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lurker_hlb3
07-26-08, 01:26 PM
OM v40X Beta testing is now closed

Herr_Pete
07-26-08, 01:43 PM
BRILLIANT:D:D:D:D:D:D:D:D:D:D:D downloading now:up:

dcb
07-26-08, 01:44 PM
Thanks:up: Downloading now, will report back later, after the first 2 or 3 patrols.

AVGWarhawk
07-26-08, 02:54 PM
Dang Lurker, you are making it hard on me. I love RSRD and it is very hard to pull away from it but looking at this is making it a bit easier to do so.

Task Force
07-26-08, 02:57 PM
Thank You veary much.:D Downloadin now...

cgjimeneza
07-26-08, 03:04 PM
down she comes....

will give it run later!!!

thnx:yep:

ivank
07-26-08, 03:52 PM
may i use Ruccos PBB w/ this?

lurker_hlb3
07-26-08, 05:26 PM
may i use Ruccos PBB w/ this?


I have no idea what this is

Herr_Pete
07-26-08, 05:38 PM
i think it might be the playable Battleship. not to sure though.

TDK1044
07-26-08, 06:01 PM
First patrol. Great to be back in the Atlantic. This mod is looking really good. I can't remember the Flotilla list in SHIII in terms of where each one is based. Anyone have a list of them?

ekempey
07-26-08, 06:04 PM
Install with JSGME in the following order for TMO + RSRDC

TMO 152
TMO_sboat_engine_Patch
RSRDC_TMOv15_v371
RSRDC_v371_Patch 9
OM V40X Beta 1
TMO_Enable_Uboat_V4


Should that be RSRDC_v371_Patch 10? I can't seem to find patch 9 in my infinite wisdom. ;)

Rockin Robbins
07-26-08, 06:40 PM
For the very first time I hate having commitments in my fleet boat that prevent me from checking this out right now. You're making it very hard for me to continue to love my USS Kraken more than I love my U-Boat.

Let me get through this work on torpedo spread theory and practice and I'll be back in the U-Boat, looking for the scheisswhatever. Actually, I've been squatting on deck hoping not to slip....

lurker_hlb3
07-26-08, 07:17 PM
i think it might be the playable Battleship. not to sure though.


Then the answer is no

lurker_hlb3
07-26-08, 07:20 PM
Install with JSGME in the following order for TMO + RSRDC

TMO 152
TMO_sboat_engine_Patch
RSRDC_TMOv15_v371
RSRDC_v371_Patch 9
OM V40X Beta 1
TMO_Enable_Uboat_V4

Should that be RSRDC_v371_Patch 10? I can't seem to find patch 9 in my infinite wisdom. ;)


You are correct, it should be patch 10.

kiwi_2005
07-26-08, 07:33 PM
Is this going to be the original Atlantic Campaign mod:hmm: meaning not the Spanish one.

ekempey
07-26-08, 07:43 PM
Edit: Never mind, its working fine. Thanks for the great mod and the open beta!

lurker_hlb3
07-26-08, 09:06 PM
Is this going to be the original Atlantic Campaign mod:hmm: meaning not the Spanish one.


I'm not sure what your trying to ask me

ekempey
07-26-08, 09:24 PM
Quick question, is there supposed to be a grid map for the Atlantic displayed on the Nav. Map? I ask because I don't have one displayed.

lurker_hlb3
07-26-08, 10:22 PM
Quick question, is there supposed to be a grid map for the Atlantic displayed on the Nav. Map? I ask because I don't have one displayed.

There is no grid map

AVGWarhawk
07-26-08, 10:23 PM
Is this going to be the original Atlantic Campaign mod:hmm: meaning not the Spanish one.


I'm not sure what your trying to ask me


I believe he is refering to the Spanish ATO mod that came out two weeks ago. :up:

ivank
07-26-08, 10:34 PM
may i use Ruccos PBB w/ this?

I have no idea what this is

its the playable pocket battleship ship, can i use it with OM 400

lurker_hlb3
07-27-08, 12:02 AM
may i use Ruccos PBB w/ this?

I have no idea what this is
its the playable pocket battleship ship, can i use it with OM 400

You can not use this mod with the beta

lurker_hlb3
07-27-08, 12:03 AM
Is this going to be the original Atlantic Campaign mod:hmm: meaning not the Spanish one.

I'm not sure what your trying to ask me

I believe he is refering to the Spanish ATO mod that came out two weeks ago. :up:

In that case no it is not

Cuxlammy73
07-27-08, 04:32 AM
Smal Bug:
Start at 2nd Flotilla in WHV, in Habour ever an Enemy Smal-Split-Frighter.
Form Sep 1939 till 2nd Flotilla leave WHV:hmm:

ivank
07-27-08, 04:56 AM
may i use Ruccos PBB w/ this?

I have no idea what this is
its the playable pocket battleship ship, can i use it with OM 400
You can not use this mod with the beta

will i be able to use it w/ the alpha?

tHy
07-27-08, 04:57 AM
Uh, the alpha usually is the version BEFORE a beta, I think you mean with the release version? I'm pretty sure it would require additional work to get both mods cooperating and lurker will focus on bugfixing mainly for now...:know:

Mikhayl
07-27-08, 05:00 AM
Lurker's aim is a realistic U-boot campaign, so you guess that tossing a player battleship in there isn't really a priority :)

lurker_hlb3
07-27-08, 07:52 AM
may i use Ruccos PBB w/ this?

I have no idea what this is
its the playable pocket battleship ship, can i use it with OM 400
You can not use this mod with the beta
will i be able to use it w/ the alpha?


This mod will not be compatible with OM at any time

lurker_hlb3
07-27-08, 08:37 AM
Smal Bug:
Start at 2nd Flotilla in WHV, in Habour ever an Enemy Smal-Split-Frighter.
Form Sep 1939 till 2nd Flotilla leave WHV:hmm:


Noted & corrected. Thanks

cgjimeneza
07-27-08, 08:52 AM
:sunny: :arrgh!: quore:

do you diferentiate between action in the north atlantic (mid atlantic convoys) and coastal ops by type IIs in or around england?

also, North atlantic and ops in the US east coast

this is to see when and with whom should I patrol to have convoy action

pls clarify

looking good so far, heavy seas in april march 42, some torps run under, magnetic exploders not reliable and you cant see nothing in storms :arrgh!:

lurker_hlb3
07-27-08, 09:06 AM
:sunny: :arrgh!: quore:

do you diferentiate between action in the north atlantic (mid atlantic convoys) and coastal ops by type IIs in or around england?

also, North atlantic and ops in the US east coast

this is to see when and with whom should I patrol to have convoy action

pls clarify

looking good so far, heavy seas in april march 42, some torps run under, magnetic exploders not reliable and you cant see nothing in storms :arrgh!:



do you diferentiate between action in the north atlantic (mid atlantic convoys) and coastal ops by type IIs in or around england?



No I do not


also, North atlantic and ops in the US east coast

No I do not

TDK1044
07-27-08, 11:03 AM
I'm out of the second Flotilla in 1939, and I've found that with TDC set to auto, the torps fire too deep and always fail to strike the target. I now manually sert depth and they hit fine. I am also using TM. :D

pifer
07-27-08, 01:30 PM
Hi, excellent work lurker, im using only operation monsun beta version, when i go to start a patrol i change the torps, but the torps in the tubes always be the simply electric torp, if i put in a tube one a wet heather torp... i start in the tube one with a eletric torp`....

Whats wrong? sh4 1.5 om_v40x witht jsgme installation of the mod...

Any help? and sorry for my english

Thanks

lurker_hlb3
07-27-08, 02:25 PM
Hi, excellent work lurker, im using only operation monsun beta version, when i go to start a patrol i change the torps, but the torps in the tubes always be the simply electric torp, if i put in a tube one a wet heather torp... i start in the tube one with a eletric torp`....

Whats wrong? sh4 1.5 om_v40x witht jsgme installation of the mod...

Any help? and sorry for my english

Thanks

Read this post

http://www.subsim.com/radioroom/showpost.php?p=909798&postcount=445


I'm aware of the problem. It may not get fix soon as it is a very hard problem to fix right now

Orion2012
07-27-08, 04:55 PM
Hi, excellent work lurker, im using only operation monsun beta version, when i go to start a patrol i change the torps, but the torps in the tubes always be the simply electric torp, if i put in a tube one a wet heather torp... i start in the tube one with a eletric torp`....

Whats wrong? sh4 1.5 om_v40x witht jsgme installation of the mod...

Any help? and sorry for my english

Thanks

You could always stick with the IXD2 as the problem only seems to occur with submarines added by OM. Either that or you could manually edit the initial loadout .sim file with S3D every time you started a patrol, it's not a permenant fix by any means, but defenetly makes due until Lurker can get the issue resolved, as I'm sure, like he previously stated, it's not an easy fix. I've looked and don't even know where to begin....:hmm:

Boats
07-29-08, 08:55 AM
I like it and I didn't find any noticable hit to FPS in port when the mod is used by itself. Of course that was at a lower resolution than what most people like. If I crank it up to the higher setting I get about 26 in the canal.

Orion2012
07-29-08, 11:19 AM
I like it and I didn't find any noticable hit to FPS in port when the mod is used by itself. Of course that was at a lower resolution than what most people like. If I crank it up to the higher setting I get about 26 in the canal.

I enjoy starting in port and rarely see below 40FPS.

Boats
07-29-08, 12:14 PM
I like it and I didn't find any noticable hit to FPS in port when the mod is used by itself. Of course that was at a lower resolution than what most people like. If I crank it up to the higher setting I get about 26 in the canal.

I enjoy starting in port and rarely see below 40FPS.

I like the ambiance of getting underway from the pier myself, but my Dell 7000 series Nvidia is a bit dated. And my drivers MUST come from Dell. I'm still getting that annoying water flash. Funny how the manual says the game was made for the 7000 series and yet people are fairing better with the newer cards.

Fish40
07-29-08, 01:45 PM
I like it and I didn't find any noticable hit to FPS in port when the mod is used by itself. Of course that was at a lower resolution than what most people like. If I crank it up to the higher setting I get about 26 in the canal.

I enjoy starting in port and rarely see below 40FPS.

I like the ambiance of getting underway from the pier myself, but my Dell 7000 series Nvidia is a bit dated. And my drivers MUST come from Dell. I'm still getting that annoying water flash. Funny how the manual says the game was made for the 7000 series and yet people are fairing better with the newer cards.


I also have a Dell computer (Dimension 8250) that has seen better days, but thanks to upgrades (all of which I was told was impossible by Dell) the system plays this sim, with the bigger mods installed fairly well. If a new rig is not in the immediate future, there are things you could do.

The first things I did was to max out the memory, and install the largest CPU the MB would accept. Next, I wanted to install a better GC. This rig came with the ATI 9700pro (how long ago was that?:hmm: ). I upgraded to the 9800pro, and finally to the present X1650pro. The other item to be upgraded, and certainly one of the most important, was the PSU. This is where it could get tricky. As you probrably know, Dell has it's own way of doing things, and has it's own parts to do them with. I don't know if this has changed since then. Anyway, a standard off the shelf PSU will not fit in a Dell case. Luckily I found this place: www.pcpowerandcooling.com (http://www.pcpowerandcooling.com) They have top notch PSU's, and manufacture a line to fit Dell computers.

Presently I'm seeking a new, bleeding edge (except without Vista) system. Money is alittle tight at the moment, but my Dell with it's upgrades is still holding its own.

Orion2012
07-29-08, 03:46 PM
This program I've advised friend to use in the past, especially with any Sim. It started as FSautostart but has been refined. If you configure it correctly it'll squueze a few extra frames out of your system, mainly due to the RAM optimizer....

http://alacritypc.kensalter.com/

Although we're kinda off-topic here...;)

Fish40
07-29-08, 06:50 PM
This program I've advised friend to use in the past, especially with any Sim. It started as FSautostart but has been refined. If you configure it correctly it'll squueze a few extra frames out of your system, mainly due to the RAM optimizer....

http://alacritypc.kensalter.com/

Although we're kinda off-topic here...;)




I have been useing an early version of FSautostart for a good while now. It works like a charm! It shuts down background applications (services and programs), and can be set up to restart them after you exit the program you're running ie.. SH4.

Boats
07-29-08, 06:55 PM
I hesitated to continue in the vien this post has taken. But I don't want to appear to be rude or ungrateful, so my last word outside anything having to do with this wonderful addon is,

thanks guys.

Boats
07-29-08, 08:27 PM
OK, not sure if I'm doing this right, it's been awhile since I last used SH3.

I can't get the TDC to calculate target speed. I'm trying to use the one on the bridge to get the firing solution and I'm able to get range and AOB but I can't get the timer on the TDC to operate.

I've clicked the stop watch icon on the data sheet and a few other spots, but the spot watch just doesn't seem to start ticking off the time. Am I missing something here?

602Sqn_Puff
07-30-08, 03:56 AM
Need help folks, when I enable the mod I don't get any of the new missions showing up in game?? These are the mods I have enabled.

http://i211.photobucket.com/albums/bb48/602RAF_Puff/sh4-probs.jpg

What is strange is that when I disable the OM4 beta I get the choice of Atlantic missions to start my career


EDIT FIXED.... It was the VIIC addon sub that caused the loss of the career option.

HUNter_Richmond
07-30-08, 07:30 AM
I found some "interesting" parameter with Silent 3ditor:

Type VIIB - Armorlevel=25
Hitpoints=5250:o
Crashdept=315:o

Type VIIC - Armorlevel=25
Hitpoints=5500:o
Crashdept=346:o

Type VIIC/41 have a real parameters.

Type IXA,IXB,IXC,IXC/40 have "über" HP, IXD/2 have real HP.

AntEater
07-30-08, 09:30 AM
1. Congratulations
2. The game crashes with some of the more exotic flotillas (3rd and so) after 1943.
3. I get the 1942 type conning tower in 1944, the one with 2 20mm in two stepped platforms instead of the 1943 one with 1 heavy and 2 light flaks.
4. Aircraft seems to be lacking somewhat, I surfaced off the firth of Forth in broad daylight in 1945 and was not attacked.
5. Also for the XXIII, there were no single merchants off the scottish coast in 1945, only small convoys.
6. the XXIIIs battery endurance seems somewhat weak, not much greater than that of the conventional boats.
7. eye candy, but really weird: The IXa has a huge engine telegraph painted on its conning tower (textures in wrong place):rotfl:, also this type is the Type IX, not the type IXA
8. the super duper armoured boats, as the previous poster allready noted. Fixed them myself though.
9. Diving times for the VII type seems too short, should be around 30 seconds, now it is somewhat like 15
10. VII seems a bit long ranged to me
11. Abnormal rate of duds and prematures in 1942. Can it be the german torpedoes use the same dud file as the US?

I use:
NMSM
PE
RFB 1.5
RSRD
OM 40X Beta

lurker_hlb3
07-30-08, 06:08 PM
I found some "interesting" parameter with Silent 3ditor:

Type VIIB - Armorlevel=25
Hitpoints=5250:o
Crashdept=315:o

Type VIIC - Armorlevel=25
Hitpoints=5500:o
Crashdept=346:o

Type VIIC/41 have a real parameters.

Type IXA,IXB,IXC,IXC/40 have "über" HP, IXD/2 have real HP.

Thank you for your report

Noted & Corrected

lurker_hlb3
07-30-08, 06:18 PM
1. Congratulations
2. The game crashes with some of the more exotic flotillas (3rd and so) after 1943.
3. I get the 1942 type conning tower in 1944, the one with 2 20mm in two stepped platforms instead of the 1943 one with 1 heavy and 2 light flaks.
4. Aircraft seems to be lacking somewhat, I surfaced off the firth of Forth in broad daylight in 1945 and was not attacked.
5. Also for the XXIII, there were no single merchants off the scottish coast in 1945, only small convoys.
6. the XXIIIs battery endurance seems somewhat weak, not much greater than that of the conventional boats.
7. eye candy, but really weird: The IXa has a huge engine telegraph painted on its conning tower (textures in wrong place):rotfl:, also this type is the Type IX, not the type IXA
8. the super duper armoured boats, as the previous poster allready noted. Fixed them myself though.
9. Diving times for the VII type seems too short, should be around 30 seconds, now it is somewhat like 15
10. VII seems a bit long ranged to me
11. Abnormal rate of duds and prematures in 1942. Can it be the german torpedoes use the same dud file as the US?

I use:
NMSM
PE
RFB 1.5
RSRD
OM 40X Beta

Thank you for your report

Request more info one the following

the game crashes with some of the more exotic flotillas (3rd and so) after 1943.
Date, position, etc


I get the 1942 type conning tower in 1944, the one with 2 20mm in two stepped platforms instead of the 1943 one with 1 heavy and 2 light flaks.
Which Uboat are you talking about ?

also this type is the Type IX, not the type IXA
Some sources call it a IXA


eye candy, but really weird: The IXa has a huge engine telegraph painted on its conning tower (textures in wrong place)

Noted & corrected

Diving times for the VII type seems too short, should be around 30 seconds, now it is somewhat like 15
Normal dive or crash dive

there were no single merchants off the scottish coast in 1945, only small convoys.

Can you please provide reference so I may do some additional research

AntEater
07-31-08, 02:47 AM
Regarding the crashes, they occur right after selecting the 3rd Flottilla.
The text "congratulations, you've been...." is bungled with placeholders and instead of going to the office screen, SH4 crashes.

Re the IX, Bodo Herzog calls it a IXA allright, but Clay Blair calls it a IX (so does UBoat.net), and expressively says it was not a IXA

Re the conning tower, I'm talking about a VIIC in 1944.

In regards to the XXIII campaign, Bodo Herzog (Deutsche Uboote 1906-1966) has Oblt. Klusmeier's (U 2336) Log on the last successful Uboat attack of WW2. He attacked a 4 ship convoy (EN-591) with 4 escorts right on the spot where I was, on the entrance to the Firth of Forth.
U 2322 sank the Egnolm out of Convoy FS-1739 off the Tyne. The other ship sunk was apparently a single merchant, at least Uboat.net doesn't mention a convoy.

W4chund
07-31-08, 03:29 AM
Date: Sep. 3th 1939

Flottilla: 7th

Bug: Eckernförde + Travemünde Port shown and ackting as Enemy Port.

lurker_hlb3
07-31-08, 06:49 AM
Regarding the crashes, they occur right after selecting the 3rd Flottilla.
The text "congratulations, you've been...." is bungled with placeholders and instead of going to the office screen, SH4 crashes.


With stock "only" did not have any CTD with 3rd Flotilla starting in Feb 1944, were there any other cases of CTD

lurker_hlb3
07-31-08, 06:52 AM
Date: Sep. 3th 1939

Flottilla: 7th

Bug: Eckernförde + Travemünde Port shown and ackting as Enemy Port.


Noted

AntEater
07-31-08, 06:56 AM
Re the diving time, I meant crash dive.

lurker_hlb3
07-31-08, 07:00 AM
Re the diving time, I meant crash dive.

Noted

AntEater
07-31-08, 07:58 AM
I just started S3Editor and found out ALL german subs are fast diving dreadnoughts
:D
Armour values, hitpoints and diving times are way off.

Re the crash, it was not 3rd, but 9th and 10th Flottilla

Another thing: The final conning towers do not have a radar warning reciever slot!
Also, Radar is far too common. Only a minority of boats had it, not every boat since 1943

lurker_hlb3
07-31-08, 08:05 PM
I just started S3Editor and found out ALL german subs are fast diving dreadnoughts
:D
Armour values, hitpoints and diving times are way off.

Re the crash, it was not 3rd, but 9th and 10th Flottilla

Another thing: The final conning towers do not have a radar warning reciever slot!
Also, Radar is far too common. Only a minority of boats had it, not every boat since 1943


Armour values, hitpoints

Noted & corrected

The final conning towers do not have a radar warning reciever slot

RWR are setup in the NSS_UboatX.upcge vice the UnitPartsX.upc file


Re the crash, it was not 3rd, but 9th and 10th Flottilla


was only the 9th due to an error in base assignment in the Flotilla.upc file

diving times are way off

This as been an issue for others beside me, but will look into it.

lurker_hlb3
07-31-08, 09:43 PM
To ALL

The download link for Beta1 has been removed.

Beta 2 will be uploaded sometime this weekend with a number of changes

LukeFF
07-31-08, 10:00 PM
11. Abnormal rate of duds and prematures in 1942. Can it be the german torpedoes use the same dud file as the US?
The German torpedoes have their own file, separate from the American one.

Orion2012
07-31-08, 10:26 PM
To ALL

The download link for Beta1 has been removed.

Beta 2 will be uploaded sometime this weekend with a number of changes

Any chance the torpedo loadout error has been corrected for beta 2?? (IXc/40 reverting to default loadout)

You said it would be a difficult fix, so I was curious as to whether it had been corrected.

lurker_hlb3
07-31-08, 10:42 PM
Hi, excellent work lurker, im using only operation monsun beta version, when i go to start a patrol i change the torps, but the torps in the tubes always be the simply electric torp, if i put in a tube one a wet heather torp... i start in the tube one with a eletric torp`....

Whats wrong? sh4 1.5 om_v40x witht jsgme installation of the mod...

Any help? and sorry for my english

Thanks

Read this post

http://www.subsim.com/radioroom/showpost.php?p=909798&postcount=445


I'm aware of the problem. It may not get fix soon as it is a very hard problem to fix right now


Have a fix for this and it will be part of beta2, also will post a [TEC] thread with the fix so other mod makers can use it

swdw
07-31-08, 11:31 PM
Need help folks, when I enable the mod I don't get any of the new missions showing up in game?? These are the mods I have enabled.


You need to know that you have quite a few conflicting mods installed. You even have mini-mods overwriting larger mods that include the minimod files with additional updates and improvements.

You're also losing out on some of the later developments by overwriting some of the changes with earlier mods too.

For example, the NSM4 realistic torpedo malfunctions are no where near as real or in depth as the changes in RFB 1.51

The John Hamm's uniform mod overwrites a more realistic and more in depth mod in RFB. Try the one he just released instead.

PE3 and environment 4.6 conflict with each other also.

There are others but you should start a separate thread and have people help you sort through the various mods you have listed.

Orion2012
08-01-08, 12:27 AM
Hi, excellent work lurker, im using only operation monsun beta version, when i go to start a patrol i change the torps, but the torps in the tubes always be the simply electric torp, if i put in a tube one a wet heather torp... i start in the tube one with a eletric torp`....

Whats wrong? sh4 1.5 om_v40x witht jsgme installation of the mod...

Any help? and sorry for my english

Thanks

Read this post

http://www.subsim.com/radioroom/showpost.php?p=909798&postcount=445


I'm aware of the problem. It may not get fix soon as it is a very hard problem to fix right now

Have a fix for this and it will be part of beta2, also will post a [TEC] thread with the fix so other mod makers can use it

:up: Best News All Week. Awesome work.

AntEater
08-01-08, 04:53 AM
Another small bug with the VII.
It has 4 internal reloads and three external for the bow tubes, while it should be 6 internal and one external.
Fixed this myself, fairly easy.

Herr_Pete
08-01-08, 04:41 PM
i am unsure if this problem has been mentioned. The speed dial has appeared on the conning tower.
http://i282.photobucket.com/albums/kk257/HerrPetomer/OPSM4.jpg

and alot of the ships have no textures.
http://i282.photobucket.com/albums/kk257/HerrPetomer/OPSM41.jpg

lurker_hlb3
08-01-08, 06:36 PM
Both those problems have been fixed

leorfeo
08-02-08, 02:53 AM
Hi all,

I'm using the OM V40X BetaX (the downloadlink is deactivated on the main page by the way, dont know if this is by purpose).

I started a carreer with a V IIB in Kiel (the very first one you can take). I did six missions. On the sixth mission i was told to do recon in freemantle!!! (:rotfl:). Of course i couldnt make it. At the end of the 6th mission i was told, that my results where pretty bad and i was able to leave the navy for good (:88)).

First: You shouldn't get a mission impossible with a IIB (Freemantle)

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?

Thx

W4chund
08-02-08, 03:07 AM
Hi all,

I'm using the OM V40X BetaX (the downloadlink is deactivated on the main page by the way, dont know if this is by purpose).

I started a carreer with a V IIB in Kiel (the very first one you can take). I did six missions. On the sixth mission i was told to do recon in freemantle!!! (:rotfl:). Of course i couldnt make it. At the end of the 6th mission i was told, that my results where pretty bad and i was able to leave the navy for good (:88)).

First: You shouldn't get a mission impossible with a IIB (Freemantle)

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?

Thx


It would be more Helpful if u posting more Details of ur Carreer ( Date, Location, etc..). Just things that will help Lurker to locate the Problem and fix it. By the Way this is an Open Beta Testing of this Modification. And he is doing a very well Job, but its a Job who need alot of Time and alot of testing before it is finished. ;)

leorfeo
08-02-08, 03:21 AM
Hi all,

I'm using the OM V40X BetaX (the downloadlink is deactivated on the main page by the way, dont know if this is by purpose).

I started a carreer with a V IIB in Kiel (the very first one you can take). I did six missions. On the sixth mission i was told to do recon in freemantle!!! (:rotfl:). Of course i couldnt make it. At the end of the 6th mission i was told, that my results where pretty bad and i was able to leave the navy for good (:88)).

First: You shouldn't get a mission impossible with a IIB (Freemantle)

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?

Thx

It would be more Helpful if u posting more Details of ur Carreer ( Date, Location, etc..). Just things that will help Lurker to locate the Problem and fix it. By the Way this is an Open Beta Testing of this Modification. And he is doing a very well Job, but its a Job who need alot of Time and alot of testing before it is finished. ;)

Hi W4chhund,

my post wasn't ment to show any criticism of the work. Im well aware, that this is a beta.

From the "mechanial" point of view i cant complain. I have no graphical glitches so far. Well i only tried the IIB up to now.

So i can't give an positions, because the game works fine when im on a mission. It's only those gameplayfeatures i feel are important to look at (See points 1 to 4). Maybe everything is right with them...im just asking.

All i cann say further is, that i started a carreer in the first flotilla on September.

csengoi
08-02-08, 05:55 AM
I hardly can wait for Beta2!!! Keep up the great work!!!:rock:

shackman
08-02-08, 06:20 AM
Is there any specific reason why the downloadlink is deactivated?

I'd love to try that mod.. :)

csengoi
08-02-08, 06:29 AM
There will be a new version to come out this weekend.

shackman
08-02-08, 06:41 AM
That's even better!! :up:

lurker_hlb3
08-02-08, 09:13 AM
Hi all,

I'm using the OM V40X BetaX (the downloadlink is deactivated on the main page by the way, dont know if this is by purpose).

I started a carreer with a V IIB in Kiel (the very first one you can take). I did six missions. On the sixth mission i was told to do recon in freemantle!!! (:rotfl:). Of course i couldnt make it. At the end of the 6th mission i was told, that my results where pretty bad and i was able to leave the navy for good (:88)).

First: You shouldn't get a mission impossible with a IIB (Freemantle)

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?

Thx

Thank you for your report

First: You shouldn't get a mission impossible with a IIB (Freemantle)
Problem in the Flotilla.upc file which has been corrected

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please
Changes have been made

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?
You should

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?
Yes, try the Type VII / IX

leorfeo
08-02-08, 09:31 AM
Hi all,

I'm using the OM V40X BetaX (the downloadlink is deactivated on the main page by the way, dont know if this is by purpose).

I started a carreer with a V IIB in Kiel (the very first one you can take). I did six missions. On the sixth mission i was told to do recon in freemantle!!! (:rotfl:). Of course i couldnt make it. At the end of the 6th mission i was told, that my results where pretty bad and i was able to leave the navy for good (:88)).

First: You shouldn't get a mission impossible with a IIB (Freemantle)

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?

Thx

Thank you for your report

First: You shouldn't get a mission impossible with a IIB (Freemantle)
Problem in the Flotilla.upc file which has been corrected

Second: i sunk approx. 2 ships each tour ( and thats though enough with a IIB) - is this regarded as a bad result? If yes the modder should ease the needed results on those small boats - please
Changes have been made

Third: i hoped to get another submarine. Does this work in OM V40X BetaX? I mean lets say im really good, do i get a more modern one offered?
You should

Fourth: Though i have been kicked of the navy for bad results and now cooking sausages on the eastern Front, is there really a continious campaign in OM V40X BetaX?
Yes, try the Type VII / IX

Many Thxs Lurker,

I will start a campaign with the boats you suggested.

I'm happily awaiting the Beta 2

leorfeo

lurker_hlb3
08-02-08, 10:10 AM
Many Thxs Lurker,

I will start a campaign with the boats you suggested.

I'm happily awaiting the Beta 2

leorfeo

I would "strongly recommend" you wait 24 hours before starting a new campaign;););)

lurker_hlb3
08-02-08, 12:51 PM
OM V40X Beta 2 is up. Check first post for download link

Many thanks to the following beta testers who provided feed back during Beta 1 testing

Anteater
Cuxlammy73
Pifer
Orion2012
HUNter_Richmond
W4chund
Herr_Pete
leorfeo

Orion2012
08-02-08, 01:01 PM
When: Sept 2nd 1939
Where: Kiel (7th Flotilla
Problem: Torpedo Loadout Still seems to default back to the .sim file settings. I have looked at the upcge as mentioned in the tutorial, and the problem still exists.

I'm going to test somethings. Any idea's anyone.

Edit: seems as if some files are still named incorrectly, for example the type VIIB may say "Door_2_xxx_FLD" while the upcge has the same tube listed as "Door_2_XXX_B_" I'm going to change them around as in the tutorial and see what happens.

Seems to just be happening to the type VIIB, but I haven't tested more.

W4chund
08-02-08, 02:33 PM
OM V40X Beta 2 is up. Check first post for download link

Many thanks to the following beta testers who provided feed back during Beta 1 testing

Anteater
Cuxlammy73
Pifer
Orion2012
HUNter_Richmond
W4chund
Herr_Pete
leorfeo

Im glad to testing this Mod. It takes over 2 Years till SH3 were made playable by Modding Crews, so i have to learned to be patient. :)

Maybe its an good Idea to set the "Outside Habour Startpoint" from Kiel at a Position after crossing the North - Ostsea Canal. I saw this in the Atlantikcampaign 24F.

And now back to Testing, new Carreer awaits. :)


EDIT:

Startdate/ Type: Sept. 39 / IX

Switching to Attack Map. Select Salve and both Reartubes V/VI. Gyroangle Switch starting to whirl around.
This Effect is also displayed in the Com. Center.

leorfeo
08-02-08, 02:41 PM
Bug Report for the Beta 1 (if this has been adressed in Beta 2 ignore this post)

I attacked a convoy on 16.11.1939 at position 37°N - 11° W (roughly near Gibraltar) Time of screenshoot 16:07 ingame.

There is one british battleship escorting the convoy and some areas are white...

http://www.250kb.de/u/080802/j/t/b14bdb01.jpg (http://www.250kb.de/u/080802/j/b14bdb01.jpg)

Maybe this has been resolved with the Beta 2...im currently downloading.

leorfeo

lurker_hlb3
08-02-08, 05:42 PM
Bug Report for the Beta 1 (if this has been adressed in Beta 2 ignore this post)

I attacked a convoy on 16.11.1939 at position 37°N - 11° W (roughly near Gibraltar) Time of screenshoot 16:07 ingame.

There is one british battleship escorting the convoy and some areas are white...

http://www.250kb.de/u/080802/j/t/b14bdb01.jpg (http://www.250kb.de/u/080802/j/b14bdb01.jpg)

Maybe this has been resolved with the Beta 2...im currently downloading.

leorfeo


Noted and corrected. Wrong date in the *.cfg file

lurker_hlb3
08-02-08, 06:42 PM
Startdate/ Type: Sept. 39 / IX

Switching to Attack Map. Select Salve and both Reartubes V/VI. Gyroangle Switch starting to whirl around.
This Effect is also displayed in the Com. Center.


Unable to recreate

Orion2012
08-02-08, 06:57 PM
Still getting the wierd torpedo loadout with the VIIB out of the 7th flotilla on sept 2, 1939.

I have verified that the UPCGE file matches the .sim file and the problem still persists.

lurker_hlb3
08-02-08, 08:11 PM
Still getting the wierd torpedo loadout with the VIIB out of the 7th flotilla on sept 2, 1939.

I have verified that the UPCGE file matches the .sim file and the problem still persists.


the wierd torpedo loadout

You want to "define" werid loadout

shackman
08-02-08, 09:43 PM
http://img135.imageshack.us/img135/8484/viibcn3.th.jpg (http://img135.imageshack.us/my.php?image=viibcn3.jpg)

Might be already a known issue because it's just an eyecandy thingy and therefore not fixed yet.. anyway... found these little glitches on the VIIb (7th Flottilla, Kiel, 3rd of Sept '39).

Cheers and thnx for this mod :up:

stabiz
08-03-08, 04:47 AM
Chose late 1944, VIIC and loaded it with all the heaviest flaks and propped it full of torpedoes, started mission and CTD. (It CTD`ed while loading) Earlier 1944 worked.

W4chund
08-03-08, 05:59 AM
Startdate/ Type: Sept. 39 / IX

Switching to Attack Map. Select Salve and both Reartubes V/VI. Gyroangle Switch starting to whirl around.
This Effect is also displayed in the Com. Center.

Unable to recreate
The same Effect with VIIb if i chosing the Reartube, the 2 Gyroangle Switch jumping between 210 till 150 degrees, if you compare it with a Compass Rose. Every Second 2 Jumps. I have deactivate Manual Targeting and no Target lock. Sorry i don´t know how to explain it correctly in English, cause i´m German. Maybe i write it in German and somebody can Translate it?

Also:

Ich gehe zur Angriffskarte um Torpedoeinstellungen vorzunehmen, habe allerdings noch kein Ziel aufgeschaltet. Wähle eines oder beide Rückwärtungen Torpedorohre, je nach Typ per Salve oder durch anklicken. Sobald ein hinteres Rohr ausgewählt wurde fangen die Regler für den "Gyroangel" an zu tanzen. Der linke springt immer von 210 bis 150 Grad, der andere im selben Takt. Wenn ich in der Commando Zentrale bin springen die beiden Anzeigen genauso.
Manuelle Zielbrechnung ist nicht aktiviert.
Mehr ist es eigentlich nicht, ich wundere mich halt nur über die "Tanzenden" Regler. :)

Und wo es grad so schön ist, wäre Super wenn man es einbauen könnte die durchquerung des Nord- Ostsee Kanales zu überspringen und Brunsbüttel als Startpunkt hat, wenn Kile der Heimathafen ist und man ausserhalb des Hafen starten möchte. Im Moment ist es sehr mühselig durch den Kanal zu kommen.

AntEater
08-03-08, 06:17 AM
Schreib mal los

Another bug: 10th Flotilla still causing a CTD in 1943
Btw, how did you (or anyone else) get compressed air back into the game?
I crept up a convoy in my IX and inavertedly used up all my compressed air running at 1 knot for about an hour. When I had to evade, I had to use ahead full to keep depth and the escorts spotted and sank me
realistic, but how did this get into the game? It didnt work in SH3 nor in SH4, so why now suddenly?
Re the equipment of conning towers and such, this is second priority, but it still bugs me. How can I remove all that fancy radar?
Also, I'd suggest increasing the lethality of aircraft bombs/depth charges and increase the detection range of aircraft radar.
Sofar I've often had metox contact with planes that obviously didn't detect me.
And if they attacked I often had heavy damage, but never fatal damage. It seems still that japanese aircraft are more lethal than british, which is the wrong way around.

Also, where are the accoustic guided torpedoes??

lurker_hlb3
08-03-08, 07:22 AM
Chose late 1944, VIIC and loaded it with all the heaviest flaks and propped it full of torpedoes, started mission and CTD. (It CTD`ed while loading) Earlier 1944 worked.


What Flotilla ?
What date?
What weapons ( by name )

lurker_hlb3
08-03-08, 07:24 AM
Schreib mal los

Another bug: 10th Flotilla still causing a CTD in 1943
Btw, how did you (or anyone else) get compressed air back into the game?
I crept up a convoy in my IX and inavertedly used up all my compressed air running at 1 knot for about an hour. When I had to evade, I had to use ahead full to keep depth and the escorts spotted and sank me
realistic, but how did this get into the game? It didnt work in SH3 nor in SH4, so why now suddenly?
Re the equipment of conning towers and such, this is second priority, but it still bugs me. How can I remove all that fancy radar?
Also, I'd suggest increasing the lethality of aircraft bombs/depth charges and increase the detection range of aircraft radar.
Sofar I've often had metox contact with planes that obviously didn't detect me.
And if they attacked I often had heavy damage, but never fatal damage. It seems still that japanese aircraft are more lethal than british, which is the wrong way around.

Also, where are the accoustic guided torpedoes??



Another bug: 10th Flotilla still causing a CTD in 1943


Exact date please

AntEater
08-03-08, 07:52 AM
July 1943 career start

And what about the accoustics? I suppose you removed them for operation monsun, and forgot to put them back in...

lurker_hlb3
08-03-08, 08:24 AM
And what about the accoustics? I suppose you removed them for operation monsun, and forgot to put them back in...

Torpedo loadouts in beta 2 are from following documentation from the following site

http://www.uboatarchive.net/BDUKTB.htm


Permanent Order No. 40 Equipment with Torpedoes

http://www.uboatarchive.net/BDUKTB30323.htm


Serial Order No. 40. April 1944 issue.
Equipment with torpedoes.

http://www.uboatarchive.net/BDUKTB30350.htm


Current Order No. 60 of November 1944

http://www.uboatarchive.net/BDUOrder60.htm

lurker_hlb3
08-03-08, 08:36 AM
Startdate/ Type: Sept. 39 / IX

Switching to Attack Map. Select Salve and both Reartubes V/VI. Gyroangle Switch starting to whirl around.
This Effect is also displayed in the Com. Center.

Unable to recreate
The same Effect with VIIb if i chosing the Reartube, the 2 Gyroangle Switch jumping between 210 till 150 degrees, if you compare it with a Compass Rose. Every Second 2 Jumps. I have deactivate Manual Targeting and no Target lock. Sorry i don´t know how to explain it correctly in English, cause i´m German. Maybe i write it in German and somebody can Translate it?

Also:

Ich gehe zur Angriffskarte um Torpedoeinstellungen vorzunehmen, habe allerdings noch kein Ziel aufgeschaltet. Wähle eines oder beide Rückwärtungen Torpedorohre, je nach Typ per Salve oder durch anklicken. Sobald ein hinteres Rohr ausgewählt wurde fangen die Regler für den "Gyroangel" an zu tanzen. Der linke springt immer von 210 bis 150 Grad, der andere im selben Takt. Wenn ich in der Commando Zentrale bin springen die beiden Anzeigen genauso.
Manuelle Zielbrechnung ist nicht aktiviert.
Mehr ist es eigentlich nicht, ich wundere mich halt nur über die "Tanzenden" Regler. :)

Und wo es grad so schön ist, wäre Super wenn man es einbauen könnte die durchquerung des Nord- Ostsee Kanales zu überspringen und Brunsbüttel als Startpunkt hat, wenn Kile der Heimathafen ist und man ausserhalb des Hafen starten möchte. Im Moment ist es sehr mühselig durch den Kanal zu kommen.

Google "translation" give me a "strange" readout, but I think I have the idea.

Was this a beta 1 or beta 2 issue

AntEater
08-03-08, 09:06 AM
Same crash bug with 6th Flottilla in July 1942.

Re the torpedoes, I don't get any guided torps when I start a career in 1944. Only normal and FAT/LUT.
These documents are really a good source, only they're not used in the game apparently, especially since the Type IX still carries electric torpedoes in deck containers, something that was technically not possible.
Also, the final conning tower of the VIIC still has no Radar warning reciever and every VIIC from 1943 has Radar. Do you have any documents to prove that every VIIC from 1943 on had radar? Radar should be a very expensive semi-experimental upgrad until early 45. And the early "Seetakt" adaptions did not work at all.
At least the final conning tower should have a RWR slot.
The only time I've sofar encountered the T-V as loadout was with a VIIC 41 in Sept 1944 in 11th Flottilla.
Incidentally, the VIIC 41 has a radar warning reciever (but still it has Radar by default).
AFAIK T-V should be available from late 1943 on all boats.

W4chund
08-03-08, 09:20 AM
Startdate/ Type: Sept. 39 / IX

Switching to Attack Map. Select Salve and both Reartubes V/VI. Gyroangle Switch starting to whirl around.
This Effect is also displayed in the Com. Center.

Unable to recreate
The same Effect with VIIb if i chosing the Reartube, the 2 Gyroangle Switch jumping between 210 till 150 degrees, if you compare it with a Compass Rose. Every Second 2 Jumps. I have deactivate Manual Targeting and no Target lock. Sorry i don´t know how to explain it correctly in English, cause i´m German. Maybe i write it in German and somebody can Translate it?

Also:

Ich gehe zur Angriffskarte um Torpedoeinstellungen vorzunehmen, habe allerdings noch kein Ziel aufgeschaltet. Wähle eines oder beide Rückwärtungen Torpedorohre, je nach Typ per Salve oder durch anklicken. Sobald ein hinteres Rohr ausgewählt wurde fangen die Regler für den "Gyroangel" an zu tanzen. Der linke springt immer von 210 bis 150 Grad, der andere im selben Takt. Wenn ich in der Commando Zentrale bin springen die beiden Anzeigen genauso.
Manuelle Zielbrechnung ist nicht aktiviert.
Mehr ist es eigentlich nicht, ich wundere mich halt nur über die "Tanzenden" Regler. :)

Und wo es grad so schön ist, wäre Super wenn man es einbauen könnte die durchquerung des Nord- Ostsee Kanales zu überspringen und Brunsbüttel als Startpunkt hat, wenn Kile der Heimathafen ist und man ausserhalb des Hafen starten möchte. Im Moment ist es sehr mühselig durch den Kanal zu kommen.

Google "translation" give me a "strange" readout, but I think I have the idea.

Was this a beta 1 or beta 2 issue

Saw this in Beta 2 only! Sorry for the "strange" readout, i thought Anteater would Translate. :D

AntEater
08-03-08, 09:24 AM
Sorry, I saw it too late.

But I second that on Brunsbüttel instead of Kiel. As long as the "auto Kanal waypoint" of SH3 doesnt come back, navigating the NOK is simply a nuisance.
Since navigating the Kanal is done by a pilot, it is technically not even wrong :D
Just had another, more serious bug.
11th Flottilla, September 1944, VIIC41, crashed when loading the mission.

lurker_hlb3
08-03-08, 09:50 AM
For both AntEater & W4chund , I got the message. My first priority are the CTD's the rest I will look into. Don't expect a "patch" in the next 5 minutes.

AntEater
08-03-08, 09:54 AM
I don't
I just list everything I note. Actually I'd do some changes myself if I knew how. The file structure of SH4 has always been a mystery to me. In SH3 everything was in a few .cfg files but in SH4 there are dozens of files which all seem to do the same.
And the U-Boat addon made it even worse.

W4chund
08-03-08, 12:31 PM
Whooooot, u can´t release a Patch all 5 Minutes after we reporting a Bug??? :D:D:D

Don´t Care, i´m not awaiting that u disregard ur Live and spending all ur Time to clear the Butch from the SH4 developors. Do like u want, notice the Reports from the Gamers and take the Time u needed. I´m know Programming is very difficult and Testers, like me, who can´t explain a bug exactly in ur Language are not easy to Handle. ;)
But i´m a One who can wait.

By the way, i startet a new Career in Feb. 1941, 7th Flt. Habour Nice. I were send to a Point SW of England to cut the US- GB Supply Line. On the half Way i found a very Large Convoy Heading from South to England. My Question, is it correct this Convoy has 3/4 Vessels of Neutral Countrys in it ( Greece, Panama, Argentinia, Spain)? There were only 6 of 20 Vessels from US and UK + 4 Escort Ships.

cgjimeneza
08-03-08, 01:15 PM
[quote
By the way, i startet a new Career in Feb. 1941, 7th Flt. Habour Nice. I were send to a Point SW of England to cut the US- GB Supply Line. On the half Way i found a very Large Convoy Heading from South to England. My Question, is it correct this Convoy has 3/4 Vessels of Neutral Countrys in it ( Greece, Panama, Argentinia, Spain)? There were only 6 of 20 Vessels from US and UK + 4 Escort Ships.[/quote]

think it this way...

you can sail alone, be lighted and cross your fingers, or you can hitch yourself to a convoy.

another thing... what if you are a greek vessel hired to transport some cargo...its not only the flag you fly but what bussiness you are involved in...

think about it

Doenitz changed the ROE of the Uboat arm many times, and if a ship is in a declared war zone, he`s taking a risk, thats what calls for your judgement in wether to engage a ship flying a neutral flag or not...

you can consider that while Argentina and Panama dont have much of a navy they have signed a mutual defence agreement with the US, so firing on them can be bad for von Ribbentrop to explain, another is that Argentina has a population of Italian and German extraction and they are a bit pro Germany at the time (the Spee might have survived if it had gone to Buenos Aires instead of Montevideo)

so at the end it comes to your judgement, enjoy the game, we know a lot of things the Kaleuns of old didnt and the game engine is not omnipresent so we have to decide for ourselves a lot of things

lurker_hlb3
08-03-08, 09:09 PM
This is a response to various bug reports from beta 2


Same crash bug with 6th Flotilla in July 1942.
Corrected


Chose late 1944, VIIC and loaded it with all the heaviest flaks and propped it full of torpedoes, started mission and CTD. (It CTD`ed while loading) Earlier 1944 worked.

11th Flotilla, September 1944, VIIC41, crashed when loading the mission.

Corrected


Another bug: 10th Flotilla still causing a CTD in 1943
Unable to recreate. Tried both the IXC & IXC/40




Re the equipment of conning towers and such, this is second priority, but it still bugs me. How can I remove all that fancy radar?

and every VIIC from 1943 has Radar.

Currently FUMO30 Radar start showing up on 1 March 1943. This date is based on the following statement at U-Boat.net

FuMO 30

This was an improved version of the rotating mast version of FMG 41G (gU), with a direction finder added, ready in late 1942. It was built into all U-boats. However, it was easily disabled by depth charges or bombs, and the antennas corroded in the salt water. Commanders did not like to use it, because they feared that it gave away their position.

http://www.uboat.net/technical/radar.htm




Also, I'd suggest increasing the lethality of aircraft bombs/depth charges adar.

And if they attacked I often had heavy damage, but never fatal damage. It seems still that japanese aircraft are more lethal than british, which is the wrong way around.

The aircraft are currently are loaded with various airborne depth charges

http://www.navweaps.com/Weapons/WAMBR_ASW.htm

I will look into giving them a little bit bigger boom.


Re the torpedoes, I don't get any guided torps when I start a career in 1944. Only normal and FAT/LUT.Re the torpedoes, I don't get any guided torps when I start a career in 1944. Only normal and FAT/LUT.

AFAIK T-V should be available from late 1943 on all boats.


The T5 is now set for 1943-09-01 based on this statement from Uboat.net

The Zaunköning (Wren) came into service during the autumn of 1943

http://www.uboat.net/technical/torpedoes.htm



Also, the final conning tower of the VIIC still has no Radar warning receiver

At least the final conning tower should have a RWR slot.

This was a "bug" in the "stock settings" of the UpgradePack.upc file



Switching to Attack Map. Select Salve and both Rear tubes V/VI. Gyro angle Switch starting to whirl around.
This Effect is also displayed in the Com. Center.

This will only happen if you have the periscope in the "default" position of 000 when you select the "aft torpedo tubes". If you move the periscope a few degrees left or right of 000 the "problems" goes away.


Might be already a known issue because it's just an eyecandy thingy and therefore not fixed yet.. anyway... found these little glitches on the VIIb (7th Flottilla, Kiel, 3rd of Sept '39).
Corrected with ZeeWolf new Turms



But I second that on Brunsbüttel instead of Kiel. As long as the "auto Kanal waypoint" of SH3 doesnt come back, navigating the NOK is simply a nuisance.

Und wo es grad so schön ist, wäre Super wenn man es einbauen könnte die durchquerung des Nord- Ostsee Kanales zu überspringen und Brunsbüttel als Startpunkt hat, wenn Kile der Heimathafen ist und man ausserhalb des Hafen starten möchte. Im Moment ist es sehr mühselig durch den Kanal zu kommen.


Update “at sea” departure point for Kiel to the western exit of the Kiel canal at Brunsbüttel



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


Beta 3 will release on Saturday

AntEater
08-04-08, 07:16 AM
I would really suggest to remove the radar alltogether, since the mechanical unreliability is not there in SH4. It gives a totally unrealistic advantage to late war careers.
I've read a lot of books about the submarine war, and the only time I've read about a working radar that was actually used was about a hohentwiel set installed in U 234 on its abortive japan voyage. That was May 1945.
A whole lot of people didn't even know that radar for submarines was available!
I know U 995 carries Hohentwiel as well, but keep in mind that the present condition is not historic.
U 995 was just under refit into a snorkel boat when the war ended but made all its patrols without Snorkel and without Radar.

Wilcke
08-04-08, 11:47 AM
...thanks for the Western exit...one piece of realism that after a hundred transits one can do without!

Brilliant stuff!

lurker_hlb3
08-04-08, 06:04 PM
I would really suggest to remove the radar alltogether, since the mechanical unreliability is not there in SH4. It gives a totally unrealistic advantage to late war careers.
I've read a lot of books about the submarine war, and the only time I've read about a working radar that was actually used was about a hohentwiel set installed in U 234 on its abortive japan voyage. That was May 1945.
A whole lot of people didn't even know that radar for submarines was available!
I know U 995 carries Hohentwiel as well, but keep in mind that the present condition is not historic.
U 995 was just under refit into a snorkel boat when the war ended but made all its patrols without Snorkel and without Radar.

Based on addition research form “The Encyclopedia of U-boats, From 1904 to Present” and "Warship Pictorial #27 Kriegsmarine Type VII U-Boats", the only radar that will be used in OM will be the FUMO 61 Hohentwiel with a start data of Sept 1 1943. The following U-Boats will be equipped with this radar Type VIIC, Type VIIC/42, Type 9C, Type 9C/40 and Type 9D2

LukeFF
08-04-08, 06:21 PM
I would really suggest to remove the radar alltogether, since the mechanical unreliability is not there in SH4. It gives a totally unrealistic advantage to late war careers.
I've read a lot of books about the submarine war, and the only time I've read about a working radar that was actually used was about a hohentwiel set installed in U 234 on its abortive japan voyage. That was May 1945.
A whole lot of people didn't even know that radar for submarines was available!
I know U 995 carries Hohentwiel as well, but keep in mind that the present condition is not historic.
U 995 was just under refit into a snorkel boat when the war ended but made all its patrols without Snorkel and without Radar.

Do you have Eberhard Rössler's book on U-boat development? He writes about how 64 FuMO61 Hohentwiel sets had been installed in operational boats by 20 September 1944, with a further 32 planned. U-862, operating out of Penang, reported it was picking up merchant contacts at about 7.5km or so with the gear. A further dozen or so boats had reported it was succesfully used as a aircraft warning device, a tactic reflected by Current Order No. 42 (http://www.uboatarchive.net/BDUOrder42.htm).

Now, if you're talking about FuMO29, then yeah, that radar set was a piece of junk and wasn't installed in many boats. FuMO30 - who knows? I've only seen the quote by Uboat.net that says it was installed in "all boats."

Orion2012
08-04-08, 06:40 PM
...thanks for the Western exit...one piece of realism that after a hundred transits one can do without!

Brilliant stuff!
Agreed. Sailing the Kiel Canal is just one thing I can't do at 4x time compression. I would almost rather just sail around!

Also On January 6th 1944, out of Penang I received orders from COMSUBPAC??

http://i316.photobucket.com/albums/mm333/Orion3049/comsubpack.jpg

lurker_hlb3
08-04-08, 09:06 PM
...thanks for the Western exit...one piece of realism that after a hundred transits one can do without!

Brilliant stuff!
Agreed. Sailing the Kiel Canal is just one thing I can't do at 4x time compression. I would almost rather just sail around!

Also On January 6th 1944, out of Penang I received orders from COMSUBPAC??




As I have stated before, that there are certain files that I will not change because of compatibility with others. The “menu.txt” file is one of those files. If you wish to change the read out from COMSUBPAC to BdU, go to Data/Menu and open menu.txt with “wordpad” and look for the following:

4193=COMSUBPAC

And change it to read

4193=BdU

csengoi
08-05-08, 02:15 AM
I've realized, that making KM grid for the Atlantic region is quite simple. Would you like me to do it?

Genferret
08-05-08, 05:18 AM
Sorry in advance for any bad typing/spelling or rambling, as atm I have a broken hand and am on Vicodin. Also

Just started playing SHIV again (partially because of the hand issue as it's one of the few games I can play with just one), picked up UBM and of course ran to Subsim to find all the goodies (mods).

First I'd like to thank you for providing this mod, as much as I liked the Pacific and the Fleet Boats, I've always felt more comfortable in a U-boat.

At the moment I have TMO, RSRD, and this beta installed (in the order specified in the OP).

I started a new career in the 30th Flotilla and set sail. Whilst under way I decided to investigate how well the Type II's interior looks and feels in SHIV. That and since I haven't played in a few months I wanted to get reaquainted with where everything was located.

I found a door that I could click labeled "interior aft". When I click the door it turns the screen green (right clicking will return me back top the boat).

Also, I'm not sure if this is the same issue you guys are/were talking about in regards to eels, but the initial loadout for my boat is all TIII (G7e), even tho they are not an option for me to put in there myself. All I can choose are TIs or TIIs.

Starting date btw is Oct 1942.

AntEater
08-05-08, 06:01 AM
Ok, regarding Hohentwiel, it seems it was quite common, but the "Seetakt" devices, I don't know.
If they had been available, and reliable, the whole late 1943 convoy battles would've gone out quite differently. The whole "Leuthen" group basically had the problem that the night attack technique did not work anymore, because the escorts could see them, while they only could detect escorts on RWR, and only escorts that still had metric radar.
And since we can't model a radar that is offline 90% of the times, it is better to leave it optional or out entirely.
That goes for both the Seetakt with fixed and 360 deg antenna.
Hohentwiel is another story. It was an aircraft radar so it was quite compact and more reliable than the earlier sets.
Didn't know about 9D2, but it seems the "drauf" Display was installed at least in other boats than XXI. U 234 had a PPI display for Hohentwiel.
So maybe the best solution would be to have Hohentwiel installed by default in mid-late 1944, and the earlier sets optional.

For some reason, I've always liked late war campaigns, no matter wether in SH3 or in AOTD.

lurker_hlb3
08-05-08, 06:21 AM
I've realized, that making KM grid for the Atlantic region is quite simple. Would you like me to do it?


Go right ahead

csengoi
08-05-08, 06:28 AM
On a second more detailed look, making a perfect KM grid is not possible :nope:. Damn...
Only regular quadrangles can be created. The saw-toothed shape could not be created, and the engine is numbering the sqares from left to right and from top to bottom. No customization is possible.

Genferret
08-05-08, 09:22 AM
Flotilla: 7th
Date: Sept 3rd 1939

Seem to have an extra and/or missing crewman in my Type VIIB.
Alexander S. Schmidt. He shows up on the left side with all the other crewmen, but not in any of the compartments. When I call all hands to Battle Stations he also does not light up when the rest of the crew does. I suspect he is supposed to be the fourth crewman in the control room for the third watch (as atm I only have 3 boxes/crewmen for the third watch in the control room).

Screenshot:
http://home.comcast.net/~genferret/shIII/crewman.jpg (http://home.comcast.net/%7Egenferret/shIII/crewman.jpg)

Genferret
08-05-08, 09:50 AM
Flotilla: 7th
Date: Sept 3, 1939
Location: Cadiz, Spain

On the map where Cadiz is located is also extra text that reads: "Location name in game" You can't see it zoomed all the way out, however, once you start zooming in on Spain the text becomes visible.

Orion2012
08-05-08, 10:26 AM
...thanks for the Western exit...one piece of realism that after a hundred transits one can do without!

Brilliant stuff!
Agreed. Sailing the Kiel Canal is just one thing I can't do at 4x time compression. I would almost rather just sail around!

Also On January 6th 1944, out of Penang I received orders from COMSUBPAC??



As I have stated before, that there are certain files that I will not change because of compatibility with others. The “menu.txt” file is one of those files. If you wish to change the read out from COMSUBPAC to BdU, go to Data/Menu and open menu.txt with “wordpad” and look for the following:

4193=COMSUBPAC

And change it to read

4193=BdU


Sorry, Lurker. Didn't think that would be in the menu.txt file. If it's left that way for a reason, I'll leave it be. Thanks.

csengoi
08-05-08, 01:22 PM
Lurker,
I have a question. Is this Atlantic campaign really dynamic? Because I get always the same mission when I start a new carrier at the same time/flottila.
And are there random ships/convoys?

lurker_hlb3
08-05-08, 05:46 PM
Lurker,
I have a question. Is this Atlantic campaign really dynamic? Because I get always the same mission when I start a new carrier at the same time/flottila.
And are there random ships/convoys?

Yes it is

You need to provide details on this

I get always the same mission when I start a new carrier at the same time/flottila.

LukeFF
08-05-08, 05:59 PM
Ok, regarding Hohentwiel, it seems it was quite common, but the "Seetakt" devices, I don't know.
If they had been available, and reliable, the whole late 1943 convoy battles would've gone out quite differently. The whole "Leuthen" group basically had the problem that the night attack technique did not work anymore, because the escorts could see them, while they only could detect escorts on RWR, and only escorts that still had metric radar.
And since we can't model a radar that is offline 90% of the times, it is better to leave it optional or out entirely.
That goes for both the Seetakt with fixed and 360 deg antenna.
Hohentwiel is another story. It was an aircraft radar so it was quite compact and more reliable than the earlier sets.
Didn't know about 9D2, but it seems the "drauf" Display was installed at least in other boats than XXI. U 234 had a PPI display for Hohentwiel.
So maybe the best solution would be to have Hohentwiel installed by default in mid-late 1944, and the earlier sets optional.
Yes, if SH4 doesn't model the ability of Allied escorts to home in on radar emissions, then that's a major shortcoming. Even then, with fully functional radar sets in late 1943, I don't think radar would have made that much of a difference for U-boat attack tactics. Hohentwiel could only pick up targets at about a max range of 7,500 meters, so that presumably leaves the performance of FuMO29 and 30 as much to be desired. Evidence seems to point to radar usage being confined to nighttime during bad weather. Even then, of course, that was very risky, since of course the Allies were homing in on the radar emissions.

For RFB, we have FuMO30 as "default" well after it's first available, and FuMO61 is pretty much the same case. Renown costs for all three radar sets are set very high.

Interesting note there about FuMO65 being installed in U-234. Any idea when it was installed?

lurker_hlb3
08-05-08, 05:59 PM
Flotilla: 7th
Date: Sept 3, 1939
Location: Cadiz, Spain

On the map where Cadiz is located is also extra text that reads: "Location name in game" You can't see it zoomed all the way out, however, once you start zooming in on Spain the text becomes visible.


This is a "stock" bug.

Corrected

Genferret
08-05-08, 07:37 PM
Flotilla: 7th
Date: Sept 3rd 1939

Seem to have an extra and/or missing crewman in my Type VIIB.
Alexander S. Schmidt. He shows up on the left side with all the other crewmen, but not in any of the compartments. When I call all hands to Battle Stations he also does not light up when the rest of the crew does. I suspect he is supposed to be the fourth crewman in the control room for the third watch (as atm I only have 3 boxes/crewmen for the third watch in the control room).

Screenshot:
http://home.comcast.net/~genferret/shIII/crewman.jpg (http://home.comcast.net/%7Egenferret/shIII/crewman.jpg)

BTW, the extra crewman can be dragged to an open position and then he functions as he should in that position. I put him on the deck gun and then was able to move him around as a normal crew member, but the third watch for the Command Room still has just three available slots.

AntEater
08-06-08, 05:17 AM
Yes, if SH4 doesn't model the ability of Allied escorts to home in on radar emissions, then that's a major shortcoming. Even then, with fully functional radar sets in late 1943, I don't think radar would have made that much of a difference for U-boat attack tactics. Hohentwiel could only pick up targets at about a max range of 7,500 meters, so that presumably leaves the performance of FuMO29 and 30 as much to be desired. Evidence seems to point to radar usage being confined to nighttime during bad weather. Even then, of course, that was very risky, since of course the Allies were homing in on the radar emissions.

For RFB, we have FuMO30 as "default" well after it's first available, and FuMO61 is pretty much the same case. Renown costs for all three radar sets are set very high.

Interesting note there about FuMO65 being installed in U-234. Any idea when it was installed?

Actually I'm not sure the allies ever bothered much with RWR technology.
The only chase I've ever read about tactical use of RWR was USS Batfish going sub hunting off Luzon in early 1945.
Other than that, apparently the risk of being detected while using radar was largely a german fear. It was technically possible, but it seems to me the allies were never great RWR users, apart from RAF nightfighters and US fleet boats.

lurker_hlb3
08-07-08, 07:08 AM
203 people have downloaded the beta, are there any more comments one way or the other

AntEater
08-07-08, 07:24 AM
Nope, 202
I accidentally downloaded it twice
:roll:

ZeeWolf
08-07-08, 09:52 AM
203 people have downloaded the beta, are there any more comments one way or the other


Yes I have a few things that might be of value. I noticed that the Type II torpedo
issue has been corrected I was wondering though if the typeII could be faded out
all together after the type III become available. And another thing would be nice
would be to enable the upgrade of conning towers on all the Type 9s. And if you
don't mind one more tiny little thing- How about more ships to shoot! I was on a
patrol that lasted 2 f'n months and all I bagged was three ugly little SH3 looking
tubs. Com'on man!:huh:

-ZeeWolf

Task Force
08-07-08, 09:56 AM
I am useing it. I have Dials on my conning tower. aaah theres a british ship in a german port.;)

Rochenfeller
08-07-08, 11:45 AM
Lo there Mr. Lurker!

Really love your initiative to bring the Atlantic Campaign to SH4!

:up:

Been trying a VIIB 1940 homebase: Kiel.

Have the following mods installed in the correct order:

RoW 3.3
RFB 1.51
RSRD v395_RC5
RSRD v395 patch4
Spaxs SH4 Uboat Speech fix v_7
OM v40x_beta2.

Havn´t been able to end my first mission due to several lockups when trying to fiering torps.

No real CTD:s but total lockup of the game and even some grahpical errors when fiddling with the ship-manual.

Have no problems with other games locking up, but I´m no programmer just a hardcore gamer, so have no idea why this happens.

Cheers!

Strelich
08-07-08, 05:25 PM
One thing I noticed was that the Fumo30 radar in the Type 7s 'float' above the conning tower for me, and it is a solid object, as I learned when going under a boat :) . Also, it seems in starting the 1941 campaign start date with the Type 2D that my first mission is a recon mission to Fremantle.

As an aside, which I don't know if something can be done with it or not, is that the 30th Flotilla 'ends' (historically I presume) in September 1944, so when missions start in that flotilla after that, I start in a hostile port of Costanza.

Unfortunately I am not in front of my home computer, otherwise I would double check all of these. Oh, and I also get a 'no decoys' when attempting to use them regardless of what is seen prior to starting missions, also in the Type 7.

I'm running TM+RSRDC+OMv4, if that's relevant. And excellent work, by the way. I'm enjoying every bit of it in SH4.

lurker_hlb3
08-07-08, 05:56 PM
I am useing it. I have Dials on my conning tower. aaah theres a british ship in a german port.;)

That all been fixed

lurker_hlb3
08-07-08, 06:01 PM
203 people have downloaded the beta, are there any more comments one way or the other

Yes I have a few things that might be of value. I noticed that the Type II torpedo
issue has been corrected I was wondering though if the typeII could be faded out
all together after the type III become available. And another thing would be nice
would be to enable the upgrade of conning towers on all the Type 9s. And if you
don't mind one more tiny little thing- How about more ships to shoot! I was on a
patrol that lasted 2 f'n months and all I bagged was three ugly little SH3 looking
tubs. Com'on man!:huh:

-ZeeWolf

I noticed that the Type II torpedo issue has been corrected I was wondering though if the typeII could be faded out all together after the type III become available.
Yes it will.


And another thing would be nice would be to enable the upgrade of conning towers on all the Type 9s.
They auto upgrade at historical intervals


I was on a patrol that lasted 2 f'n months and all I bagged was three ugly little SH3 looking tubs.

There are no SH3 "tubs" in OM only stock SH4 ships.

lurker_hlb3
08-07-08, 06:07 PM
One thing I noticed was that the Fumo30 radar in the Type 7s 'float' above the conning tower for me, and it is a solid object, as I learned when going under a boat :) . Also, it seems in starting the 1941 campaign start date with the Type 2D that my first mission is a recon mission to Fremantle.

As an aside, which I don't know if something can be done with it or not, is that the 30th Flotilla 'ends' (historically I presume) in September 1944, so when missions start in that flotilla after that, I start in a hostile port of Costanza.

Unfortunately I am not in front of my home computer, otherwise I would double check all of these. Oh, and I also get a 'no decoys' when attempting to use them regardless of what is seen prior to starting missions, also in the Type 7.

I'm running TM+RSRDC+OMv4, if that's relevant. And excellent work, by the way. I'm enjoying every bit of it in SH4.



Also, it seems in starting the 1941 campaign start date with the Type 2D that my first mission is a recon mission to Fremantle.

That been fixed


One thing I noticed was that the Fumo30 radar in the Type 7s 'float' above the conning tower for me, and it is a solid object, as I learned when going under a boat

I'm not sure what your trying to tell me here ?


Oh, and I also get a 'no decoys' when attempting to use them regardless of what is seen prior to starting missions, also in the Type 7.


That should be corrected now

DarthVrooks
08-07-08, 10:00 PM
I just downloaded this mod a couple hours ago. The U-Boat models look great, as do the crew placements at battlestations for the guns. I've only played a little bit with the Type II and Type VIIB in 1939 but I've noticed that I seem to get a lot of either dud torpedoes or torpedoes that run deep. I setup on a freighter and watched as 4 torpedoes set at depths between 6 and 2 meters ran underneath both a Coastal Freighter the first time and a Small Split Freighter. Is that normal? German torpedoes did have a few problems occasionally but this is almost like firing off a Mark XIV.

I'm running this with the Run Silent Run Deep v355 and associated patches, ROW Pacific Environment 3.3, SPAXS SH4 U-Boat speech v8.

Task Force
08-07-08, 10:16 PM
Other than the hydrophone dome an my type II and the dials on the conning tower (Cant find the new download link) This Is a great mod. I love it.

Strelich
08-07-08, 11:34 PM
Ah, sorry about that. Hopefully this will help, and hopefully I didn't resize the images too small.

These came from a career of nine patrols starting in April 1942 in the 7th Flotilla to January 1944 after transferring to the 6th Flotilla at some point. It might be the case that I've played it so long that my 'turm' is still the old one.

http://i332.photobucket.com/albums/m335/Strelich/l1.jpg



Perhaps because of this, on ending my patrol on January 1944, after the mission I see this:

http://i332.photobucket.com/albums/m335/Strelich/l4.jpg

Followed by this:

http://i332.photobucket.com/albums/m335/Strelich/l3.jpg

On starting a mission after this, there's no radio/radar personnel (radar commands are blanked out) and I can't even use my engines. If I start a July 1943 campaign I start out with the right 'turm'. In my case, even if I don't manually add the Fumo 30, it will result in this and it's game over for me.

lurker_hlb3
08-08-08, 08:38 AM
Other than the hydrophone dome an my type II and the dials on the conning tower (Cant find the new download link) This Is a great mod. I love it.


That was corrected in the beta 2 release

lurker_hlb3
08-08-08, 08:42 AM
Ah, sorry about that. Hopefully this will help, and hopefully I didn't resize the images too small.

These came from a career of nine patrols starting in April 1942 in the 7th Flotilla to January 1944 after transferring to the 6th Flotilla at some point. It might be the case that I've played it so long that my 'turm' is still the old one.

http://i332.photobucket.com/albums/m335/Strelich/l1.jpg



Perhaps because of this, on ending my patrol on January 1944, after the mission I see this:

http://i332.photobucket.com/albums/m335/Strelich/l4.jpg

Followed by this:

http://i332.photobucket.com/albums/m335/Strelich/l3.jpg

On starting a mission after this, there's no radio/radar personnel (radar commands are blanked out) and I can't even use my engines. If I start a July 1943 campaign I start out with the right 'turm'. In my case, even if I don't manually add the Fumo 30, it will result in this and it's game over for me.



How did you end each patrol ? Did you just resupply and go out or did you "end patrol". The Turms change on 1942-06-16 and again on 1943-12-16

lurker_hlb3
08-08-08, 09:00 AM
I just downloaded this mod a couple hours ago. The U-Boat models look great, as do the crew placements at battlestations for the guns. I've only played a little bit with the Type II and Type VIIB in 1939 but I've noticed that I seem to get a lot of either dud torpedoes or torpedoes that run deep. I setup on a freighter and watched as 4 torpedoes set at depths between 6 and 2 meters ran underneath both a Coastal Freighter the first time and a Small Split Freighter. Is that normal? German torpedoes did have a few problems occasionally but this is almost like firing off a Mark XIV.

I'm running this with the Run Silent Run Deep v355 and associated patches, ROW Pacific Environment 3.3, SPAXS SH4 U-Boat speech v8.


IRT your torpedo comment

http://www.uboat.net/history/torpedo_crisis.htm

Task Force
08-08-08, 09:02 AM
Ahh what happened to the link on the first page?

lurker_hlb3
08-08-08, 09:10 AM
Ahh what happened to the link on the first page?

It's been removed. Beta 3 will release on Saturday

Task Force
08-08-08, 09:23 AM
Ok thanks.:D

lurker_hlb3
08-08-08, 09:31 AM
Strelich

As an aside, which I don't know if something can be done with it or not, is that the 30th Flotilla 'ends' (historically I presume) in September 1944, so when missions start in that flotilla after that, I start in a hostile port of Costanza.


This issue has been corrected

Strelich
08-08-08, 09:47 AM
"How did you end each patrol ? Did you just resupply and go out or did you "end patrol". The Turms change on 1942-06-16 and again on 1943-12-16"

For this mission I just ended the patrol at Brest after I achieved my objective. (My last mission ended Nov 30, 1943 and the next started Jan 6.) I have resupplied in previous missions using the milk cows, especially when they have had me go across the Atlantic. I've also gone back to base to replenish torpedos/fuel and go back out for a few weeks and then end the patrol, though not this mission. (I may be confused by your question, as I end all my patrols with 'end patrol'. Morning grogginess, I guess.)

lurker_hlb3
08-08-08, 10:05 AM
"How did you end each patrol ? Did you just resupply and go out or did you "end patrol". The Turms change on 1942-06-16 and again on 1943-12-16"

For this mission I just ended the patrol at Brest after I achieved my objective. (My last mission ended Nov 30, 1943 and the next started Jan 6.) I have resupplied in previous missions using the milk cows, especially when they have had me go across the Atlantic. I've also gone back to base to replenish torpedos/fuel and go back out for a few weeks and then end the patrol, though not this mission. (I may be confused by your question, as I end all my patrols with 'end patrol'. Morning grogginess, I guess.)

Ok what I'm asking is when you head back to "home port" did you use the "refit" option or the "end patrol" option. What I believe based on your post, is that you are using the "refit" option most of the time vice "end patrol". The only time "upgrades" take place when your "in port". This may be the cause of your problems.

csengoi
08-08-08, 11:35 AM
I have also this issue with VIIB
http://i523.photobucket.com/albums/w360/csengoi/VIIB_error1.jpg

Strelich
08-08-08, 11:38 AM
Alright, I'll stop using the refuel/rearm button from now on, as I don't really have to. I am curious though, will the new turm tower simply appear after a patrol in the equipment screen? (Or rather, will it simply appear or have that placeholder message pop up (as seen in my picture above) and then see it in the equipment screen?) You mentioned the turm changes on June 16th, 1942. For example, I can start a career on June 1st, 1942 and have the old turm, while if I start a career on June 30th, 1942 I get the new one. If I start a career on June 1st (leave on the 2nd), sail around and return to base on the 20th, nothing changes on the equipment screen, nor visually once I start the next mission sometime in late July. Likewise if I return to base right when the mission starts on the 1st, start my next mission on July 4th and then end that mission right when it starts, nothing changes. I'll try a few other things when I get back home, but I guess I don't know at which point the game decides to switch turms. (And by that, given my previous examples, the date I see typed on screen after ending a mission is the day after I return from the last mission, for the first June 21st and the second June 3rd.) This stuff easily gets me confused, anyways.

leorfeo
08-08-08, 12:56 PM
Long time since my last post...i had to test Beta 2. I want to give some impressions now.

Im using the latest RFB mod and Beta 2 of course. Im in the 7th Flotilla, Kiel, on a VIIB boat.

1. Im in harbour after my 8th mission. It's the 21 of August 1940. I haven't encountered one convoy yet! in Beta 1 i had at least one encounter in the early 40`s near Gibraltar. Now...only single ships. Could be perfectly normal but wanted you to know.

2. I cant call for a transfer. I have 3750 renoun. Is the ability to get a tranfers dependent on my renown or is it offered by "luck"?

Thats all so far. I got some gfx glitches which have been told so far.

Leorfeo

lurker_hlb3
08-08-08, 01:47 PM
I have also this issue with VIIB
http://i523.photobucket.com/albums/w360/csengoi/VIIB_error1.jpg


It been fixed

lurker_hlb3
08-08-08, 01:48 PM
Long time since my last post...i had to test Beta 2. I want to give some impressions now.

Im using the latest RFB mod and Beta 2 of course. Im in the 7th Flotilla, Kiel, on a VIIB boat.

1. Im in harbour after my 8th mission. It's the 21 of August 1940. I haven't encountered one convoy yet! in Beta 1 i had at least one encounter in the early 40`s near Gibraltar. Now...only single ships. Could be perfectly normal but wanted you to know.

2. I cant call for a transfer. I have 3750 renoun. Is the ability to get a tranfers dependent on my renown or is it offered by "luck"?

Thats all so far. I got some gfx glitches which have been told so far.

Leorfeo



Shipping / campagin layer were not changed between beta 1 and beta 2

leorfeo
08-08-08, 01:58 PM
Long time since my last post...i had to test Beta 2. I want to give some impressions now.

Im using the latest RFB mod and Beta 2 of course. Im in the 7th Flotilla, Kiel, on a VIIB boat.

1. Im in harbour after my 8th mission. It's the 21 of August 1940. I haven't encountered one convoy yet! in Beta 1 i had at least one encounter in the early 40`s near Gibraltar. Now...only single ships. Could be perfectly normal but wanted you to know.

2. I cant call for a transfer. I have 3750 renoun. Is the ability to get a tranfers dependent on my renown or is it offered by "luck"?

Thats all so far. I got some gfx glitches which have been told so far.

Leorfeo


Shipping / campagin layer were not changed between beta 1 and beta 2

I'm just impatient lurker :|\\ Thank you for your comment

Popov57
08-08-08, 02:48 PM
I have done 4 patrols, 2 out of Kiel(type VII), 2 out of WHV (type IX). Stock SH. Very nice! Found targets and convoys by listening search in the areas of the known approaches.
One target stopped its engine when he saw my steaming torpedo. Very smart. So the reward was survival, sometimes I am a sentimental killer. Is the KI really that clever?

Having fun with a convoy west of Ireland February 1940 the destroyers allowed me to cancel silent running below the transition layer and reload torpedos unpunished. This seems to be not realistic even not in the early stage of the war when the philosophy was, to keep the boat away from the prey. I was in the middle of the crowd, they should have heard the noise.

Overall impression: Splendid Mod! Loads of fun! Thank you very much Mr. Lurker:rock:

cgjimeneza
08-08-08, 03:22 PM
I just downloaded this mod a couple hours ago. The U-Boat models look great, as do the crew placements at battlestations for the guns. I've only played a little bit with the Type II and Type VIIB in 1939 but I've noticed that I seem to get a lot of either dud torpedoes or torpedoes that run deep. I setup on a freighter and watched as 4 torpedoes set at depths between 6 and 2 meters ran underneath both a Coastal Freighter the first time and a Small Split Freighter. Is that normal? German torpedoes did have a few problems occasionally but this is almost like firing off a Mark XIV.

I'm running this with the Run Silent Run Deep v355 and associated patches, ROW Pacific Environment 3.3, SPAXS SH4 U-Boat speech v8.

yes they did work that badly.

look for a post by me on op monsun v301 explaingn a timeline of the torpedo defect correction by Doenitz

DarthVrooks
08-08-08, 07:05 PM
yes they did work that badly.

look for a post by me on op monsun v301 explaingn a timeline of the torpedo defect correction by Doenitz

Thanks for the response cgjimeneza. I actually have "Hitler's U-Boat War" by Clay Blair but haven't read it in a few years, totally forgot about this.

lurker_hlb3
08-08-08, 10:06 PM
Beta 3 is up

A lot of bug fixes based on the feed back of the beta tester. The current outstanding problem is the system failure to auto upgrade the Turms/Conning Towers for the Type VIIC, Type IXB and Type IXC.

Check the first post for the download link


Lurker

Task Force
08-08-08, 10:35 PM
Thanks for the new beta version lurker.;)

LukeFF
08-09-08, 02:50 AM
Other than that, apparently the risk of being detected while using radar was largely a german fear. It was technically possible, but it seems to me the allies were never great RWR users, apart from RAF nightfighters and US fleet boats.

What's funny about that is that the Americans, during the war, did not believe the Japanese had the technology to home in on American radar emissions, but information came out after the war that indicated the Japanese had the equipment on board their ships as early as 1942 that could pick up American radar signals. Even so, standard protocol for operating SD radar was to run it intermittently at short intervals.

leorfeo
08-09-08, 04:13 AM
Thx for the new beta lurker!

:sunny:

csengoi
08-09-08, 07:04 AM
First of all, thank you for your great work. I love it!!!
And here is a little glitch with the type II. The bearing tool inside the compass shows incorrect heading:
(nem carrier default settings 1939 ...)
http://i523.photobucket.com/albums/w360/csengoi/typeII_glitch.jpg

cgjimeneza
08-09-08, 07:22 AM
could we raise some the scope depth¿ we constantly loose target lock in the rough seas, maybe some 0.3 to 0.5 metres...

just a bit but not enough to expose the conning tower

Im no.3 in the new version download!!

torps dont explode, now I feel happily frustrated, most of my kills are single merchs by deck gun.

only torp that hit yesterday hit just after the ship had blown... also I have observed an increase in the AI of the ships, they change speeds when detecting torpedo wakes and they weave on their course, making use of a spread almost a rule, buy I feel the auto fire control solution tend to aim for the after part of the ship.

overall, an excellent job

cgjimeneza
08-09-08, 10:11 PM
Im returning to port, 12 kills some 53000 tons plus and two eels remaingn in my aft tubes,

calendar says its jan 29,1940 but:

british ports are red colored - ok
norwegian ports are also red - Germany invaded them a bit later didnt it?
french ports are blue - they should be red until-june to july when they surrender and the german take them over

do check your bases allegiance

still too many duds.. Doenitz must be going ape:know:

lurker_hlb3
08-09-08, 10:19 PM
Operation Monsun Tech Notes

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 1943-12-15
Turmumbau III- 1943-12-16 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 competeing 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.


Radars

There are only two types of radars in OM. The FuMO 61 'Hohentwiel U' Radar and the FuMO 65 'Hohentwiel U1 Drauf' Radar. The FuMO 61 will be an “optional” upgrade in Sept 1943 and a standard install Sept 1944 for the Type VIIC / Type VIIC41 / Type IXC / Type IXC40 and Type IXD2. The FuMO 64 becomes available in June 1944. The FuMO 29 and FuMO 30 will not be used because of the “very limited” deployment of the FuMO 29 and the unreliability of the FuMO 30.

csengoi
08-10-08, 05:13 AM
Dear Lurker and all community,
Are you planning to expand the messages.txt with much more content like in SH3 GWX?
I love to receive messages on how the entire war is going etc.
Or is already there one for shIV which I could download?

Another question: where can I find radio stations for Atlantic campaign? The ones I found are only from 1942 december...

AntEater
08-10-08, 07:57 AM
So far no crash bugs spotted.
:up:

lurker_hlb3
08-10-08, 08:26 AM
Dear Lurker and all community,
Are you planning to expand the messages.txt with much more content like in SH3 GWX?
I love to receive messages on how the entire war is going etc.
Or is already there one for shIV which I could download?

Another question: where can I find radio stations for Atlantic campaign? The ones I found are only from 1942 december...


Are you planning to expand the messages.txt

Will work on this in the future.

where can I find radio stations for Atlantic campaign

I have made no changes in this area

AntEater
08-10-08, 10:30 AM
Sofar, the thing seems stable, however, is the "sink ships" goal really necessary?

lurker_hlb3
08-10-08, 01:45 PM
however, is the "sink ships" goal really necessary?


This is a "as design" feature of OM

AntEater
08-10-08, 03:12 PM
Ok, as I sofar could not spot fatal bugs, here comes the nitpicking :D

- Aircraft: take an example on the ASW layer mod by AkbarGulag and Donut. This mod is maybe too strong for the Pacific theater, but the intensity and threat of air attacks would be just right for a late war campaign. I was able to sail a VIIC from Bergen to Iceland in late 1944 without a single air attack. Biscay air attacks are more frequent, but should be increased to almost unbearable frequence.
Generally, you should not be able to spend daytime on the surface in the middle north sea even in 1939 without getting an air attack.

- damage model
Has been really improved, but I still think most air attacks should inflict instant fatal damage, if the player does not crash dive immidiately, as it is currently when using RFB, your excellent RSRD campaign and the above mentioned ASW campaign layers.
I survived three air attacks with heavy damage before finally going to the fishes.

Orion2012
08-10-08, 06:47 PM
So far so good. Everything seems to be coming together nicely Lurker, just a couple of quick questions.

First off...can anyone else having this glitch, it's just cosmetic, and I'm not really worried about it, just curious to see if anyone has replicated it. The picture is from the interior of a VIIB leaving Kiel in spet of 39.

http://i316.photobucket.com/albums/mm333/Orion3049/SH4Img2008-08-10_001446_484.jpg
Notice the wierd glare on the speed gauge??

Is this ship from panama or not??
http://i316.photobucket.com/albums/mm333/Orion3049/SH4Img2008-08-10_014105_703.jpg

Also, if my memory served me correctly, this was a victory cargo and I didn't think they were in use in 39, although that may just apply to PTO.

Also, in the Type VIIB seems to have a depth keeping problem. If I order ahead at 7kts at 130 meters. I'll only dive to say, 120-122 meters, at ahead flanks the depth will still only run at about 124-125 meters. Is this a historically acurate with this make of U-boat. I know that it should run a meter or so shallow when > 2kts. Or did Sh4 start calculating whether I make my daily trim dive or not.

cgjimeneza
08-10-08, 10:24 PM
hi.
I made a patrol to the gibraltar - africa routes, went to have a reload from MV Thalia, but there was a line of text under the name of cadiz

it read
"Location name in game"

everything else just great

this was in feb 8, 1940

Orion2012
08-10-08, 11:59 PM
hi.
I made a patrol to the gibraltar - africa routes, went to have a reload from MV Thalia, but there was a line of text under the name of cadiz

it read
"Location name in game"

everything else just great

this was in feb 8, 1940

That was mentioned before and It's a "stock" glitch.

lurker_hlb3
08-11-08, 05:53 PM
To cgjimeneza, Orion2012, AntEater

All comments noted


The Type 7 interior problem has been there since it was first added to OM a while a go.

ivank
08-11-08, 06:17 PM
is ruccos Scheer compatible?

ZeeWolf
08-11-08, 06:25 PM
Mystery of the black Clemson

The reason the black NDD Clemson has been solved for the MO_v40x Beta37.
To fix you need to edit your Roster cfg files for the Clemson you can locate the for example here:
Data/Roster/British/Sea/DDClemson.cfg

Open in text editor and paste the following over the exiting entry

[UnitClass]
ClassName=DDClemson

That'll fix her

-ZeeWolf

Orion2012
08-11-08, 08:27 PM
To cgjimeneza, Orion2012, AntEater

All comments noted


The Type 7 interior problem has been there since it was first added to OM a while a go.

Thanks for that info Lurker.

lurker_hlb3
08-11-08, 09:38 PM
is ruccos Scheer compatible?


No it is not. No "surface ship" mod is compatible, nor will it ever be.

lurker_hlb3
08-11-08, 09:58 PM
Mystery of the black Clemson

The reason the black NDD Clemson has been solved for the MO_v40x Beta37.
To fix you need to edit your Roster cfg files for the Clemson you can locate the for example here:
Data/Roster/British/Sea/DDClemson.cfg

Open in text editor and paste the following over the exiting entry

[UnitClass]
ClassName=DDClemson

That'll fix her

-ZeeWolf


From beta 3

http://img.photobucket.com/albums/v516/lurker_hlb3/Image1.jpg

you may want to check your install

thasaint
08-11-08, 10:52 PM
i'll second anteater's comments on aircraft

i have yet to see an aircraft, nevermind have one attack me. starting times and locations vary from early, mid, and late war. i remember an old bug in sh3 with TC effecting it, so just in case there was a carry over i ran an entire mission not going over 128x TC and still not a single plane, even sailing just north of ireland in the shallows there where all the convoys come in. you'd think i'd see a plane there no matter what year it was.

Orion2012
08-11-08, 11:15 PM
i'll second anteater's comments on aircraft

i have yet to see an aircraft, nevermind have one attack me. starting times and locations vary from early, mid, and late war. i remember an old bug in sh3 with TC effecting it, so just in case there was a carry over i ran an entire mission not going over 128x TC and still not a single plane, even sailing just north of ireland in the shallows there where all the convoys come in. you'd think i'd see a plane there no matter what year it was.

I've yet to see an aircraft yet either. Still in early 1940 out of Kiel.

lurker_hlb3
08-11-08, 11:50 PM
i'll second anteater's comments on aircraft

i have yet to see an aircraft, nevermind have one attack me. starting times and locations vary from early, mid, and late war. i remember an old bug in sh3 with TC effecting it, so just in case there was a carry over i ran an entire mission not going over 128x TC and still not a single plane, even sailing just north of ireland in the shallows there where all the convoys come in. you'd think i'd see a plane there no matter what year it was.
I've yet to see an aircraft yet either. Still in early 1940 out of Kiel.

The reason you haven't seen any aircraft from Sept 39 to march 42 is because I "FAILED" to add the early war airfields. Anteater comment got me checking the files.

ZeeWolf
08-11-08, 11:53 PM
Mystery of the black Clemson

The reason the black NDD Clemson has been solved for the MO_v40x Beta37.
To fix you need to edit your Roster cfg files for the Clemson you can locate the for example here:
Data/Roster/British/Sea/DDClemson.cfg

Open in text editor and paste the following over the exiting entry

[UnitClass]
ClassName=DDClemson

That'll fix her

-ZeeWolf


From beta 3

http://img.photobucket.com/albums/v516/lurker_hlb3/Image1.jpg

you may want to check your install

I have the new beta 3.7 installed :yep:
I just had the issue in single missions I created from the last install. But once I discovered the Town class destroyers were not appearing available in the mission editor I found out why.
The Town class needed a separate .cfg file in the British Sea Roster. So I took the file DDClemson.cfg copied it, then immediately pasted it back in the same folder and
renamed it DDTown.cfg. Then I altered the DDClemson.cfg as I mentioned above.
Now it works great, I can create single missions with the Town class Destroyers. :D

-Zee Wolf

DarthVrooks
08-12-08, 12:23 AM
I have the exact opposite problem as Orion and anteater. The last 4 times I've tried to start a mission I get the same thing. I leave port get to the Atlantic and get spotted by a Liberator. When I dive it doesn't matter what depth I go to or which direction I turn it tracks me for over 12 hours following every move I make strafing on almost every pass. Then some other aircraft show up and manage to track me until I have to surface due to carbon dioxide build up or low batteries. Anybody else get this? It only seems to happen when initially spotted by a Liberator. I snapped these two screens to show I wasn't exaggerating the time :p It's May 31, 1943 when I leave port and I'm running the latest beta with RSRDC, ROW PE 3.3 and spaxs UBoat speech fix v8

http://img300.imageshack.us/img300/6469/47015520tu5.th.jpg (http://img300.imageshack.us/my.php?image=47015520tu5.jpg)http://img524.imageshack.us/img524/9487/43041729fc0.th.jpg (http://img524.imageshack.us/my.php?image=43041729fc0.jpg)

lurker_hlb3
08-12-08, 12:26 AM
Mystery of the black Clemson

The reason the black NDD Clemson has been solved for the MO_v40x Beta37.
To fix you need to edit your Roster cfg files for the Clemson you can locate the for example here:
Data/Roster/British/Sea/DDClemson.cfg

Open in text editor and paste the following over the exiting entry

[UnitClass]
ClassName=DDClemson

That'll fix her

-ZeeWolf

From beta 3

http://img.photobucket.com/albums/v516/lurker_hlb3/Image1.jpg

you may want to check your install
I have the new beta 3.7 installed :yep:
I just had the issue in single missions I created from the last install. But once I discovered the Town class destroyers were not appearing available in the mission editor I found out why.
The Town class needed a separate .cfg file in the British Sea Roster. So I took the file DDClemson.cfg copied it, then immediately pasted it back in the same folder and
renamed it DDTown.cfg. Then I altered the DDClemson.cfg as I mentioned above.
Now it works great, I can create single missions with the Town class Destroyers. :D

-Zee Wolf

I show it in the editor. What "else" do you have installed? That the only way that there can be a problem

urfisch
08-12-08, 08:57 AM
have tested your beta. nice work. some bugs:

- missing man on the rudder
- the telegraph orders are handled wrong by the model animation
- wrong model animations in the radio and sonar room

seems, as if they still are in a type ix on patrol.

ZeeWolf
08-12-08, 09:21 AM
Mystery of the black Clemson

The reason the black NDD Clemson has been solved for the MO_v40x Beta37.
To fix you need to edit your Roster cfg files for the Clemson you can locate the for example here:
Data/Roster/British/Sea/DDClemson.cfg

Open in text editor and paste the following over the exiting entry

[UnitClass]
ClassName=DDClemson

That'll fix her

-ZeeWolf

From beta 3

http://img.photobucket.com/albums/v516/lurker_hlb3/Image1.jpg

you may want to check your install
I have the new beta 3.7 installed :yep:
I just had the issue in single missions I created from the last install. But once I discovered the Town class destroyers were not appearing available in the mission editor I found out why.
The Town class needed a separate .cfg file in the British Sea Roster. So I took the file DDClemson.cfg copied it, then immediately pasted it back in the same folder and
renamed it DDTown.cfg. Then I altered the DDClemson.cfg as I mentioned above.
Now it works great, I can create single missions with the Town class Destroyers. :D

-Zee Wolf

I show it in the editor. What "else" do you have installed? That the only way that there can be a problem

The other thing I have installed are my single missions I created with the previous
betas and stock versions. They are where I first noticed the black clemsom.

-ZeeWolf

Orion2012
08-12-08, 03:53 PM
I have the exact opposite problem as Orion and anteater. The last 4 times I've tried to start a mission I get the same thing. I leave port get to the Atlantic and get spotted by a Liberator. When I dive it doesn't matter what depth I go to or which direction I turn it tracks me for over 12 hours following every move I make strafing on almost every pass. Then some other aircraft show up and manage to track me until I have to surface due to carbon dioxide build up or low batteries. Anybody else get this? It only seems to happen when initially spotted by a Liberator. I snapped these two screens to show I wasn't exaggerating the time :p It's May 31, 1943 when I leave port and I'm running the latest beta with RSRDC, ROW PE 3.3 and spaxs UBoat speech fix v8

http://img300.imageshack.us/img300/6469/47015520tu5.th.jpg (http://img300.imageshack.us/my.php?image=47015520tu5.jpg)http://img524.imageshack.us/img524/9487/43041729fc0.th.jpg (http://img524.imageshack.us/my.php?image=43041729fc0.jpg)


Could be the glitch with the visual sensors and the enviro mods. I'm not being attacked and killed, I don't see any aircraft, but I digress. There is a glitch mentioned in the TMO read me about aircraft detecting you at impossible depths. I understand you aren't running TMO, but you are running PE3.3. The glitch in question isn't just TMO just a warning that some of the enviroment mods cause aircraft to detect you at impossible depths. How deep do you dive to?? The TMO readme says somthing about aircraft DC's having a max depth of 146 feet (or something similar).

But if this is happening numerous times.....:hmm:

DarthVrooks
08-12-08, 07:01 PM
Could be the glitch with the visual sensors and the enviro mods. I'm not being attacked and killed, I don't see any aircraft, but I digress. There is a glitch mentioned in the TMO read me about aircraft detecting you at impossible depths. I understand you aren't running TMO, but you are running PE3.3. The glitch in question isn't just TMO just a warning that some of the enviroment mods cause aircraft to detect you at impossible depths. How deep do you dive to?? The TMO readme says somthing about aircraft DC's having a max depth of 146 feet (or something similar).

But if this is happening numerous times.....:hmm: I went down to around 150meters or so and maneuvered at various speeds, changed depth nothing worked. I remember reading something like you stated somewhere just looking around a while ago but it's never happened except in the OM mod which led me to post it here instead of in a stand alone thread or somewhere else. Also as I mentioned it only seems to happen when spotted first by a Liberator. I've dove for Catalina's, Wellingtons, Wildcats, sometimes a Catalina will stay over head and make a strafing run for a while after I submerge but usually it doesn't appear to be anything more then a follow up attack for a few minutes then it leaves. Plus it only started happening right around the date I gave, May 31 1943. Before that I had seen a couple but they never followed me like this. I'll uninstall PE3.3 later and see what happens, thanks for the response.

Strelich
08-12-08, 07:34 PM
While on a mission in the Black Sea, I was engaged by a Soviet 'BD-3' (technically DB-3) which was flying very slow (rather 'super star destroyer' slow). It can also be seen doing this in the museum, though I dare say it is somewhat amusing to run circles around it whilst shooting :)

DarthVrooks
08-12-08, 10:56 PM
I went back and uninstalled PE 3.3 and played the game with no environmental mod, then played it with the Environmental 4.7 mod and still got the same results, except with the 4.7 I encountered a Catalina that tracked me through maneuvers even though it had no ammo left to attack apparently as it didn't fire after the first few runs. These screens are from the game with no environmental mod, still a Liberator that tracked me over the course of an hour, even through a constant turn at varying speeds. I had more shots but figured 4 was enough to show it
http://img383.imageshack.us/img383/1449/44718363tq5.th.jpg (http://img383.imageshack.us/my.php?image=44718363tq5.jpg)http://img211.imageshack.us/img211/1483/17264266bk7.th.jpg (http://img211.imageshack.us/my.php?image=17264266bk7.jpg)http://img56.imageshack.us/img56/2508/25668946fo7.th.jpg (http://img56.imageshack.us/my.php?image=25668946fo7.jpg)http://img227.imageshack.us/img227/517/49502930vu5.th.jpg (http://img227.imageshack.us/my.php?image=49502930vu5.jpg)
always almost exactly on the spot.....maybe it can see the orange marker? :p

Genferret
08-13-08, 04:06 AM
While on a mission in the Black Sea, I was engaged by a Soviet 'BD-3' (technically DB-3) which was flying very slow (rather 'super star destroyer' slow). It can also be seen doing this in the museum, though I dare say it is somewhat amusing to run circles around it whilst shooting :)

Was about to report that one myself. :rotfl:

I fired up Fraps when I noticed it and made this:

http://www.youtube.com/watch?v=wwW4fWdDJ6M

DarthVrooks
08-13-08, 05:07 AM
Was about to report that one myself. :rotfl:

I fired up Fraps when I noticed it and made this:

http://www.youtube.com/watch?v=wwW4fWdDJ6M
http://img164.imageshack.us/img164/167/youearnedabananastickeror4.jpg (http://imageshack.us)
I so have to go find this bug now, I laughed hard...although points off for getting that stupid song stuck in my head again....took me 3 years to get it out the first time :p

lurker_hlb3
08-13-08, 06:43 AM
Could be the glitch with the visual sensors and the enviro mods. I'm not being attacked and killed, I don't see any aircraft, but I digress. There is a glitch mentioned in the TMO read me about aircraft detecting you at impossible depths. I understand you aren't running TMO, but you are running PE3.3. The glitch in question isn't just TMO just a warning that some of the enviroment mods cause aircraft to detect you at impossible depths. How deep do you dive to?? The TMO readme says somthing about aircraft DC's having a max depth of 146 feet (or something similar).

But if this is happening numerous times.....:hmm: I went down to around 150meters or so and maneuvered at various speeds, changed depth nothing worked. I remember reading something like you stated somewhere just looking around a while ago but it's never happened except in the OM mod which led me to post it here instead of in a stand alone thread or somewhere else. Also as I mentioned it only seems to happen when spotted first by a Liberator. I've dove for Catalina's, Wellingtons, Wildcats, sometimes a Catalina will stay over head and make a strafing run for a while after I submerge but usually it doesn't appear to be anything more then a follow up attack for a few minutes then it leaves. Plus it only started happening right around the date I gave, May 31 1943. Before that I had seen a couple but they never followed me like this. I'll uninstall PE3.3 later and see what happens, thanks for the response.

RSRDC & OM use the visual mode from TMO


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.

Genferret
08-13-08, 09:13 AM
Type VIIB, XI, VIIC, IXB, IXC, IXC/40, IXD2, VIIC41.

Still have a ghost crew member in the command room. When I go to 'Crew Management' the Command room has 4 members for the first and second watch. Third watch there are only 3 members listed and only 3 crew "boxes" to play with.

Put out to sea and while on the surface go to "Battle Stations" all of the crew lights up but one individual. Drag him to a new station and he wakes up.

lurker_hlb3
08-13-08, 05:35 PM
While on a mission in the Black Sea, I was engaged by a Soviet 'BD-3' (technically DB-3) which was flying very slow (rather 'super star destroyer' slow). It can also be seen doing this in the museum, though I dare say it is somewhat amusing to run circles around it whilst shooting :)


There was a corrupted "unit_Airplane in the .sim file. Will be corrected in Beta 4

lurker_hlb3
08-13-08, 05:37 PM
Type VIIB, XI, VIIC, IXB, IXC, IXC/40, IXD2, VIIC41.

Still have a ghost crew member in the command room. When I go to 'Crew Management' the Command room has 4 members for the first and second watch. Third watch there are only 3 members listed and only 3 crew "boxes" to play with.

Put out to sea and while on the surface go to "Battle Stations" all of the crew lights up but one individual. Drag him to a new station and he wakes up.

As designed

Genferret
08-13-08, 07:34 PM
Type VIIB, XI, VIIC, IXB, IXC, IXC/40, IXD2, VIIC41.

Still have a ghost crew member in the command room. When I go to 'Crew Management' the Command room has 4 members for the first and second watch. Third watch there are only 3 members listed and only 3 crew "boxes" to play with.

Put out to sea and while on the surface go to "Battle Stations" all of the crew lights up but one individual. Drag him to a new station and he wakes up.

As designed

So then is it intended that we leave him in his original station as a "ghost" or move him to another station/compartment?

When I moved him I didn't notice the third watch take any hit to it's effectiveness.

Also, would you mind me asking why the third watch has just 3 members for the control room?

urfisch
08-14-08, 03:13 AM
what about the missing rudder guy in the control room? and there are also a lot of wrong crew model animations in type VII. seems, as if they are still on patrol in a type IX...

:hmm:

lurker_hlb3
08-14-08, 06:35 AM
Genferret & Urfisch

The crew make up was designed by LukeFF and is from RFB 1.5X, if you have problems with his design I recommend you contact him. As far as “no rudder guy in the control room”, it is “as designed”. If you deinstall OM and launch stock 1.5 you find the the same setup.

One thing you have to remember that Operation Monsun is a “Campaign Mode”. There fore, “eye candy” problems have a “low priority” on my work list.

Genferret
08-14-08, 03:16 PM
Genferret & Urfisch

The crew make up was designed by LukeFF and is from RFB 1.5X, if you have problems with his design I recommend you contact him. As far as “no rudder guy in the control room”, it is “as designed”. If you deinstall OM and launch stock 1.5 you find the the same setup.

One thing you have to remember that Operation Monsun is a “Campaign Mode”. There fore, “eye candy” problems have a “low priority” on my work list.

No problems with it, I just usually like to know the insight as to why. :up:

I've read quite a bit of LukeFF's discussions about the crews for RFB on the Fleetboat side of things, and read some of his ideas regarding the U-boat side and generally agree with where he is going with them from a realism standpoint.

Mostly what I'm curious about is if he intended for the player to leave the "ghost" in his original position, or intended for us to move him to another position to achieve the effect he is after.

I didn't mean my question as a complaint, but more as a "ok, so what should we do with the extra guy to ensure we're testing this product as it's designed to be tested." Just atm I tend to type shorter posts than normal as I can only use one hand to do so atm since the othe is broke. :P

I apologize if you took it as a gripe about the awesome mod you're making, it was not intended to come across as such. I'll get in touch with LukeFF I guess and ask what his intentions were for that "extra" crew man.

S!

lurker_hlb3
08-14-08, 06:11 PM
Beta 4 is up. More changes / More fixes

See first post for download link

Orion2012
08-14-08, 06:32 PM
Beta 4 is up. More changes / More fixes

See first post for download link


Will download now Lurker, but out where do you find time to play the game?? ;)

Will-Rommel
08-15-08, 02:24 AM
The planes seems a bit too effective, let me explain :

As soon as my watchers spot it, it is too close to my u-boat for me to dive, even if i order flank speed and emergency dive. They always have time to dive on me and throw their bomb, doing me some critical shots.

Is there a way to improve the watchmens sensor or maybe tune down the plane effiency a bit?

lurker_hlb3
08-15-08, 05:51 AM
The planes seems a bit too effective, let me explain :

As soon as my watchers spot it, it is too close to my u-boat for me to dive, even if i order flank speed and emergency dive. They always have time to dive on me and throw their bomb, doing me some critical shots.

Is there a way to improve the watchmens sensor or maybe tune down the plane effiency a bit?

What time frame are you talking about ?

AntEater
08-15-08, 07:06 AM
The planes seems a bit too effective, let me explain :

As soon as my watchers spot it, it is too close to my u-boat for me to dive, even if i order flank speed and emergency dive. They always have time to dive on me and throw their bomb, doing me some critical shots.

Is there a way to improve the watchmens sensor or maybe tune down the plane effiency a bit?
Sounds quite realistic to me. In a 1943-45 campaign, mere survival should be the goal.

I had the problem that Sunderlands dropped no bombs on me.
Can it be that depth charges are only used on submerged targets?
I had a sunderland make 2 dummy runs on me, dropping only when I was crash diving.
Also, crash dive times are still a bit on the optimistic side.

Maybe it is just a conflict of interest. I'm for ultra-realism. Maybe we can make two versions?
One where you can happily cruise along in 1943 and sink even more ships due to your gatgets, the other where you're in the same fix as real U-Boat captains were back then.

örni
08-15-08, 08:52 AM
I suggest it into the next version that some extra submarines should be useful:XXI; XXIB; XXIC; XI; XXVI; XXX;XXIX. I know it not plain.:lol::cool:
http://www.u-historia.com/uhistoria/tecnico/proyectos/proyectos.htm
http://www.kbismarck.com/u-boot/utypen.htm#liste:rock:

AntEater
08-15-08, 12:01 PM
Lol, just fell victim to my own suggestions.
Just left the US east coast in April 1942 after sinking 20.000 tons, when suddenly, out of nowhere (4096 tc) a plane came and sank me.
I'm not angry because that is the way it should be, if you have to spend daytime on the surface that close to the shore in 1942, you should get sunk.
You drive a submarine and so you should make use of that capability once in a while.

Btw, the G7E electric torpedoes have a serious depth keeping problem. Was that historic?
Ok, that is only part of the excuse, I simply forgot how to aim torpedoes without a position keeper

:rotfl:

Also, the Carribean seems to be devoid of shipping. Not finished yet or am I looking in the wrong places?

lurker_hlb3
08-15-08, 02:21 PM
I suggest it into the next version that some extra submarines should be useful:XXI; XXIB; XXIC; XI; XXVI; XXX;XXIX. I know it not plain.:lol::cool:
http://www.u-historia.com/uhistoria/tecnico/proyectos/proyectos.htm
http://www.kbismarck.com/u-boot/utypen.htm#liste:rock:


These will not be used in OM

AntEater
08-15-08, 02:29 PM
New U-Boats require work, as 3d models and so on.
But why no XXI? The model is there as XVIII, so it should be no problem.
The rest of the bunch wasn't used anyway.
But how about including the T Class which Keltos has modified on a basis from GWX (I think) as an AI sub?

Also, there are too many T-3 tankers allready in 1940 in the convoys.
I'd rather use large modern and medium old tankers.

lurker_hlb3
08-15-08, 02:42 PM
For Anteater

Maybe we can make two versions?
There will be one version only that supports all styles of play


the Carribean seems to be devoid of shipping
http://img.photobucket.com/albums/v516/lurker_hlb3/carb1.jpg

But why no XXI
They never made a "Real" combat partol


New U-Boats require work, as 3d models and so on

I'm not a 3d Modeler, What you see is what you get.


there are too many T-3 tankers allready in 1940 in the convoys
Maybe in the future

AntEater
08-15-08, 03:01 PM
What a pity about the XXI
Ok, it is not a top priority anyway.
These routes indicate traffic in the carribean.
Still I spend three days in the channel between Cuba and Haiti and saw absolutely nothing.
On the Carolina coast, I had 5-6 single merchants per night!

Btw, could you make the diesel engines a little tougher?
Either that or cause the "bang you're dead" instant death
Because simply sitting around with no possibility to move is stupid.

Reise
08-15-08, 03:26 PM
Btw, could you make the diesel engines a little tougher?
Either that or cause the "bang you're dead" instant death
Because simply sitting around with no possibility to move is stupid.

Agree
2 times I have diesel destroyed with no repair or move

once with only 1 DC attack

Will-Rommel
08-15-08, 03:27 PM
The planes seems a bit too effective, let me explain :

As soon as my watchers spot it, it is too close to my u-boat for me to dive, even if i order flank speed and emergency dive. They always have time to dive on me and throw their bomb, doing me some critical shots.

Is there a way to improve the watchmens sensor or maybe tune down the plane effiency a bit?
Sounds quite realistic to me. In a 1943-45 campaign, mere survival should be the goal.

I had the problem that Sunderlands dropped no bombs on me.
Can it be that depth charges are only used on submerged targets?
I had a sunderland make 2 dummy runs on me, dropping only when I was crash diving.
Also, crash dive times are still a bit on the optimistic side.

Maybe it is just a conflict of interest. I'm for ultra-realism. Maybe we can make two versions?
One where you can happily cruise along in 1943 and sink even more ships due to your gatgets, the other where you're in the same fix as real U-Boat captains were back then.

I'm for realism too, but we are in 1940 here, not 1945. Maybe the environmental mod 4.7 have something to do with it? It could have modified the spotting range for watchman, decreasing it marginaly and allowing the plane to sit on me before attacking.

Lurker : As soon as the ''aircraft spotted'' message pop-up, with the 3 different orders available, i hit the emergency dive option. I then proceed to flank speed. The whole process may take 5 sec maximum, but then come the plane, before the sub start to submerge.

AntEater
08-15-08, 03:31 PM
Ok, important dive tactic:
- turn
The real ASW planes threw their charges in the swirl.
As I said, DM needs tweaking, either instant death or repairable damage.
The "immobile but not dead" is frustrating. In AOTD you could abandon ship, but in SH you can't.
Buoyancy needs to be tweaked as well. My last aircraft killed VIIC had ALL compartments fully flooded yet i could blow tanks and get to the surface
:rotfl:

I think I have an idea what is wrong with aircraft:
Can it be that small aircraft like the Anson are almost invisible? Sunderlands and such are spotted at reasonable distances while Ansons are never seen until it is too late.
That would explain the lethality of 1940 (lots of Ansons :D)

cgjimeneza
08-15-08, 08:43 PM
yes, there is traffic in the caribbean...
I was playing there since the first release and while I have spent days around the lesser antilles without seeing anything, when you do find them, they are there, so tell your lookouts to look sharp, and I dont know if the real smoke mod affects visual detection by your crew but it does for "manual" looking.

I sank a ship around western approaches, and took a look around after killing it... saw smoke on the horizon, checked my chart and there was nothing there... however I steered towards it and suddenly a passenger ship was there...

so look around personally and you might find ships around.

lurker_hlb3
08-15-08, 08:56 PM
For Anteater, Reise Will-Rommel and all the other beta testers

I've noted your comments. Be advised that I will make a few more changes but don't except that "ever reported problem" will be resolved, I'm only one person and there are only so many hours in the day.

The beta testing is coming to an end and I will more than likely release V400 in a week or so. After that the only patches will be "show stoppers" like CTD or some kind of "major" campaign related screw up. I'm going to take a few weeks off then start working on V500.

All the input from the beta testers has been invaluable in making the next version of OM something that ever one can enjoy.

cgjimeneza
08-15-08, 10:12 PM
Lurker

for final release pls include the different smoke mod for merchants and warships made by vickers03 that came along a couple weeks ago.. it makes a nice change but it seems to change
EuroLiner.sim and
NTRW_.sim
it also changes particles.dat but this does not seem to be changed by OM.

not urgent but dont know what I might be messing by overwriting

AntEater
08-16-08, 03:03 AM
Lurker, maybe you can enlist help from the RFB team, as they're working on a new DM for fleet boats. Maybe those guys can take a look at the U-Boats as well?

csengoi
08-16-08, 04:23 AM
I also would like the type XXI. I always want to play 100% realsim, but this thing is an exception. It's kind a reward at the end of the war to play the XXI. Besides, it is not a must to change your boat, so if someone doesn't want it, simply can stick with his older boat.

AntEater
08-16-08, 05:19 AM
Ok, but we should give Lurker a break.
A single guy putting all that together deserves huge praise.
Maybe Lurker should "outsource" some...

örni
08-16-08, 08:19 AM
I suggest it into the next version that some extra submarines should be useful:XXI; XXIB; XXIC; XI; XXVI; XXX;XXIX. I know it not plain.:lol::cool:
http://www.u-historia.com/uhistoria/tecnico/proyectos/proyectos.htm
http://www.kbismarck.com/u-boot/utypen.htm#liste:rock:

These will not be used in OM

And an other mod these do not fit into his frameworks it special submarines. (Special U boot) :hmm::rock::up:

AntEater
08-16-08, 09:22 AM
@Lurker
I just modified the roster of most countries so that now most of the Marus will be used instead of just T3s and such.
I can upload it if you like.
While the colours of most japanese SH4 merchants are japanese, the ship types are pretty international. British or US prewar freighters looked largely the same.
Actually the average japanese (and german) merchant was more modern than the average british.
The brits now use basically the whole maru fleet, while 1940s "cheap flag" nations like Norway and Greece only use the "old" ones.
To compensate, I've restricted Liberty, Victory and T3 ships to later years.
I'm planning to kind of "phase out" the marus/older merchants around 1943 so that 1943 convoys will present themselves as quite homogenous compared to earlier year's hodgepodge.
Does anyone know wether it is possible to convert SH3 ships to SH4?
I'm thinking about the T2 tankers and C2 and C3 freighters especially.

lurker_hlb3
08-16-08, 09:49 AM
@Lurker
I just modified the roster of most countries so that now most of the Marus will be used instead of just T3s and such.
I can upload it if you like.
While the colours of most japanese SH4 merchants are japanese, the ship types are pretty international. British or US prewar freighters looked largely the same.
Actually the average japanese (and german) merchant was more modern than the average british.
The brits now use basically the whole maru fleet, while 1940s "cheap flag" nations like Norway and Greece only use the "old" ones.
To compensate, I've restricted Liberty, Victory and T3 ships to later years.
I'm planning to kind of "phase out" the marus/older merchants around 1943 so that 1943 convoys will present themselves as quite homogenous compared to earlier year's hodgepodge.
Does anyone know wether it is possible to convert SH3 ships to SH4?
I'm thinking about the T2 tankers and C2 and C3 freighters especially.


You can upload it, and I will take a look at it. I will not used converted SH3 merchants in OM

Mikhayl
08-16-08, 10:15 AM
Just my 2 cents, it's a good thing to use only SH4 merchies. SH3 merchies can be converted fairly easily but they don't have the "SH4 style" and they look odd in convoy along with genuine SH4 ships. I prefer having few high quality ships than lots of ships of unequal quality.
Same for the XXI, IMO it's a good choice to leave it out, so the player has the choice to keep his "old" type II/VII/IX or switch to the XXIII for a very different & interesting style of sailing, more interesting & challenging than the XXI which can be used like some sort of über VIIC/41 without much change in gameplay.

AntEater
08-16-08, 10:37 AM
As I said, if you look at the pictures of the sunken ships at Uboat.net, you see that the Maru types we have are relatively representative of the early war victims of the U-Boats. In fact, more representative than the original SH3 ship set.
Ok, many of the older Marus were not japanese build, but rather british mostly.
Straight bow, single tall funnel merchants were the most common victims. We didnt have those in SH3 at all, at least in medium (4000 ts) and large (8000 ts).
Different skins would be nice, though. Did anyone make any sofar?
Some ships are missing, though, especially the MARCOM ships like the T2 and C2 designs.
T3 was actually quite rare and most were used as fleet oilers in the pacific.
The real mainstay tanker was T2.

Mikhayl
08-16-08, 11:00 AM
Not sure about skins, I think repaints were made for warships but not so much for merchants yet (?). I agree on the SH4 roster, in SH3 you basically had either the ~2000 tons merchie or the ~1000 tons one, almost nothing in between.
As for the T2 & C2 it would be nice to have them, but there's the problem of the look that is too much different from the overall style of SH4 ships. The lightmap in itself isn't so difficult to do, the real problem is to find the right setting to make it look like the stock SH4 ships. I know at least of one person who lost some hair on it :lol:

602Sqn_Puff
08-17-08, 03:07 AM
First off..well done on the mod..it's fantastic! Now a small Bug I have found.... Feb 41 off the coast of France in the VIIB. I was attacked by an aircraft and hit the crash dive button...at 70m I found that in level depth @ 2 kts the compressed air drained far to quick....within 10 mins I was down to 50% { I had went into X16 TC after the attack } and then I watch over the course of the next 5 mins actual time, the percentage drop from 50 to 20, where I then blew tanks to emergency surface. Weather was clear with 5m/s wind. The only mod which may have effected it was the conning tower fix that has been placed after the OM4 beta 4.
Any more info required and I'll happily pass it on...

EDIT: Tested without the conning tower fix and all is well, boat sits at proper depth { noticed before she sat about 3m shallower than 70 m for instance } and compressed air is used very little.

Mikhayl
08-17-08, 03:59 AM
This one is a stock bug, I had it once with no mods enabled. Same thing, ordered crash dive then cranked up TC and all my compressed air was gone in a blink. I think it has something to do with the way you level the boat after crash diving or something, or maybe just because of the combination crash dive+TC.

602Sqn_Puff
08-17-08, 04:35 AM
Rgr...I'll watch out in future :)

lurker_hlb3
08-17-08, 08:25 AM
The only mod which may have effected it was the conning tower fix that has been placed after the OM4 beta 4.


FYI

Conning tower fix is not required, as it is part of Beta 4

602Sqn_Puff
08-17-08, 12:47 PM
Thx Lurker...just spotted that in game :)

Orion2012
08-17-08, 01:43 PM
Not really a glitch or a problem, but is there any chance we might see the dive times adjusted in a future release of OM. :lol:

A crash dive in a type IX takes a little over 1min30secs which to me seems a little fast.

tigone
08-17-08, 01:46 PM
This mod is going to be a lot of fun.

I started a new career (Type VIIC, March 1942, 7th U-Flotte), and was assigned a patrol in the Southern Caribbean, near Curaçao. That's extreme long range for a Type VII, and I only made it there and back by chugging along at 6 knots. It made for a long patrol, something like 65 or 70 days, almost all of that in transit. I completed objectives on two patrol stations but had to ignore third (all in the Caribbean) due to my fuel levels. Also (possibly significant), during the entire time, I only encountered one enemy vessel, while I would have expected that patrol area to be fairly lousy with them.

Starting my second patrol in June 1942, I again got assigned to the southern Caribbean. This simply doesn't ring right to me. While a handful of Type VIIs operated in the Gulf of Mexico (a slightly shorter patrol radius), the large majority were Type IXs (http://www.pastfoundation.org/DeepWrecks/OtherU-boats.htm). The Type VIIs were never designed for such a combat radius, and rarely assigned to really distant patrol areas.

So is there any particular reason that my U-355 is getting sent so far? Is it just bad random luck, a glitch in the campaign software or does Onkel Karl just think I look good with a tan?

Same question for the almost complete lack of targets on that first patrol -- just bad luck, or a glitch in the campaign?

Thanks,

Andy

lurker_hlb3
08-17-08, 02:06 PM
Not really a glitch or a problem, but is there any chance we might see the dive times adjusted in a future release of OM. :lol:

A crash dive in a type IX takes a little over 1min30secs which to me seems a little fast.

This is a "stock" issue and there is nothing I can do about right now

lurker_hlb3
08-17-08, 02:20 PM
This mod is going to be a lot of fun.

I started a new career (Type VIIC, March 1942, 7th U-Flotte), and was assigned a patrol in the Southern Caribbean, near Curaçao. That's extreme long range for a Type VII, and I only made it there and back by chugging along at 6 knots. It made for a long patrol, something like 65 or 70 days, almost all of that in transit. I completed objectives on two patrol stations but had to ignore third (all in the Caribbean) due to my fuel levels. Also (possibly significant), during the entire time, I only encountered one enemy vessel, while I would have expected that patrol area to be fairly lousy with them.

Starting my second patrol in June 1942, I again got assigned to the southern Caribbean. This simply doesn't ring right to me. While a handful of Type VIIs operated in the Gulf of Mexico (a slightly shorter patrol radius), the large majority were Type IXs (http://www.pastfoundation.org/DeepWrecks/OtherU-boats.htm). The Type VIIs were never designed for such a combat radius, and rarely assigned to really distant patrol areas.

So is there any particular reason that my U-355 is getting sent so far? Is it just bad random luck, a glitch in the campaign software or does Onkel Karl just think I look good with a tan?

Same question for the almost complete lack of targets on that first patrol -- just bad luck, or a glitch in the campaign?

Thanks,

Andy


http://www.uboat.net/maps/caribbean.htm

Note: U654 U615 U759 U94 U359

tigone
08-17-08, 02:36 PM
lurker_hlb3 wrote:

> http://www.uboat.net/maps/caribbean.htm

> Note: U654 U615 U759 U94 U359

Point taken. So that's what Onkel Karl meant when he told me, "Stoppen zu jammern!"

Orion2012
08-17-08, 05:46 PM
Not really a glitch or a problem, but is there any chance we might see the dive times adjusted in a future release of OM. :lol:

A crash dive in a type IX takes a little over 1min30secs which to me seems a little fast.
This is a "stock" issue and there is nothing I can do about right now

Thanks Lurker.

AntEater
08-18-08, 06:47 AM
Another thing:
Dud rates are far too high. The impact exploder was generally reliable since around mid 1942 while in OM you currently get up to 50% duds on impact exploder with electric torpedoes.
These dud rates are ok for the first part of the war.
The only flaw the G7E still had was deep running, which was only solved in about mid 1942.