrono_1.5
Enviromental 4.3 mod
Smaller Underwater Marker
diverate
RSRDC_V355_for_V15
RSRDC_V355_Patch4
OpsMonsun_V100
OM_V100_Patch3

One question: Should I enable the "ASW_8.0_RSRD_355_1.5" after "RSRDC_V355_Patch4"???


Note that depending on whether I am going to Sail UBoat or Fleet Boat, my intent is to enable either:
"Poul Dave_and_Emergency_Dive" plus "Poul-EnglishSPEECH"

OR

"SpaxsGerman SPEECH FIX_V7"



I'm coming to the conclusion that I need to have two SH4 1.5 installations, one MODded for the American Campaign and one for the German Campaign. That will be simpler than repeated enabling and disabling of MODs each time before starting up SH4....


The "John Hamm's Uniform Mod V2.2" which I don't have, but I would guess it because of the MARINE.dat file.

As far as ASW_8.0_RSRD_355_1.5, go ahead it should be no problem

John W. Hamm
04-24-08, 05:10 AM
Doolittle81,

you are the second person that has had this issue, could you please give me a list of the MODS you are using and tell me when it crashes. This is the issue the other person said. I am trting to find the similarities. and Isolate it so it can be fixed

I personally like this mod, despite the "Artistic Licensing" on realism.
Unfortunately this mod really does not like working alongside TMO1.5+RSRDC+Patch5. (And combinations of.)
I haven't tested much past the campaign problem dates, (December 7/8 1941) but it's a consistent error resulting in a CTD.
Starting from Pearl. at 11.00 the CTD happens without fail every time at 21.30 on the same day.

After a wee bit of time pulling apart the files. The problem seems to originate inside the UPCData/UPCCrewData.

Removing the medals and ranks.upc files fails to launch SH4 past the menu screen, and removing the CrewMembers3D.upc fixes the the whole CTD problem, (And each patrol starts at 08.00 instead of 11.00) but the 3D textures ingame do not show.

Admitably I'm using TMO as a stop gap until RFB1.5 is released, but all the same. A compatible version would be nice if not too much trouble.

EDIT: Works a treat (So far) on the German side, even with TMO enabled.



He was using

1. REL_TriggerMaru_Overhaul_15
2. RSRDC_TMOv15_V371
3. RSRDC_V371_Patch5
4. Monsun (Not sure which version)
5. John Hamm's Uniform Mod V2.0

But I had tested my mod several times with
1. REL_TriggerMaru_Overhaul_15
2. RSRDC_TMOv15_V371
3. RSRDC_V371_Patch5

and had no issues so I am guessing the monsun Mod is the problem or rather my mod is the problem with Monun LOL

DrBeast
04-24-08, 08:43 AM
One question: Should I enable the "ASW_8.0_RSRD_355_1.5" after "RSRDC_V355_Patch4"???


Just a heads-up, ASW is up to v9 ;) Like lurker said, install it AFTER RSRDC.

Doolittle81
04-24-08, 12:12 PM
Doolittle81,

you are the second person that has had this issue, could you please give me a list of the MODS you are using and tell me when it crashes. This is the issue the other person said. I am trting to find the similarities. and Isolate it so it can be fixed



As noted earlier, I am currently using the following MODs in the order shown, and SH4 1.5 is working fine, OM and/or RSRDC:
GreenLamp
black smoke2
GWX SH4 Terrain mod
ClassicBetterScopes_NomoGraph_V15b1
JonZ'sMedals
MINI_Chrono_1.5
Enviromental 4.3 mod
Smaller Underwater Marker
diverate
RSRDC_V355_for_V15
RSRDC_V355_Patch4
OpsMonsun_V100
OM_V100_Patch3

As you can see, I have quite a few MODs enabled, so you can imgine how long it took to disable individual MODs one by one, and try different orders of enabling, then repeatedly restarting SH4 1.5 to see the result(s). Your uniform MOD was previously in the list. For example, with the following order of JSGME enabling, I had the CTD immediately when I clicked on "U-Boat Campaign" on the Main Menu. (All CTD's related to this matter occurred at that point):
JonZ'sMedals
diverate
GreenLamp
Poul-EnglishSPEECH
Poul Dave_and_Emergency_Dive
black smoke2
John Hamm's Uniform Mod V2.2
ClassicBetterScopes_NomoGraph_V15b1
MINI_Chrono_1.5
GWX SH4 Terrain mod
Smaller Underwater Marker
OpsMonsun_V100
OM_V100_Patch3

Also with the following significantly lesser number of enabled MODs, I had CTD:
Enviromental 4.3 mod
GreenLamp
Smaller Underwater Marker
black smoke2
GWX SH4 Terrain mod
John Hamm's Uniform Mod V2.2
OpsMonsun_V100
OM_V100_Patch3

Now here is the odd part (or possibly clarifying the situation), today I just added your Uniform MOD back after OM as shown below, and everything works fine!
GreenLamp
black smoke2
GWX SH4 Terrain mod
ClassicBetterScopes_NomoGraph_V15b1
JonZ'sMedals
MINI_Chrono_1.5
Enviromental 4.3 mod
Smaller Underwater Marker
diverate
RSRDC_V355_for_V15
RSRDC_V355_Patch4
OpsMonsun_V100
OM_V100_Patch3
John Hamm's Uniform Mod V2.2


Note that your Uniform MOD cites the following when installing as the final MOD, as shown above:
"menu_1024_768.ini" has already been altered by the "ClassicBetterScopes_NomoGraph_V15b1" mod.
"menu_1024_768.ini" has already been altered by the "MINI_Chrono_1.5" mod.
"Ranks.upc" has already been altered by the "OpsMonsun_V100" mod.



Hope the above data will be of some use.

John W. Hamm
04-25-08, 12:13 AM
[quote=John W. Hamm]Doolittle81,


Hope the above data will be of some use.



Yes your data has helped alot now i just have to figure what files exactly are conflicting, though it is good to know that it can still work!! as long as it is last... the problem is almost everyones MoD has to be last LOL. (not really but it sure seems that way)

akdavis
04-27-08, 10:12 AM
I believe the F4F/Martlet may be missing engine sounds.

lurker_hlb3
04-27-08, 01:27 PM
I believe the F4F/Martlet may be missing engine sounds.

That is correct. The reason is due to compatibility problems with the sh.sdl file. Ran into a number of problems when users would load with other mods. Can you tell me what other modes you are using? Just FYI if you load up RSRDC before OM you will get the sound for the F4F back.

akdavis
04-27-08, 04:43 PM
I believe the F4F/Martlet may be missing engine sounds.

That is correct. The reason is due to compatibility problems with the sh.sdl file. Ran into a number of problems when users would load with other mods. Can you tell me what other modes you are using?

Only PE 2.

lurker_hlb3
04-27-08, 06:31 PM
I believe the F4F/Martlet may be missing engine sounds.
That is correct. The reason is due to compatibility problems with the sh.sdl file. Ran into a number of problems when users would load with other mods. Can you tell me what other modes you are using?
Only PE 2.
Go to the first page of the RSRDC thread and download the "stock" version of RSRDC ( V355 ), after you decompress the mod, find the "Sound" directory and add it to the OpsMonsun data directory and you will have sound for the F4F

Hitman
04-28-08, 07:14 AM
Sorry if this has been discussed already, but I just left Lorient in August 1943 and by arriving at the first waypoint on my trip, I have not yet seen an allied aircraft :-? I thought the Bay of Biscay should be hell already by now, but nope. Admittingly, I have used high TC rates (With two children I have little time to play :damn: ) around the 2048 mark, yet in stock SH4 I never experienced problems due to that. Aircraft spawned and attacked me at hight TC rates well. :hmm:

Wilcke
04-28-08, 09:33 AM
Sorry if this has been discussed already, but I just left Lorient in August 1943 and by arriving at the first waypoint on my trip, I have not yet seen an allied aircraft :-? I thought the Bay of Biscay should be hell already by now, but nope. Admittingly, I have used high TC rates (With two children I have little time to play :damn: ) around the 2048 mark, yet in stock SH4 I never experienced problems due to that. Aircraft spawned and attacked me at hight TC rates well. :hmm:
From a study standpoint this means nothing...but on my first two attempts to get to the 1st waypoint I received a thorough going over each time. I don't remember if this was original OM or Patch1?

Now on my third attempt and this is with Patch2 I am at the Cape, ready to head NNE. No aircraft sighted. I know the "n" number is very small so worthless really. Maybe more folks can chime in. I am now curious.....

Oh, and I also used super high TC on those really long legs past the Canaries.

How is everything in Spain, Hitman? My parents are from that country, good people!

barndog
04-28-08, 09:51 AM
To mod OM to accept the mods a put crews aboard the surface ships.

Love the Atlantis raider mod but can't use in OM cause there is no crew available.

(0r perhaps you could teach me) and I would be willing to crew up the surface ship mods for others so we could ALL use em with OM

Will-Rommel
04-28-08, 12:30 PM
Yeah same problem here! I don't have enough crew to operate my surfaces vessel in OM! :ping:

lurker_hlb3
04-28-08, 06:21 PM
To mod OM to accept the mods a put crews aboard the surface ships.

Love the Atlantis raider mod but can't use in OM cause there is no crew available.

(0r perhaps you could teach me) and I would be willing to crew up the surface ship mods for others so we could ALL use em with OM


“DO NOT USE” The Playable German commerce raider HK Atlantis for SH4 1.5 with OM. It is “NOT” Compatible

lurker_hlb3
04-28-08, 06:52 PM
Sorry if this has been discussed already, but I just left Lorient in August 1943 and by arriving at the first waypoint on my trip, I have not yet seen an allied aircraft :-? I thought the Bay of Biscay should be hell already by now, but nope. Admittingly, I have used high TC rates (With two children I have little time to play :damn: ) around the 2048 mark, yet in stock SH4 I never experienced problems due to that. Aircraft spawned and attacked me at hight TC rates well. :hmm:

There are currently no changes between the V100 and the patches that would cause this. but I will look into just the same.

Wilcke
04-29-08, 09:46 AM
Sorry if this has been discussed already, but I just left Lorient in August 1943 and by arriving at the first waypoint on my trip, I have not yet seen an allied aircraft :-? I thought the Bay of Biscay should be hell already by now, but nope. Admittingly, I have used high TC rates (With two children I have little time to play :damn: ) around the 2048 mark, yet in stock SH4 I never experienced problems due to that. Aircraft spawned and attacked me at hight TC rates well. :hmm:
There are currently no changes between the V100 and the patches that would cause this. but I will look into just the same.

Thank you, for having a look, no hurry.

sargexmy
05-01-08, 01:55 AM
Hey,

So just installed OM on a clean SHIV 1.5 . Then I installed patch 3, and then ROW Sound Mod 9. Finally I installed the German Sound (voices) fix mod from the SHIV UBM mods section.

Started first mission in 1943 at Lorient. My game starts with 14 to 15 fps. If i use 32x or above, the game goes down to 5 fps!!!!!
I am running at 1280x800 and with graphic settings at Medium (except with Glare ON, 3D ship damage to max, and Detailed Waves OFF.). Sound setting: sounds and 3D sound channels to max. THe realistic time travel option is turned OFF).

My computer: Toshiba P100-ST9752
T5600 1.83 Core 2Duo
3GB DDR2-667 RAM
Geforce Go 7900GTX 512MB GDDR (new 174.74 drivers)
External USB 5.1 Turtle Beach Advantage Roadie sound card
***Game is running of 74GB WD Raptor via eSATA.

anyone know why my comp run this sooo slow??

DrBeast
05-01-08, 04:45 AM
Hey,

So just installed OM on a clean SHIV 1.5 . Then I installed patch 3, and then ROW Sound Mod 9. Finally I installed the German Sound (voices) fix mod from the SHIV UBM mods section.

Started first mission in 1943 at Lorient. My game starts with 14 to 15 fps. If i use 32x or above, the game goes down to 5 fps!!!!!
I am running at 1280x800 and with graphic settings at Medium (except with Glare ON, 3D ship damage to max, and Detailed Waves OFF.). Sound setting: sounds and 3D sound channels to max. THe realistic time travel option is turned OFF).

My computer: Toshiba P100-ST9752
T5600 1.83 Core 2Duo
3GB DDR2-667 RAM
Geforce Go 7900GTX 512MB GDDR (new 174.74 drivers)
External USB 5.1 Turtle Beach Advantage Roadie sound card
***Game is running of 74GB WD Raptor via eSATA.

anyone know why my comp run this sooo slow??

For starters, welcome aboard!
What was your FPS count before installing those mods? Also, what OS do you use? XP or Vista? Try disabling the mods one by one, and see how your rig performs.

sargexmy
05-01-08, 04:57 AM
OS: vista ultimate
Before OM mod, in port (e.g. Singapore) 20 to 25 fps
with acceleration, up to 1024x i get around 9 to 12 fps where the mouse is still movable. ONce i move out of the port, fps jumps to 120 in 2d view and 50 to 60 in 3D.

Also I have noticed that in the first mission starting 1943, the lone Sunderland plane is able to spot me when I was 50m below water!! It keep strafing me.
So I let the time accelerate at 64X to 128X. After a couple of hours, I feel that it should stop and leave now, since its night time, I bring time compression back to 1X. Immediately, my boat suffers numourous damages, including most bulk head broken, heavy flooding, battery damage, etc.

What is up with that???

Fincuan
05-01-08, 05:14 AM
Started first mission in 1943 at Lorient. My game starts with 14 to 15 fps. If i use 32x or above, the game goes down to 5 fps!!!!!
I am running at 1280x800 and with graphic settings at Medium (except with Glare ON, 3D ship damage to max, and Detailed Waves OFF.). Sound setting: sounds and 3D sound channels to max. THe realistic time travel option is turned OFF).


I'm experiencing the same thing(not that bad though), and it seems that the cause is nothing more than the huge amount of "stuff" in Lorient. The fact that your FPS jumps back to normal out of port also points to that direction. There's so much more going on in that port than many of the Pacific ports that a slow-down is to be expected.

Wilcke
05-01-08, 09:21 AM
Started first mission in 1943 at Lorient. My game starts with 14 to 15 fps. If i use 32x or above, the game goes down to 5 fps!!!!!
I am running at 1280x800 and with graphic settings at Medium (except with Glare ON, 3D ship damage to max, and Detailed Waves OFF.). Sound setting: sounds and 3D sound channels to max. THe realistic time travel option is turned OFF).

I'm experiencing the same thing(not that bad though), and it seems that the cause is nothing more than the huge amount of "stuff" in Lorient. The fact that your FPS jumps back to normal out of port also points to that direction. There's so much more going on in that port than many of the Pacific ports that a slow-down is to be expected.

Have done three patrol starts out of Lorient, its a processor hog. I now just check the start out of port box and there you go done deal! Saves a trip through the harbor. Thats all.

akdavis
05-01-08, 09:22 AM
Yes, it is Lorient. I get 60+ FPS out on the OS, but drop to the area of 15 in Lorient. Also, be very careful approaching Lorient under high time compression.

DS
05-01-08, 07:05 PM
I'm noticing that my modded hull textures for the IX-D2 do not seem to display with the Operation Monun mod. The tower textures display fine, but even moddifying all three of the stock hull texture files (light grey, medium grey, and sonar coated) results in the sub model using the stock hull texture for some reason.

Did this mod make any changes to the model mapping? Is there something else I'm missing?

lurker_hlb3
05-01-08, 07:44 PM
Did this mod make any changes to the model mapping? Is there something else I'm missing?

I made no changes in that area

DS
05-01-08, 08:04 PM
Interesting.:hmm:

I wonder what's causing this. I will look into it more.

Operation Monsun is a great mod BTW. I've very much looking forward to your Drum Beat mod!:up:

sargexmy
05-01-08, 08:43 PM
so anyone have experienced with why the Sunderland can attack my sub when it is 50M below water?? its MGs are firing right on my sub and will pass over again and again to strafe.
But I suffer no damage b/c im pretty deep under.

Also after i enable time compression to skip this to night time, immediately after going back to 1X, my boat gets damaged with bulk head blown and heavy flooding.

Syxx_Killer
05-01-08, 08:46 PM
so anyone have experienced with why the Sunderland can attack my sub when it is 50M below water?? its MGs are firing right on my sub and will pass over again and again to strafe.
But I suffer no damage b/c im pretty deep under.

Also after i enable time compression to skip this to night time, immediately after going back to 1X, my boat gets damaged with bulk head blown and heavy flooding.

Are you using TMO? TMO gives aircraft the ability to spot subs underwater. It is mentioned in the readme. An unintentional side effect is the planes may spot you at deeper depths.

akdavis
05-01-08, 08:59 PM
so anyone have experienced with why the Sunderland can attack my sub when it is 50M below water?? its MGs are firing right on my sub and will pass over again and again to strafe.
But I suffer no damage b/c im pretty deep under.

Also after i enable time compression to skip this to night time, immediately after going back to 1X, my boat gets damaged with bulk head blown and heavy flooding.

Are you using TMO? TMO gives aircraft the ability to spot subs underwater. It is mentioned in the readme. An unintentional side effect is the planes may spot you at deeper depths.

I had this happen without TM. A B-24 attacked me in my duck on the surface in the Bay of Biscay. I went down to 25m and he continued to attack me, so I went down to 35, then 45 and finally 55m. He followed me for hours repeatedly strafing the surface above my sub. This was during a '43 war patrol, I believe.

lurker_hlb3
05-01-08, 09:26 PM
so anyone have experienced with why the Sunderland can attack my sub when it is 50M below water?? its MGs are firing right on my sub and will pass over again and again to strafe
This is "As Designed", check the Readme file.

sargexmy
05-01-08, 09:27 PM
No i do not have TMO,

only have stock 1.5 with OM, OM patch3 and some sound mods.

Um what about the ending compression resulting in damaged U Boat?? Is this a bug or suppose to be like this??

lurker_hlb3
05-01-08, 09:30 PM
Um what about the ending compression resulting in damaged U Boat?? Is this a bug or suppose to be like this??
Without details as to "where & when" this problem happen I cannot comment.

Wilcke
05-02-08, 10:01 AM
so anyone have experienced with why the Sunderland can attack my sub when it is 50M below water?? its MGs are firing right on my sub and will pass over again and again to strafe.
But I suffer no damage b/c im pretty deep under.

Also after i enable time compression to skip this to night time, immediately after going back to 1X, my boat gets damaged with bulk head blown and heavy flooding.
Are you using TMO? TMO gives aircraft the ability to spot subs underwater. It is mentioned in the readme. An unintentional side effect is the planes may spot you at deeper depths.
I had this happen without TM. A B-24 attacked me in my duck on the surface in the Bay of Biscay. I went down to 25m and he continued to attack me, so I went down to 35, then 45 and finally 55m. He followed me for hours repeatedly strafing the surface above my sub. This was during a '43 war patrol, I believe.

Yes, its working very well. My first two patrols were a misery of aircraft over the Bay of Biscay, I ignored the radar warning and that B-24 gave me the what for...once they get the fix...they are very persistant. No TC please...you have to evade in real time.

I now wait for darkness and race to get into deep water.

Oh, I run OM on its own dedicated install. Third patrol now, really nice. Oh, did I hear a Drum Beat?

sargexmy
05-02-08, 12:51 PM
well the damage happens like this:
I'm 50M below water, Sunderland continuously strafe my exact location, but I suffer no damage b/c im pretty deep.

I turn on 64X TC to skip all this until the sun sets. When going back to 1X, boat suffers damanges

maybe i should not use TC and wait the 6 hours real time for the sun to set??

lurker_hlb3
05-02-08, 05:39 PM
well the damage happens like this:
I'm 50M below water, Sunderland continuously strafe my exact location, but I suffer no damage b/c im pretty deep.

I turn on 64X TC to skip all this until the sun sets. When going back to 1X, boat suffers damanges

maybe i should not use TC and wait the 6 hours real time for the sun to set??


How many times has this happen. What date? what location?

Ducimus
05-02-08, 06:27 PM
RE: submerged visual detection by aircraft.

In the case of allied aircover, (which i believe was superior to japanese aircover in terms of radar and number of aircraft present to patrol) you may consider changing the minsurface factor on the air visual nodes from -2.2 (and i think -3.0), to a lesser value. This will shrink the radius that submerged detection is possible. Perhaps -2.0? Just an idea.

As an aside, i also believe enviormental mods will play a larger role in visual detection radius through their wave settings. Calmer waters (lesser/flatter waves) could mean better visual detection, regardless of whats in the sim.cfg. So one could conceiveably balance visual sensors for one scene.dat, only to have them unbalanced in another scene.dat with different wave settings. Just an unsubstantiated hunch on my part.

sargexmy
05-02-08, 07:34 PM
well the damage happens like this:
I'm 50M below water, Sunderland continuously strafe my exact location, but I suffer no damage b/c im pretty deep.

I turn on 64X TC to skip all this until the sun sets. When going back to 1X, boat suffers damanges

maybe i should not use TC and wait the 6 hours real time for the sun to set??


How many times has this happen. What date? what location?


This happens during the beginning of the first mission with the earliest campaign start date. I finally made out of the Lorient area and able to enable 4096 compression.

After a bit, my radar detects signals. It is the sunderland plane. I slow to 1x and dive to 50m. Somehow im spotted by the Sunderland plane and it keeps strafing me over and over again...

But i receive no damage since im 50M below water.

I get tired of waiting so I use 64X TC to let time pass.
The plane attacked me during the day time, So i want to use TC to skip to night time, when I assume the plane would leave, so I can surface and recharge and continue on.

I would not like to run the game for 6 hours real time just to end the plane encounter.

So when I get to night time, I end TC by going back to 1x TC

This is when my boat suddenly get ~36 hull damage, several bulk heads damaged, heavy flooding, etc.

I have tried this first mission of the earliest campaign 3 times. Each time the plane is able to find me; I do exactly the same actions, and each time I ended up with ship damage and flooding after immediately after I end TC (the hull damage is different each time, but I always get bulk head damaged and flooding).

hope this clarifies and thanks!

lurker_hlb3
05-03-08, 07:28 AM
well the damage happens like this:
I'm 50M below water, Sunderland continuously strafe my exact location, but I suffer no damage b/c im pretty deep.

I turn on 64X TC to skip all this until the sun sets. When going back to 1X, boat suffers damanges

maybe i should not use TC and wait the 6 hours real time for the sun to set??

How many times has this happen. What date? what location?

This happens during the beginning of the first mission with the earliest campaign start date. I finally made out of the Lorient area and able to enable 4096 compression.

After a bit, my radar detects signals. It is the sunderland plane. I slow to 1x and dive to 50m. Somehow im spotted by the Sunderland plane and it keeps strafing me over and over again...

But i receive no damage since im 50M below water.

I get tired of waiting so I use 64X TC to let time pass.
The plane attacked me during the day time, So i want to use TC to skip to night time, when I assume the plane would leave, so I can surface and recharge and continue on.

I would not like to run the game for 6 hours real time just to end the plane encounter.

So when I get to night time, I end TC by going back to 1x TC

This is when my boat suddenly get ~36 hull damage, several bulk heads damaged, heavy flooding, etc.

I have tried this first mission of the earliest campaign 3 times. Each time the plane is able to find me; I do exactly the same actions, and each time I ended up with ship damage and flooding after immediately after I end TC (the hull damage is different each time, but I always get bulk head damaged and flooding).

hope this clarifies and thanks!

I still require a "location" of where this happen ?

sargexmy
05-03-08, 01:57 PM
well the damage happens like this:
I'm 50M below water, Sunderland continuously strafe my exact location, but I suffer no damage b/c im pretty deep.

I turn on 64X TC to skip all this until the sun sets. When going back to 1X, boat suffers damanges

maybe i should not use TC and wait the 6 hours real time for the sun to set??

How many times has this happen. What date? what location?

This happens during the beginning of the first mission with the earliest campaign start date. I finally made out of the Lorient area and able to enable 4096 compression.

After a bit, my radar detects signals. It is the sunderland plane. I slow to 1x and dive to 50m. Somehow im spotted by the Sunderland plane and it keeps strafing me over and over again...

But i receive no damage since im 50M below water.

I get tired of waiting so I use 64X TC to let time pass.
The plane attacked me during the day time, So i want to use TC to skip to night time, when I assume the plane would leave, so I can surface and recharge and continue on.

I would not like to run the game for 6 hours real time just to end the plane encounter.

So when I get to night time, I end TC by going back to 1x TC

This is when my boat suddenly get ~36 hull damage, several bulk heads damaged, heavy flooding, etc.

I have tried this first mission of the earliest campaign 3 times. Each time the plane is able to find me; I do exactly the same actions, and each time I ended up with ship damage and flooding after immediately after I end TC (the hull damage is different each time, but I always get bulk head damaged and flooding).

hope this clarifies and thanks!
I still require a "location" of where this happen ?

sailing out of lorient to the first waypoint (straightline) (of first campng. mission) somewhere above Spain. The area of ocean I got attacked by Sunderland plane is no deeper than 69 m (checked with sonar). As for exact location, I dont know the longitude or latitute. Also I deleted the game for now so no saved game; have college final exams :(

lurker_hlb3
05-03-08, 02:11 PM
well the damage happens like this:
I'm 50M below water, Sunderland continuously strafe my exact location, but I suffer no damage b/c im pretty deep.

I turn on 64X TC to skip all this until the sun sets. When going back to 1X, boat suffers damanges

maybe i should not use TC and wait the 6 hours real time for the sun to set??

How many times has this happen. What date? what location?

This happens during the beginning of the first mission with the earliest campaign start date. I finally made out of the Lorient area and able to enable 4096 compression.

After a bit, my radar detects signals. It is the sunderland plane. I slow to 1x and dive to 50m. Somehow im spotted by the Sunderland plane and it keeps strafing me over and over again...

But i receive no damage since im 50M below water.

I get tired of waiting so I use 64X TC to let time pass.
The plane attacked me during the day time, So i want to use TC to skip to night time, when I assume the plane would leave, so I can surface and recharge and continue on.

I would not like to run the game for 6 hours real time just to end the plane encounter.

So when I get to night time, I end TC by going back to 1x TC

This is when my boat suddenly get ~36 hull damage, several bulk heads damaged, heavy flooding, etc.

I have tried this first mission of the earliest campaign 3 times. Each time the plane is able to find me; I do exactly the same actions, and each time I ended up with ship damage and flooding after immediately after I end TC (the hull damage is different each time, but I always get bulk head damaged and flooding).

hope this clarifies and thanks!
I still require a "location" of where this happen ?
sailing out of lorient to the first waypoint (straightline) (of first campng. mission) somewhere above Spain. The area of ocean I got attacked by Sunderland plane is no deeper than 69 m (checked with sonar). As for exact location, I dont know the longitude or latitute. Also I deleted the game for now so no saved game; have college final exams :(

I will look into this next week, as I'm working a another project this weekend. You may have "hit bottom" in shallow water.

ManoFDeep
05-04-08, 09:14 PM
Hi Lurker first of all thx for this mod and thx for give always your best in your projects.Well since this is my first post, altrough I'm a costant reader of the board,I will make only one for now.I wonder if its normal that my damage team have only two crew members?
Thx again

lurker_hlb3
05-04-08, 10:48 PM
Hi Lurker first of all thx for this mod and thx for give always your best in your projects.Well since this is my first post, altrough I'm a costant reader of the board,I will make only one for now.I wonder if its normal that my damage team have only two crew members?
Thx again

Yes, but you can add more from the other compartments if you want to

ManoFDeep
05-05-08, 09:21 AM
Hi Lurker first of all thx for this mod and thx for give always your best in your projects.Well since this is my first post, altrough I'm a costant reader of the board,I will make only one for now.I wonder if its normal that my damage team have only two crew members?
Thx again

Yes, but you can add more from the other compartments if you want to

I wish I can do that but I have only two slot aviable for the crew in the damage controll team instead for the deck gun I have six men there:huh: I think its like inverted or something because with two person only they will take forever to repair the most serious problem neither the most exsperiance crew can do the job with only two people I hope you can help
thx

lurker_hlb3
05-05-08, 05:39 PM
Hi Lurker first of all thx for this mod and thx for give always your best in your projects.Well since this is my first post, altrough I'm a costant reader of the board,I will make only one for now.I wonder if its normal that my damage team have only two crew members?
Thx again
Yes, but you can add more from the other compartments if you want to
I wish I can do that but I have only two slot aviable for the crew in the damage controll team instead for the deck gun I have six men there:huh: I think its like inverted or something because with two person only they will take forever to repair the most serious problem neither the most exsperiance crew can do the job with only two people I hope you can help
thx

My error about adding more from another compartment, thinking about a different file. This layout has been tested and works correctly. Please note that when damage is taken, the men within the damage compartment the will conduct the required repairs "along" with the DC party. Create a test mission, were you are attacked and take damage, then you will see that the damage is repaired

LukeFF
05-06-08, 02:53 AM
I wish I can do that but I have only two slot aviable for the crew in the damage controll team instead for the deck gun I have six men there:huh: I think its like inverted or something because with two person only they will take forever to repair the most serious problem neither the most exsperiance crew can do the job with only two people

Other than what lurker wrote about DC, the deck gun crew is set up like that since that's what it took to man the deck gun in reality.

Deep-Six
05-07-08, 11:42 AM
After a long break, this mod my garner my interest in SH4 again. I have been away too long. Some of you maybe wondering where I have been. Well, lets see, I have joined a CoD2 clan and have been playing CoD2 since I was last seen here. If there are anymore mods that I have missed, dont hesitate to tell me.:D

lancerr
05-08-08, 08:01 PM
Anybody else getting massive slowdowns graphically with OM? I run TMO + RSRDC with no problem but OM slows the game down noticeably?

Any suggestions?

lurker_hlb3
05-08-08, 10:30 PM
Anybody else getting massive slowdowns graphically with OM? I run TMO + RSRDC with no problem but OM slows the game down noticeably?

Any suggestions?

Where are you at in the world, inport or at sea. Stock 1.5 is known to have "major" fps hits inport & views from the bridge of the Uboat

akdavis
05-09-08, 09:26 AM
Anybody else getting massive slowdowns graphically with OM? I run TMO + RSRDC with no problem but OM slows the game down noticeably?

Any suggestions?

Are you starting in port at Lorient? Lorient brings my comp to its knees.

lancerr
05-09-08, 10:40 AM
Yup - Lorient. So it's not just me.

Why does that happen exactly? Also - I can no longer seem to control the deck gun manually - anyone know what the remapped shortcut keys are?

akdavis
05-09-08, 01:19 PM
Yup - Lorient. So it's not just me.

Why does that happen exactly?

I think it is simply because Lorient has a lot of structures and objects placed in a small area. Once you are clear of Lorient, your performance will improve. You can also start outside the harbor.

lurker_hlb3
05-09-08, 10:01 PM
Yup - Lorient. So it's not just me.

Why does that happen exactly?
I think it is simply because Lorient has a lot of structures and objects placed in a small area. Once you are clear of Lorient, your performance will improve. You can also start outside the harbor.


It's not OM. The problem is with "stock". Strongly recommend to start a campagin as sea.

akdavis
05-10-08, 10:00 AM
Tested again and normal performance is restored once you are approximately 225km away from Lorient, so you will see the slow down even if you start outside harbor, but it will improve once you gain some distance.

It's actually an odd phenomenon. Normally I have high FPS, but the number constantly "flickers" so I can't actually say what my FPS is at any particular moment (unless I screenshot it), but near Lorient it drops to a constant 15 FPS in any internal or external 3D view and constant 18 FPS in map view. Number only changes if time compression is increased. I don't think it is a graphics issues in any way.

akdavis
05-11-08, 09:46 AM
Looks great! Are you planning on releasing the beta today?

Doolittle81
05-11-08, 01:07 PM
WOW!! I can't believe that you have expanded OM to OP...what a fantastic contribution to the SH4 community! The Romanian developers should be lined up giving you high praise and thanks (if not a monetary reward)...as we community members do regularly. OM and OP surely are making "SH4-UBoat Missions" a much more sellable product for UBI.
:up::rock::D :D :up::up:

Hitman
05-11-08, 02:58 PM
Coool :up: Looking forward to play it :D

But one question though -will it have a "modular" approach? i.e. will we be able to enable only the areas we want to ave traffic (US Coast/Indian Ocean/etc.) or must we load the whole world every time? :-? I know SH4 loads way faster than SH3, but somehow it seems unnecessary and resources consuming to fill the whole world with shipping when you really are not going everywhere :hmm:

lurker_hlb3
05-11-08, 05:03 PM
Coool :up: Looking forward to play it :D

But one question though -will it have a "modular" approach? i.e. will we be able to enable only the areas we want to ave traffic (US Coast/Indian Ocean/etc.) or must we load the whole world every time? :-? I know SH4 loads way faster than SH3, but somehow it seems unnecessary and resources consuming to fill the whole world with shipping when you really are not going everywhere :hmm:

The way SH4 loads the campaign files is a "lot" different than with SH3. It looks at where you are in the world and only loads thoses files plus tracks that are within a certain range of ownship. That why load times are so quick.

AVGWarhawk
05-11-08, 07:14 PM
:yep: Darn Lurker, you are making it very hard not to play the uboat right now. Operation Drum Beat and cruisng the coast of the US is extremely adventurous for me. One of my favorite areas of operation.

Wilcke
05-12-08, 09:55 AM
:yep: Darn Lurker, you are making it very hard not to play the uboat right now. Operation Drum Beat and cruisng the coast of the US is extremely adventurous for me. One of my favorite areas of operation.
I have two boats heading West (Coney Island) and two boats heading South. The 1st Penang bound boat has already lost most of its equipment from the conning tower and deck due to the excellent Allied aircraft!

Well done!

M. Sarsfield
05-12-08, 10:18 AM
Bravo Zulu! Can't wait to get back into the game - too busy for the past 8 weeks.

barndog
05-12-08, 11:52 AM
Keep it up Lurker we will all go sleepless and end up divorced!

lancerr
05-12-08, 11:43 PM
I am clearly missing something - where do I download OP?

lurker_hlb3
05-13-08, 06:37 AM
I am clearly missing something - where do I download OP?
It hasn't been released yet

lurker_hlb3
05-13-08, 04:49 PM
OM version 200 is up check first post of this thread for the download link

akdavis
05-13-08, 06:17 PM
You are awesome sir. Do you know if it is compatible with RFB 1.5?

lurker_hlb3
05-13-08, 06:50 PM
You are awesome sir. Do you know if it is compatible with RFB 1.5?

go to the first post of the RFB thread for your answer

DS
05-14-08, 12:23 AM
Great work! :rock:

I've been waiting for this one. It's great to see working IXB and IXC boats in the game.

THANKS!!!:up:

Hitman
05-14-08, 06:58 AM
Was waiting for this :rock: Many thanks Lurker :D

SilentOtto
05-14-08, 07:27 AM
You are doing an amazing job, thank you^1000!

Gammel
05-14-08, 10:15 AM
These convoys are the bases for OM v400 aka “Action in the North Atlantic:rock:

Your Mod (+little hardware upgrade)
has taken me back to silent hunter.


note to ms
...have to change signature

Xantrokoles
05-14-08, 02:43 PM
Hello Lurker,
You made again a great mod which is really based on facts and free of bugs:up:

I worked since last weekend on the VIIC interior(open hatch mod included) and I though it would be a big honour when you would add it into the mod.
I won't browbeat you, but this is an important question for me:

Do you have plans for a wide Atlantic Campaign or won't you 'start a new project'?
I saw you made a lot of work with both convoys, resupply subs, and the other things!

juanchez
05-14-08, 02:50 PM
I can't wait to see the VIIC interiors in OM!

That's the only thing I miss in Lurker's job, which is awesome, btw.

Thank you guys!

barndog
05-14-08, 03:59 PM
I got CTD's all over the place

BTW there are no home ports for German subs in war patrols or quick missions

http://s249.photobucket.com/albums/gg205/barndog11646/?action=view&current=jsme.jpg

akdavis
05-14-08, 04:21 PM
I got CTD's all over the place

BTW there are no home ports for German subs in war patrols or quick missions

http://s249.photobucket.com/albums/gg205/barndog11646/?action=view&current=jsme.jpg

Try installing v200 over v100+patch.

lurker_hlb3
05-14-08, 05:16 PM
I got CTD's all over the place

BTW there are no home ports for German subs in war patrols or quick missions

http://s249.photobucket.com/albums/gg205/barndog11646/?action=view&current=jsme.jpg
Try installing v200 over v100+patch.


Don't do that.

lurker_hlb3
05-14-08, 06:11 PM
I got CTD's all over the place

BTW there are no home ports for German subs in war patrols or quick missions

http://s249.photobucket.com/albums/gg205/barndog11646/?action=view&current=jsme.jpg

Based on the very limited information that you provided and looking at the install mods per your picture, I can only surmise that “ROW Sound effects mode v9” part of your problem. The remaining mods are all created by me, and I do inter-operational testing with my own mods plus RFB / TMO to ensure no problems.

Please provide some more details as to the nature of your problem, i.e. “was trying to run mission X”, “started war patrol Y”, etc

lurker_hlb3
05-14-08, 06:13 PM
I can't wait to see the VIIC interiors in OM!


from the "readme" in the first post


Know problems & issues

The interior for the Type VIIC is the stock Type IX. I don’t have the technical expertise to port the Type VIIC interior from SH3

lurker_hlb3
05-14-08, 06:39 PM
For the next phase of OM I’m going to focus on “coastal operations” Your going to see operations of the Type II B/C/D’s in the North Sea, Western Approaches and early operations from the French port between Sept 1939 and Aug 1941. You’re going to command Type II B’s of the 30th Flotilla and conduct combat operations in the “Black Sea”. Lastly combat operations in the Type XXIII of the 11th Flotilla from Jan 1945 to the end of the War

The Subs will be:

The Type IIB created by Mikhayl

http://img.photobucket.com/albums/v516/lurker_hlb3/type2b.jpg

The Type II C/D integrated in from SH3

http://img.photobucket.com/albums/v516/lurker_hlb3/type2c.jpg


The Type XXIII created by Stiebler, Tomi_99 (obviously, he shaped the hull), Mikhayl (advice) and Dietrich (damage items in menu screens). The Type XXIII is based on the FuMB37XXIIINYGM mod released by Stiebler and who has kindly granted me permission to use it in the next release of OM

http://img.photobucket.com/albums/v516/lurker_hlb3/type23.jpg

barndog
05-14-08, 07:40 PM
removed all mods and installed ONLY Monsun 200

everything works fine now
THANKS

akdavis
05-14-08, 09:56 PM
I got CTD's all over the place

BTW there are no home ports for German subs in war patrols or quick missions

http://s249.photobucket.com/albums/gg205/barndog11646/?action=view&current=jsme.jpg
Try installing v200 over v100+patch.


Don't do that.

yeah, that was supposed to have a question mark at the end, lol.

For the next phase of OM I’m going to focus on “coastal operations” Your going to see operations of the Type II B/C/D’s in the North Sea, Western Approaches and early operations from the French port between Sept 1939 and Aug 1941. You’re going to command Type II B’s of the 30th Flotilla and conduct combat operations in the “Black Sea”. Lastly combat operations in the Type XXIII of the 11th Flotilla from Jan 1945 to the end of the War

The Subs will be:

The Type IIB created by Mikhayl


The Type II C/D integrated in from SH3



The Type XXIII created by Stiebler, Tomi_99 (obviously, he shaped the hull), Mikhayl (advice) and Dietrich (damage items in menu screens). The Type XXIII is based on the FuMB37XXIIINYGM mod released by Stiebler and who has kindly granted me permission to use it in the next release of OM



Any chance Mikhayl might have a go at light maps on the other subs, as well? (I believe he is working on the IIB now.)

kurfürst
05-15-08, 12:40 AM
Lurker, you did a great job!
I really enjoy "Operation Monsun" and I´m sure Paukenschlag will be great, too.
When I choose a IX C/40 for patrol,I get a IX hull from SH III and the conning tower from the UBM IX D2. Is it possible to get a "whole" IX C/40 imported from SH III like
the IX C and IX B?

Keep up your great work!

Arnd

juanchez
05-15-08, 05:49 AM
I can't wait to see the VIIC interiors in OM!


from the "readme" in the first post


Know problems & issues

The interior for the Type VIIC is the stock Type IX. I don’t have the technical expertise to port the Type VIIC interior from SH3

I saw it, Lurker. You might want to consider Xantrokoles's proposal below, though...

Thanks again!


"Hello Lurker,
You made again a great mod which is really based on facts and free of bugs:up:

I worked since last weekend on the VIIC interior(open hatch mod included) and I though it would be a big honour when you would add it into the mod.
I won't browbeat you, but this is an important question for me:"

lurker_hlb3
05-15-08, 06:48 AM
Lurker, you did a great job!
I really enjoy "Operation Monsun" and I´m sure Paukenschlag will be great, too.
When I choose a IX C/40 for patrol,I get a IX hull from SH III and the conning tower from the UBM IX D2. Is it possible to get a "whole" IX C/40 imported from SH III like
the IX C and IX B?

Keep up your great work!

Arnd


That's a bug. will correct in a patch very shortly.

lurker_hlb3
05-15-08, 06:52 AM
Hello Lurker,
You made again a great mod which is really based on facts and free of bugs:up:

I worked since last weekend on the VIIC interior(open hatch mod included) and I though it would be a big honour when you would add it into the mod.
I won't browbeat you, but this is an important question for me:

Do you have plans for a wide Atlantic Campaign or won't you 'start a new project'?
I saw you made a lot of work with both convoys, resupply subs, and the other things!

Will you send me a PM with a link to your VIIC interior and will add it ASAP via a patch. “Action in the North Atlantic” with be OM v400

Xantrokoles
05-15-08, 07:13 AM
Hello Lurker,
You made again a great mod which is really based on facts and free of bugs:up:

I worked since last weekend on the VIIC interior(open hatch mod included) and I though it would be a big honour when you would add it into the mod.
I won't browbeat you, but this is an important question for me:

Do you have plans for a wide Atlantic Campaign or won't you 'start a new project'?
I saw you made a lot of work with both convoys, resupply subs, and the other things!
Will you send me a PM with a link to your VIIC interior and will add it ASAP via a patch. “Action in the North Atlantic” with be OM v400

Sure I will do it :yep:
When you are talking about v400, I will have time to make it comparable with Mikhayl's interior;)
keep up your great work

Hitman
05-15-08, 02:24 PM
For the next phase of OM I’m going to focus on “coastal operations” Your going to see operations of the Type II B/C/D’s in the North Sea, Western Approaches and early operations from the French port between Sept 1939 and Aug 1941. You’re going to command Type II B’s of the 30th Flotilla and conduct combat operations in the “Black Sea”. Lastly combat operations in the Type XXIII of the 11th Flotilla from Jan 1945 to the end of the War


:o :D :rock: :rock:

lurker_hlb3
05-16-08, 06:44 AM
There is a small patch up to correct the following problem:

OM v200 Patch 1 Readme


Patch 1

Corrected IXC/40 .upcge file to use the correct Conning Tower



Check the first post for the download link

Gammel
05-16-08, 07:30 AM
lurker, can you make the hydrophone station
on type IXB fully operapable?
The pointer won't move at all :ping:
and nothing seems "clickable" to me.

Wilcke
05-16-08, 09:38 AM
lurker, can you make the hydrophone station
on type IXB fully operapable?
The pointer won't move at all :ping:
and nothing seems "clickable" to me.

I broke mine...and have no idea how. It could have happened in an encounter with a very aggressive B-24. I kept this career going onto Penang. I restarted a new career 7/43 IXC/43 ( I hope this is the right version boat) and the hydrophone is working.

By the way the hydrophone still works its just that the needle pointer does not move. I used the Keyboard and was able to spin it around and pick up my screws.

This maybe all unrelated to your issue. If so drinks on me!

Happy Hunting:ping:

dcb
05-16-08, 02:45 PM
Hi Lurker

First, thanks a lot for your continued effort, which I am very much enjoying. I installed v200 and I got a problem - not a showstopper, but still annoying. In types VII, IXB and IXC the aft wakes look like in this picture (it's from an older thread, but it's the same cause and effect):
http://www.subsim.com/radioroom/showpost.php?p=812319&postcount=14
Strange enough, the wake of IXC40 looks allright.
For the VIIC, the fix can be found here:
http://www.subsim.com/radioroom/showpost.php?p=812525&postcount=19
but I didn't find anything for the IXB and IXC.
Could you please look into this problem?

Best regards:up:

Xantrokoles
05-16-08, 03:28 PM
The problem is, that the conning wakes make problems too.
You need the conning *.val file form the IXD2, remap the IDs and link the to the wake nodes( sjaj_b, sjaj_f or similar)
I would do it for you instett of giving tips, but I am still working on this stupid interior:damn:

dcb
05-16-08, 04:14 PM
The problem is, that the conning wakes make problems too.
You need the conning *.val file form the IXD2, remap the IDs and link the to the wake nodes( sjaj_b, sjaj_f or similar)


Xantro, thanks for the answer:up: I have an idea about the problem and I've thoroughly read the post I quoted here, so I think I know what I'm up against and what I should do. The only thing I don't understand is why are the conning tower files (the kind of Turm7c_1_hd.val) controlling the ship's wake, instead of putting those controllers in the file NSS_Uboat7c.val, which should obviously deal with the hull wake.
Anyway, I'll try to do this myself and I'll post the fix here, if I'm able to work it out.

lurker_hlb3
05-16-08, 05:33 PM
Hi Lurker

First, thanks a lot for your continued effort, which I am very much enjoying. I installed v200 and I got a problem - not a showstopper, but still annoying. In types VII, IXB and IXC the aft wakes look like in this picture (it's from an older thread, but it's the same cause and effect):
http://www.subsim.com/radioroom/showpost.php?p=812319&postcount=14
Strange enough, the wake of IXC40 looks allright.
For the VIIC, the fix can be found here:
http://www.subsim.com/radioroom/showpost.php?p=812525&postcount=19
but I didn't find anything for the IXB and IXC.
Could you please look into this problem?

Best regards:up:



A new OM_V200_Patch2 is up that corrects this reported problem

Go to the first post for download link

SurfnSea
05-16-08, 08:32 PM
I've downloaded and put Operation Monsun in the correct folder to enable it in JSGM. As the read me says; install last. I do that with RSRD and Operation Monsun as the last mod and Operation Monsun as the only mod. It doesn't matter what combination I use there is no Operation Monsun showing up when I start a U-Boat career. I did not use an earlier version of Operation Monsun, this is the first time I've tried it.Advice?
Thanks in advance
SnS

lurker_hlb3
05-16-08, 08:41 PM
I've downloaded and put Operation Monsun in the correct folder to enable it in JSGM. As the read me says; install last. I do that with RSRD and Operation Monsun as the last mod and Operation Monsun as the only mod. It doesn't matter what combination I use there is no Operation Monsun showing up when I start a U-Boat career. I did not use an earlier version of Operation Monsun, this is the first time I've tried it.Advice?
Thanks in advance
SnS

Well "what do you see" when you start a "Career"

SurfnSea
05-16-08, 08:54 PM
Thanks Lurker for the very fast reply. What I see is the 43 east and 44 campaign choices. Starting ports are the standard 1.5 ones; Penang etc. I do not see any choice to start a campaign for eastern U.S. and no choices for any other boat than the IXD. It feels like what I'm not getting is very simple as others are able to play the campaign.
SnS

lurker_hlb3
05-16-08, 08:58 PM
Thanks Lurker for the very fast reply. What I see is the 43 east and 44 campaign choices. Starting ports are the standard 1.5 ones; Penang etc. I do not see any choice to start a campaign for eastern U.S. and no choices for any other boat than the IXD. It feels like what I'm not getting is very simple as others are able to play the campaign.
SnS

Well for what ever reason you have a "bad" install. Tell me "how" you download and then installed them? If you are running "Vista" read this post

http://www.subsim.com/radioroom/showpost.php?p=673257&postcount=2

SurfnSea
05-16-08, 10:15 PM
I use XP not Vista. I downloaded it from the link on the first page; from Filefront is where I got it. After extracting the file to desktop I put it in my MODS folder then go to JSGME to enable OM last. After closing JSGME I close and open SH4 1.5 to check. So far no go.

By the way when I downloaded the file there is a Data, Support folder along with another OPSMonsun folder that has a support and data folder inside it. I've tried enabling it as is and then trying just the extra OPSMonsun folder.

Captain von Keldunk
05-16-08, 10:17 PM
Hello:D
After you have unzipped "OpsMonsun_v200", open folder, and if you see inside another "OpsMonsun_v200 folder", move it to desktop, open it and you should
see Data and support folders, if so then move "OpsMonsun_v200" folder from desktop to jsgme MODS folder and now you can enable it with jsgme:up:

lurker_hlb3
05-16-08, 10:28 PM
Hello:D
After you have unzipped "OpsMonsun_v200", open folder, and if you see inside another "OpsMonsun_v200 folder", move it to desktop, open it and you should
see Data and support folders, if so then move "OpsMonsun_v200" folder from desktop to jsgme MODS folder and now you can enable it with jsgme:up:

Thanks Captain von Keldunk for helping out

SurfnSea
05-16-08, 11:11 PM
BINGO! Thanks to both of you. From your replies I kept trying different things and finally started tracing how my installs were done for the mod and JSGME and solved my problem.

Lurker, I'm very thankful for the effort you put into this. I'm so busy that I admire anyone who sacrifices their time for us. Cool stuff.

kurfürst
05-17-08, 06:26 AM
Lurker,

I run a German version of SH IV and just installed your great "Operation Monsun".
Suddenly, all my menues which used to be displayed in German are now in English.
Do You know what I have to change to get my "native language" back?

Cheers, Arnd

P.S.: Operation Monsun really rocks!!:up:

lurker_hlb3
05-17-08, 08:28 AM
Lurker,

I run a German version of SH IV and just installed your great "Operation Monsun".
Suddenly, all my menues which used to be displayed in German are now in English.
Do You know what I have to change to get my "native language" back?

Cheers, Arnd

P.S.: Operation Monsun really rocks!!:up:


I made no changes to the "menu.txt" file. Do you have any other modes installed?

GerritJ9
05-17-08, 08:54 AM
One comment about V2.00: the UZO is missing from the IXC/40. It was there in V1.00- sailed from Lorient, to the Brake and onwards using it regularly, but restarted the same campaign with 2.00 and no UZO. Installed mods over SH4 v1.5 + TMO latest edition: Spax German speech pack, OM v2.00 + SP1, and German activation v4.0 for TMO, these with JSGME (TMO is fixed install). Oh, and OS is W2000 Pro with SP4 (not that that should have any influence).
Second comment is an alarming rate of dud torpedoes- it's like the US subs :( Could there be any influence from TMO on the OM failure rate???????

Wilcke
05-17-08, 09:47 AM
One comment about V2.00: the UZO is missing from the IXC/40. It was there in V1.00- sailed from Lorient, to the Brake and onwards using it regularly, but restarted the same campaign with 2.00 and no UZO. Installed mods over SH4 v1.5 + TMO latest edition: Spax German speech pack, OM v2.00 + SP1, and German activation v4.0 for TMO, these with JSGME (TMO is fixed install). Oh, and OS is W2000 Pro with SP4 (not that that should have any influence).
Second comment is an alarming rate of dud torpedoes- it's like the US subs :( Could there be any influence from TMO on the OM failure rate???????

Ran BETA V200 and current release, no problems with a missing UZO.

Yes on the torpedos there is a MOD that fixes the issue, to tired to find the link, please do a search.

kurfürst
05-17-08, 10:44 AM
Lurker,

I run a German version of SH IV and just installed your great "Operation Monsun".
Suddenly, all my menues which used to be displayed in German are now in English.
Do You know what I have to change to get my "native language" back?

Cheers, Arnd

P.S.: Operation Monsun really rocks!!:up:

I made no changes to the "menu.txt" file. Do you have any other modes installed?

Lurker, I´ve installed the UBM Missions by Sixx_Killer.
That´s all. I´ll deactivate that and see what will happen!

kurfürst
05-17-08, 12:16 PM
Lurker,

I run a German version of SH IV and just installed your great "Operation Monsun".
Suddenly, all my menues which used to be displayed in German are now in English.
Do You know what I have to change to get my "native language" back?

Cheers, Arnd

P.S.: Operation Monsun really rocks!!:up:

I made no changes to the "menu.txt" file. Do you have any other modes installed?
Lurker, I´ve installed the UBM Missions by Sixx_Killer.
That´s all. I´ll deactivate that and see what will happen!
Problem is solved! I deactivated all Mods, copied the "menu.txt" file and reinstalled all Mods. Then; I pasted the copied "menu.txt" into the menu folder and SH IV speaks German again!
Danke Schön Lurker for pointing out the menu.txt file!:up:

Cheers, Arnd

juanchez
05-17-08, 02:46 PM
Lurker, Xantrokoles, sorry for bothering you again on this...

Any update on the VIIC interiors?

Enjoying OM a lot, I just miss the interiors with open hatch.

Thanks in advance!

Hitman
05-17-08, 03:00 PM
Hummm something weird here :-?

Operation Paukenschlag, got a IXB UBoat at Dec 26th 1941 and headed for the US coast.

One month later I attack a merchant, and surface to finish it off with the Deck gun. But....no ammunition :o

Went back to the office, checked the subsystems and couldn't find where to load my deck gun. Only torpedoes are available to be selected as ordnance :hmm:

Running OMonsun V2.0 (Latest patch not yet applied since I was in middle of a patrol) and no other mods aside from the german speech voices.

Any clues?

Thanks

[EDIT]

I forgot to add that I saved the game once arrived at the US coast, before starting searching around. So this is a loaded game. Will check if the deck gun ammo is zero at the moment of departing home base and report.

[EDIT 2]

Yes, confirmed...no deck gun ammo when leaving base :damn:

lurker_hlb3
05-17-08, 05:40 PM
Hummm something weird here :-?

Operation Paukenschlag, got a IXB UBoat at Dec 26th 1941 and headed for the US coast.

One month later I attack a merchant, and surface to finish it off with the Deck gun. But....no ammunition :o

Went back to the office, checked the subsystems and couldn't find where to load my deck gun. Only torpedoes are available to be selected as ordnance :hmm:

Running OMonsun V2.0 (Latest patch not yet applied since I was in middle of a patrol) and no other mods aside from the german speech voices.

Any clues?

Thanks

[EDIT]

I forgot to add that I saved the game once arrived at the US coast, before starting searching around. So this is a loaded game. Will check if the deck gun ammo is zero at the moment of departing home base and report.

[EDIT 2]

Yes, confirmed...no deck gun ammo when leaving base :damn:


IRT to your reported problem

http://img.photobucket.com/albums/v516/lurker_hlb3/Image2-2.jpg

http://img.photobucket.com/albums/v516/lurker_hlb3/Image3-2.jpg

http://img.photobucket.com/albums/v516/lurker_hlb3/Image4-2.jpg

http://img.photobucket.com/albums/v516/lurker_hlb3/Image5-1.jpg

http://img.photobucket.com/albums/v516/lurker_hlb3/Image6-1.jpg


Have a nice day

rascal101
05-17-08, 08:01 PM
Hi to all,

I hope some one can help or at least point me in the right direction, I have just had to reformat my hard drive and now reinstalling everything.

When reinstalling SH4 I patched it correctly but there were a couple of wierd error messages concerning bat2 not recognised. I was given the option to ignore, abort or retry, eventyually I chose ignore. I was patching from the Uboat missions add on CD. I would add that both the SH4 game disck and the addon CD are in perfect condition.

Now I have a new error message
Feature Transfer Error

Component Data
Fiel: D: Data2.cab
Error: Data Error (cyclic redundancy)

SilentOtto
05-18-08, 05:32 AM
That looks like a media reading error, meaning (probably) the disc is damaged... Maybe you should ask for a replacement.

Xantrokoles
05-18-08, 09:34 AM
I sent Lurker the files, but I am not sure whether they are good enough for such a great mod. (Ok everything is better than a IX interior in a VIIC:rotfl:)

http://img260.imageshack.us/img260/7093/sh4img20080516130930642jo5.jpg

Credits:
Urfisch (for initiating this project)
NYGM (basis of these mods)
GWX (texture files)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)Reece (for providing the major clue to make these mods JSGME compatible)

Mikhayl, he gave me lots of tips

Hitman
05-18-08, 10:05 AM
IRT to your reported problem


:damn:

Thanks, will give it a try. Strange that with Fleet Boats I had never had to select ammo for shooting :hmm:

red_baron
05-18-08, 10:30 AM
UZO problem observed as well in second mission after updating to 2.00 pl2

juanchez
05-18-08, 12:24 PM
Thank you very much for the update, Xantrokoles. It looks great to me.
Let's wait for the next OM Patch and see whether it's in. In th meantime, I'll keep enjoying OM, which is superb, btw.

Thanks again both of you.





I sent Lurker the files, but I am not sure whether they are good enough for such a great mod. (Ok everything is better than a IX interior in a VIIC:rotfl:)

http://img260.imageshack.us/img260/7093/sh4img20080516130930642jo5.jpg

Credits:
Urfisch (for initiating this project)
NYGM (basis of these mods)
GWX (texture files)

OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)Reece (for providing the major clue to make these mods JSGME compatible)


Mikhayl, he gave me lots of tips

pythos
05-18-08, 12:41 PM
With operation Monsun 2.00 I am noticing gigantic save files being created when saving. This results in a very long time from the time of clicking save to the moment you can return to the game, and in very very long load times.

Has anyone else experienced this. I am not having this problem with the US campaign, just the new german one.

Aside from this I am enjoying this mod.

Wilcke
05-18-08, 12:49 PM
With operation Monsun 2.00 I am noticing gigantic save files being created when saving. This results in a very long time from the time of clicking save to the moment you can return to the game, and in very very long load times.

Has anyone else experienced this. I am not having this problem with the US campaign, just the new german one.

Aside from this I am enjoying this mod.

This is gonna be a headache was this not an issue with stock 1.1, 1.2, and then gone by 1.3? I did not see this happening in 1.4, stock or with big mods. Ok, I am going to just go get my fishing gear ready. Time to park the computer anyway.

lurker_hlb3
05-19-08, 05:17 PM
OM v200 Patch 3 Readme

All Patches are "ROLE-UPS"

Installation instructions:

If you have patch 1 or 2 de-install and install new patch 3


Patch 1

Corrected IXC/40 .upcge file to use the correct Conning Tower


Patch 2

Corrected the following reported problem:

Type VIIC, IXB, IXC, & IXC/40 did not have corrected "ship wakes"

Patch 3

Change all the U-Boat’s "NSS_****_sh.sdl" to stock values.

Added Type VII interior

Special Note: if you find a bug or there is something that you don’t like about the Type VII interior, please address your comments to Xantrokoles

Credit:

Xantrokoles:
Urfisch (for initiating this project)
NYGM (basis of these mods)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)
Reece (for providing the major clue to make these mods JSGME compatible)
Mikhayl, he give me lots of tips

go to the first post for download link

DS
05-19-08, 11:42 PM
Great job! Tried out the VIIC with new control room. Looks good!

Thanks, and keep up the great work!:up:

ekempey
05-20-08, 10:22 AM
I noticed that on the bridge of the Type IX B in a career from Lorient in '41, none of the dials on the conning tower work (bridge view). There is no dial on the telegraph, and the compass is screwy. Also, in the equipment loadout screen in base and on the boat I technically have two AA guns, but the current conning tower only has one AA gun set up. Just pointing it out.

P.S. (for Xantrokoles) none of the gauges in the type VII work, dials are there, but pointing straight up (Single Missions).

TMO 1.5
RSRDC V371
RSRDC patch 7
Ops Monsoon v 200
Ops Monsoon patch 3
TMO Enable Uboat 4

juanchez
05-20-08, 02:09 PM
Patch 3

Change all the U-Boat’s "NSS_****_sh.sdl" to stock values.

Added Type VII interior



Great! Downloading now.

Thank you very much!

Xantrokoles
05-20-08, 02:29 PM
I noticed that on the bridge of the Type IX B in a career from Lorient in '41, none of the dials on the conning tower work (bridge view). There is no dial on the telegraph, and the compass is screwy. Also, in the equipment loadout screen in base and on the boat I technically have two AA guns, but the current conning tower only has one AA gun set up. Just pointing it out.

The big problem is, that the devs setted the main rotation axis for 90° arround.
I get it working for one conning and later I convert all, If it is not unquested.

I recognized the same with the flaks and I think it is Lurker's mistake, but this can be rubbed out;)

P.S. (for Xantrokoles) none of the gauges in the type VII work, dials are there, but pointing straight up (Single Missions).

I worked for arround 4 hours on this gauges and they are working with me!
Maybe it is the Sh4-bug-sickness and you are able to test it again:yep:
When this problem is guilty for more ppl I will have a look.

Thank you for the reports.

Fincuan
05-20-08, 03:09 PM
I worked for arround 4 hours on this gauges and they are working with me!


They worked fine at my end too, but I was one of the "lucky ones" with the huge savegames problem. My post about it is here: http://www.subsim.com/radioroom/showpost.php?p=867167&postcount=28

juanchez
05-20-08, 03:15 PM
Xan,

It looks great, thanks again!

Just a few remarks after testing it for just a few minutes:

- No red light at night. Just on the crew members, but no red bulbs/red interiors. This is what I mean:


http://img88.imageshack.us/img88/9234/interior1gr5.jpg (http://imageshack.us)
http://img88.imageshack.us/img88/9234/interior1gr5.7848ad94f6.jpg (http://g.imageshack.us/g.php?h=88&i=interior1gr5.jpg)


- Sound loss after a few minutes. It happened two times, both when I was close to the clock in the conning tower, hearing the tic tac sound.

- No Echolot textures.

- It could be a foolish perception from my side, but the interior feels "too wide", almost like a Type IX. I would expect a narrower interior. Not sure whether what I'm asking for is realistic or feasible though.

OM+PE3 here. I hope it's not because of incompatibilty issues. No such problems before Patch3.

Again, I love it, I you could just look into the above issues and fix them, it would be great!

Thanks again.

pythos
05-20-08, 10:31 PM
I have forgotten to ask.

As the no upgrade limitation just on the operation monsun boats, when they are in the Indian Ocean area? Or does it also apply to the boats in operation drumbeat.

If it applies to the latter, then can we enable the upgrades cause the operation Drumbeat boats got upgraded just like the atlantic boats. Heck they were atlantic boats, just on much longer voyages. They got refit after every patrol just as the other boats, until way late in the conflict.

lurker_hlb3
05-20-08, 10:43 PM
I have forgotten to ask.

As the no upgrade limitation just on the operation monsun boats, when they are in the Indian Ocean area? Or does it also apply to the boats in operation drumbeat.

If it applies to the latter, then can we enable the upgrades cause the operation Drumbeat boats got upgraded just like the atlantic boats. Heck they were atlantic boats, just on much longer voyages. They got refit after every patrol just as the other boats, until way late in the conflict.


There were no upgrades in the IO in real life. The reason for no upgrades in drumbeat as it was early in the war and the time frame of the campaign was short.

Also there a question I have for you in the "Huge" file thread

lurker_hlb3
05-21-08, 05:16 PM
This is a mandatory patch for ALL OM V200 users



OM v200 Patch 4 Readme

All Patches are "ROLE-UPS"

Installation instructions:

If you have patch 1, 2 or 3 deinstall and install new patch 4


Patch 1

Corrected IXC/40 .upcge file to use the correct Conning Tower


Patch 2

Corrected the following reported problem

Type VIIC, IXB, IXC, & IXC/40 did not have corrected "shipwakes"

Patch 3

Added Type VII interor


Patch 4

Corrected “huge” save file issue with TypeVIIC

Corrected “Flak Gun” upgrades for IXB / IXC / VIIC / IXC40


================================================== ===================



Credit:

Xantrokoles:
Urfisch (for initiating this project)
NYGM (basis of these mods)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)
Reece (for providing the major clue to make these mods JSGME compatible)
Mikhayl, he give me lots of tips


Go to first post for download link

Fincuan
05-21-08, 11:21 PM
Excellent!

Thanks lurker

Xantrokoles
05-22-08, 06:32 AM
Xan,

It looks great, thanks again!

Just a few remarks after testing it for just a few minutes:

- No red light at night. Just on the crew members, but no red bulbs/red interiors. This is what I mean:



- Sound loss after a few minutes. It happened two times, both when I was close to the clock in the conning tower, hearing the tic tac sound.

- No Echolot textures.

- It could be a foolish perception from my side, but the interior feels "too wide", almost like a Type IX. I would expect a narrower interior. Not sure whether what I'm asking for is realistic or feasible though.

OM+PE3 here. I hope it's not because of incompatibilty issues. No such problems before Patch3.

Again, I love it, I you could just look into the above issues and fix them, it would be great!

Thanks again.

Will work on it primary-Thank you for the report.

DS
05-22-08, 08:13 AM
Last night, I was using the OM VIIC in a custom mission set in 1943. I discovered I have a working Snorkel, just as in SH3.

Was everyone aware of this? I did not recall reading this fantastic development in the Read Me. I quickly took some snaps of me running at 7-8 knots on standard bell at 12 metres depth (diesels switch off and e-motors kick in a 13 metres).

The snorkel swings up and down into place with the usual SH3 Shift X command.

I know OM does not support upgrades in game, but I guess when you create a single mission, and set you sub unit version to a date when snorkels would have been installed historically, they end up actually being installed in the boats ported over from SH3.

Wilcke
05-22-08, 10:29 AM
Excellent, good support, thanks!

DS
05-22-08, 09:25 PM
Got a chance to do more testing on the snorkels. Here are my findings:

1944 through to February, 1945 (sub version period tested) the type VIIC and IXC have working snorkels available. IXB, IXC/40, and IXD2 do not (IID not tested).

On the VIIC the snorkels do allow submerged operation of diesels for both propulsion and battery charging at up to 12 metres depth (PD is at 13, so manual guage depth setting is needed). CO2 continues to build though.

On IXC, snorkel operates all the way down to PD.


On another note, the new VIIC control room does create a notable frame rate decrease, but it is not bad at all on my machine, especially when you consider the detail and emersion benefits. Great work!

lurker_hlb3
05-23-08, 07:08 AM
Got a chance to do more testing on the snorkels. Here are my findings:

1944 through to February, 1945 (sub version period tested) the type VIIC and IXC have working snorkels available. IXB, IXC/40, and IXD2 do not (IID not tested).

On the VIIC the snorkels do allow submerged operation of diesels for both propulsion and battery charging at up to 12 metres depth (PD is at 13, so manual guage depth setting is needed). CO2 continues to build though.

On IXC, snorkel operates all the way down to PD.


On another note, the new VIIC control room does create a notable frame rate decrease, but it is not bad at all on my machine, especially when you consider the detail and emersion benefits. Great work!

I added this ahead of time in support of later versions of OM. But it you’re complaining about it I’ll remove them right now!

DS
05-23-08, 07:31 PM
Hi Lurker,

My post was not a complaint, but rather a compliment and, hopefully, a contribution to your development of OM. Working snorkels are a fantastic and unexpected bonus that OM gives players (as I mentioned in my first post on this a few days ago). I have followed earlier attempts by other at introducing working snorkels to SH4, and as far as I can tell, your's are the best so far.

I also appreciate the help you lended with the skin issue we talked about in PMs.

I am among OM's biggest fans, believe me. :up:

GerritJ9
05-24-08, 02:10 PM
Just finished the first OM campaign I started, the one starting July 1st 1943- received the message that the war was over while in the Banda Sea en route to Soerabaja after circling Australia.
Only quibble is that the UZO doesn't show up, other than that a first-rate job indeed!:up:

lurker_hlb3
05-24-08, 04:30 PM
Only quibble is that the UZO doesn't show up
Would you please expand this comment with some more details ? If there is some kind of bug with the UZO I would like to know about it. Which Sub ???? Which Version of OM V100 or V200 ????

GerritJ9
05-25-08, 03:24 AM
I first started the July 1943 campaign with v1.00, no problems with the UZO (or anything else); switched to v2.00 when it was released and restarted the campaign: the UZO wouldn't show up. Patched up to patch 3 but the problem remained. Used type IXC/40 as this is the only sub choice for this particular campaign. OM added with JSGME, running SH4 v1.5 with TMO (latest version) and Spax German speech pack- no other mods enabled. OS W2000 Pro with SP4 and ALL available updates.
I did mention the UZO bug previously, as did someone else.

lurker_hlb3
05-25-08, 08:06 AM
I first started the July 1943 campaign with v1.00, no problems with the UZO (or anything else); switched to v2.00 when it was released and restarted the campaign: the UZO wouldn't show up. Patched up to patch 3 but the problem remained. Used type IXC/40 as this is the only sub choice for this particular campaign. OM added with JSGME, running SH4 v1.5 with TMO (latest version) and Spax German speech pack- no other mods enabled. OS W2000 Pro with SP4 and ALL available updates.
I did mention the UZO bug previously, as did someone else.

Now I understand why you “think” there is no UZO on the Type IX. This is the default view position when you go to the bridge.

http://img.photobucket.com/albums/v516/lurker_hlb3/uzo1.jpg


The position “appears” a little to “high” and you cannot see the UZO from that point of view. If you were to look down or step back you would see the UZO


http://img.photobucket.com/albums/v516/lurker_hlb3/uzo2.jpg

http://img.photobucket.com/albums/v516/lurker_hlb3/uzo3.jpg

GerritJ9
05-26-08, 02:54 AM
The problem is not in whether or not I can see the UZO, but in not being able to USE it (though admittedly I never looked down so have no idea if it is actually there). In v1.0, hitting key "U" immediately gave me the usual view through the UZO- in v2.0, even patched up to patch 3........ nothing at all happened- I simply stayed at the previous view (bridge, map, control room etc). Apologies for not making this sufficiently clear.
I'll download v2.0 again and see whether the previous d/l was corrupt in some way.

GerritJ9
05-26-08, 09:00 AM
Disabled and deleted patch 3, then installed and enabled patch 4........ UZO works perfectly now:up:. Thank you for taking the time to look into this.

U56
05-27-08, 05:29 AM
Apologies in advance if I have missed this info somewhere obvious. I have just started a Paukenschlag patrol in a type VII from La Pallice,(departed 3June42 in U752) and am wondering where or how I can find any Milch Cows during the course of my patrol?

Regards

lurker_hlb3
05-27-08, 06:34 AM
Apologies in advance if I have missed this info somewhere obvious. I have just started a Paukenschlag patrol in a type VII from La Pallice,(departed 3June42 in U752) and am wondering where or how I can find any Milch Cows during the course of my patrol?

Regards

You will receive a message when they are on station

U56
05-27-08, 11:53 AM
Many thanks. Nice to see you have the Milch cows on station at the correct historical time and approx location. I topped off fuel off one NW of the Azores on my way to the Caribbean (U459). I encountered my first merchant, a lone ship Northbound off Miami. I fired one eel at 1700 meters, but it ran deep, so I battle surfaced to sink her by gunfire.(She was unarmed). My tally now 1 for 1856 tons.

Once again thanks for a wonderful mod, looking forward to further expansions!

Regards

kurfürst
05-28-08, 03:40 PM
Dear Lurker,

just sailed with the "Operation Monsun/ Drumbeat" IX C/40 and think that the conning tower looks a bit like a late war IX C.

Is it possible to get a tower of a late war IX C/40 with the long "Wintergarten" and the "Zwilling" twin 3.7 cm Flak?

Attached is a shot of a great IX C/40 skin made by Yamato.

http://i291.photobucket.com/albums/ll310/arnd278/otkihldeaz.jpg

The SH III IX B´s also have a Flak gun behind the conning tower, can this possibly be added?

You made a great Mod and gave life to the Uboat Missions Add-on, and I´m sure it was a hell lot of work. If I´m asking too much, please forgive me! :oops:

Gute Jagd, Arnd

nautilus42
05-28-08, 08:43 PM
Hi lurker_hlb3, I like your OpsMonsun V200 Mod, but I found some "Bugs" in your MOD.

1. I think the AirB_Visual and AirS_Visual Sensors in your AI_Visual_Sensors.dat (OpsMonsun V200 ) must reworked. How it is possible that a Liberator_Bomber attack me everytimes, if I at 80 meter Depth in the Biscaya 1943. Has the Allies_Pilots Eagle_Eyes or "underwater_radar" or maybe Special_SonarBuoys?
2. Some from your new DD`s has no DC_Racks and K_Guns ( wrong entries in the .eqp_files
3. The Textures from your new DC_Racks and K_Guns are wrong, you takes Textures from the SH4 guns_radars but the Textures must be guns.tga, because the new DC_and K_Guns.dats from NYGM. Please check all the new dats.
4. All Dials in the NSS_Uboat7_ Interior don`t work, all Dials at -12-.
5. I think, that no Japanese_Crew works on allied WarShips in WWII. Why you put Japanese_Guns on Allied_WarShips?

Greeting
nautilus42

Ducimus
05-28-08, 09:19 PM
Hi lurker_hlb3, I like your OpsMonsun V200 Mod, but I found some "Bugs" in your MOD.

1. I think the AirB_Visual and AirS_Visual Sensors in your AI_Visual_Sensors.dat (OpsMonsun V200 ) must reworked. How it is possible that a Liberator_Bomber attack me everytimes, if I at 80 meter Depth in the Biscaya 1943. Has the Allies_Pilots Eagle_Eyes or "underwater_radar" or maybe Special_SonarBuoys?


Since I'm the brainiac who's ultimately responsible for that, ill field this one.

From TM's FAQ:


21.) Planes are detecting me at impossible depths! What gives?!

This mod assigns additional visual sensors to unit types. One of these sensors goes to just aircraft. This visual sensor gives aircraft the ability to detect shallow submerged objects. However, there is a small problem. The radius of visual detection can be adjusted, just not the depth. There is a long drawn out explanation for the way things are set the way they are, but suffice to say, yes occasionaly a plane will make a detection at a seemingly impossible depth. Such occurances are by my experience however, rare. Submerged visual detection by aircraft, isnt a 100% thing. Several factors come into play such as, what angle your sub is to the viewing plane (bows on vs broadside), state of the sea, lightinig level, fog level, etc. Every step has been made to ensure that submerged detection is as realistic as the game engine allows, and fair to the player. Visual detection was even made to be effected by thermal layers. So all that can be done, has been done. You may wonder why this was one at all. Simply because the positive aspects of this particular mod far outweigh the occasional scruple. In the end this is a MODIFCATION, a mod is really nothing more then a hack at a finished product. Its not like i have acces to the source code to effect "real" changes.



Now, your probably wondering why do this at all? Because when i orginally hatched up this modification, i had the clearer waters of the pacific in mind. As a minor example, see the first picture in this url:
http://www.navsource.org/archives/08/08360.htm

Now if such visual detection in the atlantic is possible or not i don't know. I would hazard a guess that it probably is, but probably not to the extend that was possible in the pacific.

lurker_hlb3
05-28-08, 09:41 PM
Hi lurker_hlb3, I like your OpsMonsun V200 Mod, but I found some "Bugs" in your MOD.
Greeting
nautilus42


Some from your new DD`s has no DC_Racks and K_Guns ( wrong entries in the .eqp_files

The DC weapons entry will be corrected shortly for the following three ships

Town
Tribal
Flower


The Textures from your new DC_Racks and K_Guns are wrong, you takes Textures from the SH4 guns_radars but the Textures must be guns.tgg, because the new DC_and K_Guns.dats from NYGM.


The textures from SH3 don’t fit well with SH4. That is why there the way they are.


All Dials in the NSS_Uboat7_ Interior don`t work, all Dials at -12
Unable to recreate. I’ve seen that happen in a “saved campaign” file in SH3
This may be a stock bug.


I think, that no Japanese_Crew works on allied WarShips in WWII. Why you put Japanese_Guns on Allied_WarShips?
Those weapons were the “closest” match for the real weapons for that platform.

lurker_hlb3
05-28-08, 10:22 PM
OM v200 Patch 5 Readme

All Patches are "ROLE-UPS"

Installation instructions:

If you have patch 1, 2 3 or 4 deinstall and install new patch 4


Patch 1

Corrected IXC/40 .upcge file to use the correct Conning Tower


Patch 2

Corrected the following reported problem

Type VIIC, IXB, IXC, & IXC/40 did not have corrected "shipwakes"

Patch 3

Added Type VII interior


Patch 4

Corrected “huge” save file issue with TypeVIIC

Corrected “Flak Gun” upgrades for IXB / IXC / VIIC / IXC40


Patch 5

Corrected ASW loadout to correct entries for the following ships

Town
Tribal
Flower

Adjusted the MinSurface value for AirB_Visual / AirS_Visual so they are less sensitive.





Credit:

Xantrokoles:
Urfisch (for initiating this project)
NYGM (basis of these mods)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)
Reece (for providing the major clue to make these mods JSGME compatible)
Mikhayl, he give me lots of tips



Link in first post

lurker_hlb3
05-28-08, 10:23 PM
Dear Lurker,

just sailed with the "Operation Monsun/ Drumbeat" IX C/40 and think that the conning tower looks a bit like a late war IX C.

Is it possible to get a tower of a late war IX C/40 with the long "Wintergarten" and the "Zwilling" twin 3.7 cm Flak?

Attached is a shot of a great IX C/40 skin made by Yamato.

http://i291.photobucket.com/albums/ll310/arnd278/otkihldeaz.jpg

The SH III IX B´s also have a Flak gun behind the conning tower, can this possibly be added?

You made a great Mod and gave life to the Uboat Missions Add-on, and I´m sure it was a hell lot of work. If I´m asking too much, please forgive me! :oops:

Gute Jagd, Arnd

comments noted

nautilus42
05-29-08, 05:19 AM
Hi lurker,
THX for your Patch5, very fast support.:up:

I have reworked your guns_radars_UK.dat and guns_radars_US.dat with SH3_Textures, have a Look at the Pics:

Weird Textures on the DC_Racks
http://i198.photobucket.com/albums/aa272/trainer1942/PIC_001.jpg

The CrewMan on the RDC_Racks has no Helmet, it`s very heavy to placed the Helmet to the CrewMan.
http://i198.photobucket.com/albums/aa272/trainer1942/PIC_002.jpg

weird Textures on the KG_guns_barrels
http://i198.photobucket.com/albums/aa272/trainer1942/PIC_004.jpg

Reworked DC_and KGuns_Racks on Allied DD`s
http://i198.photobucket.com/albums/aa272/trainer1942/PIC_003.jpg

If you`r like it and agree, I can upload the Dat`s to my FileFront-side.

greetz
nautilus42

U56
05-29-08, 05:25 AM
se check all the new dats.
4. All Dials in the NSS_Uboat7_ Interior don`t work, all Dials at -12-.

Greeting
nautilus42


See my thread on "SH4 UBoat Missions Add-On" forum

Regards

lurker_hlb3
05-29-08, 06:47 AM
se check all the new dats.
4. All Dials in the NSS_Uboat7_ Interior don`t work, all Dials at -12-.

Greeting
nautilus42

See my thread on "SH4 UBoat Missions Add-On" forum

Regards


FYI

The "only" AI Uboat is a Type IXD2 create by nautilus42.

cgjimeneza
05-29-08, 09:18 PM
just wanted to thank you

this game is soo fun, mainly due to modders like you, the guys at rsrd, tmo, that Im torn, really turn each night between uboats or fleet boats... at least until my wifes soap operas are done, then .... well its fun!

muchas gracias amigo!!

Carlos in very rainy Costa Rica:yep:

cgjimeneza
05-30-08, 07:17 AM
my last two patrols have ended badly, some kind of damage happened, explosions from nowhere.. (can a german electric torp do a circular run??)

sub cannot emerge...

I have a clean install since this monday, have pac enviroment and op monson v200 and patch 5... see install order

#1 PE3 Install
#3b PE3 submarine bubbles and caustics and roll pitch for TM
#4 PE3 Ship_debris_SH4_with bodies
#5 PE3 real reflections for harbour and objects
PE3 Install less floater
OpsMonsun_V200
OM_V200_Patch5
Spaxs SH4 Uboat SPEECH FIX_V7

any ideas?:hmm:

claybirdd
05-30-08, 07:37 AM
I know it is quite far from realistic, however, due to the ever increasing popularity of the Playable Pocket Battleship mod I and others are wondering if a version of OM could possibly be made compatible. Or perhaps a particular patch mabye? We all know stock traffic is rediculous. And the PPB mod is actually quite fun and a nice change up. OM would fit this quite nicely. Just inquiring thanks

Fincuan
05-30-08, 08:26 AM
It's much less of a hassle to make the Pocket BB compatible with OM than the other way around. Reading the whole pocket BB thread will give you plenty of clues on what needs to be done.